Young Harrol
|
"'us my 'oly... my 'oly..." he begins, through a mouthful of pillaged food. "My holy symbol." he manages, wiping the crumbs from his mouth. "It's a token of my goddesses favour." he says, proudly, polishing the fine silver with his course linen sleeve. "I left home a year before I came of age to make the pilgramage to the Sancta Iomedaea in the north. They took me in for five years, and taught me how to set bones, say my prayers and invoke the goddess. It's a high calling for little old me."
"It's a cathedral." he says, to answer the look on Sad Rock's face. "Great big... stone... thing. It's very grand." he adds, matter-of-factly.
Benjamin Copperbottom
|
The surly alchemist hangs back in order to talk to Falbin. Seeing Ramli loitering as well he harumphs and leaves the house, but quickly makes his way to an window and attempts to listen to the conversation.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
| DM Panic |
I haven't played enough PFS to see how officiating two players who are in the same faction who need to get an NPC alone to ask them a question works. I'm assuming the two Pathfinders could simply work together and ask the question together? And the instructions are more to ask it outside of earshot of other faction members?
With four of the Pathfinders stepping back into the garden and making their way back to the main road, Ramli poses his question about Aviniza and Gorbenil.
Falbin gazes back at Ramli with nothing more than an uncomprehending stare.
It's a DC15 Sense Motive to interpret Falbin's blank stare.
| DM Panic |
Great, thanks for saving me from researching the question.
Benjamin gives the cabin a long look, but fails to spot any easy window that would give him a good shot at eavesdropping on the conversation.
Instead, he manages to stand on the path and catch a glimpse of Falbin's expression as the question is posed.
@Benjamin: Go ahead and make a Sense Motive check as well. I believe one of you needs to succeed at this check to succeed at the mission.
| DM Panic |
Ramli and Benjamin both study Falbin's blank face, yet neither is able to decipher whether his expression or body language indicates guilt or lack of knowledge.
@Benjamin & Ramli: Feel free to suggest a creative solution here, but both of you don't feel like you have anything meaningful to report to Ambrus Valsin about what Falbin does or doesn't know at this point.
Go ahead and keep playing out your creative solution in spoilers if you like.
I'm going to keep the pace up for everyone else. If anyone else has business in Wispil, simply let me know via 'ooc' or 'spoiler' tags.
The six of you hit the main road in Wispil and begin to trudge along the easily-identified main trail through the Verduran Forest southward to Briar Henge.
About a half-day into the journey, the hair on the back of your neck suddenly tickles and you feel a wincing churning in your gut.
@Everyone: DC12 Fortitude saves please.
PCs who fail to resist the effects of the druids' ritual emanating out from Briar Henge gain the bestial simple template. This template only affects humanoids, and does not affect humanoids with the wild empathy class feature. Humanoids afflicted with this template gain traits of a random wild animal from the waist up, appearing much like a lycanthrope in hybrid form. Common animal forms include those of a bear, boar, dog, lion, or wolf.
Rebuild Rules:
AC increase natural armor by +1; Attacks gain 2 claw attacks and 1 bite attack dealing damage as though the creature were one size category smaller (Medium creatures deal 1d3 points of claw damage and 1d4 points of bite damage, Small creatures deal 1d2 points of claw damage and 1d3 points of bite damage; all three attacks are considered primary attacks).
Ability Scores: +2 bonus to Con, –2 Int damage, –2 Cha damage.
At the start of each day, a bestial creature takes an additional 2 points of Int and Cha damage to a minimum of 2.
Feel free to pick an animal aspect of your own choosing and describe the transformation.
Benjamin Copperbottom
|
Do Ramli and I know we are of the same faction? If so then I would be in the room with him. Doesn't change my last roll but might change my next action.
Fort DC 12: 1d20 + 4 ⇒ (2) + 4 = 6
Making all the rolls today.
Benjamin sinks to the ground, hands on his head.
"Blarghl fargl wma?"
When his writhing is done the dwarf stands, his nails sharper and teeth longer than before. His nose has turned black and the hair on his body has become spikier. In fact, he almost seems to be part badger.
One less damage for my bombs now. And Cha 5.
Sad Rock
|
"They took me in for five years, and taught me how to set bones, say my prayers and invoke the goddess. It's a high calling for little old me."
"Great big... stone... thing. It's very grand." he adds, matter-of-factly.
Sad gives a quick smile at the size of the big stone thingy, but is more interested in other facts of EyeOhmEEEday.
"Can you fix inside hurts?" Sad asks sadly, putting his hand over his chest near where his rocky heart might be.
* * *
1d20 + 5 ⇒ (20) + 5 = 25 Fort Save
Sad Rock feels fine.
Ramli Il-Bahr
|
With Falbin:
"Surely you remember Aviniza and Gorbenil. I've heard they were impressive Pathfinders in their own right."
Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21
Diplomacy to explain to Valsin: 1d20 + 4 ⇒ (2) + 4 = 6
Later:
"And yes, so we're not sure if it's my great-grandfather or great-great-grandfather, but we definitely believe there's some giantish blood in my lineage," Ramli says with a smile, seemingly oblivious to the magic.
Seeing Benjamin's changes, he stars at the dwarf. "Blasted gnome, he said the transformation wouldn't affect us!"
Fortitude save: 1d20 + 2 ⇒ (18) + 2 = 20
| DM Panic |
Falbin continues to wear the blank stare at Ramli.
"Are you unwell, Ramli? I have absolutely no idea what you are talking about. You best make haste."
Benjamin believes the gnome truly has no idea what you two are talking about.
**
Indeed, Falbin did say just that (the transformation shouldn't affect you all this quickly)!
Saves needed from Harrol, Damvorak and Moblyd. I'll get another post up in the late afternoon describing your arrival at the logger's camp. Until then, feel free to roleplay away.
Benjamin Copperbottom
|
Benjamin moves back to the door in time to hear Aviniza and Gorbenil.
"Ramli, he doesn't know anything. Eyes don't lie. Well, not his, and if they did I've got a potion for that."
***************
Benjamin snarls through his newly mutated teeth.
"I'd say the gnome lied."
Ramli Il-Bahr
|
Earlier:
"My apologies, Falbin, maybe I was confusing you with someone else. Perhaps it was Fizban. Yes, I think that's the person they traveled with. The memory goes first, they say. And as you said, I'd best be going."
Later:
"What is that, a badger? Hmph. The gods jest with us, surely they know we don't need no stinking badgers. Are you well, friend? I mean, beside the obvious. You don't want to eat us, do you?"
"Hmm, we may need to take some precautions. The loggers may not react well, thinking he's a were-creature of some sort."
Damvorak
|
The six of you hit the main road in Wispil and begin to trudge along the easily-identified main trail through the Verduran Forest southward to Briar Henge.
We're leaving town? I thought we were heading toward it. Foolish Damvorak.
Damvorak trudges along the road toward the logging camp.
Fortitude: 1d20 + 3 ⇒ (18) + 3 = 21 vs DC 12
Oblivious to the pull of the wild, Damvorak continues on his eyes open for others hunting lycanthropes.
Young Harrol
|
"Can you fix inside hurts?" Sad asks sadly, putting his hand over his chest near where his rocky heart might be.
"I... I can't say I've ever tried, I'm afraid. But there's a first time for everything, right?"
___Fortitude: 1d20 + 5 ⇒ (20) + 5 = 25
Harrol's nose twitches, and he takes a ferrety glance around toward the others, but seems more or less unaffected.
"By her shining sword, are you okay Benjamin? Does it... it doesn't hurt, does it?" he says, running his hands along his own smooth skin and sagging with relief. "F-Fabian said grabbing the Splinter should reverse it, right? We should hurry. I don't want to turn into a stoat or something..."
| DM Panic |
Benjamin: 1d20 + 4 ⇒ (19) + 4 = 23
Damvorak: 1d20 + 7 ⇒ (20) + 7 = 27
Harrol: 1d20 + 2 ⇒ (19) + 2 = 21
Moblyd: 1d20 + 7 ⇒ (14) + 7 = 21
Ramli: 1d20 + 5 ⇒ (8) + 5 = 13
Sad Rock: 1d20 + 7 ⇒ (11) + 7 = 18
Benjamin: 1d20 + 4 ⇒ (6) + 4 = 10
Damvorak: 1d20 + 2 ⇒ (8) + 2 = 10
Harrol: 1d20 + 2 ⇒ (6) + 2 = 8
Moblyd: 1d20 + 3 ⇒ (12) + 3 = 15
Ramli: 1d20 + 2 ⇒ (11) + 2 = 13
Sad Rock: 1d20 + 7 ⇒ (17) + 7 = 24
Enemies: 1d20 + 0 ⇒ (10) + 0 = 10
At the end of your first day of travels, the trail meanders its way into a clearing and a small collection of buildings deep within the forest.
This place appears to be a successful lumber camp — nearly a small village. A few open doors bang softly in the wind, hanging askew on their hinges.
Cautiously, you all begin to make your way into the heart of the settlement with Moblyd making her way for what appears to be some sort of drinking establishment.
However, you all realize the camp is not abandoned as several "men" appear from assorted hiding places, their faces twisted in bestial expressions reminiscent of jackals, bears and a feral rabbit. Their eyes light with fury, and deep growls rumble from their chests.
Everyone makes the DC12 Perception check to not be surprised. These three "animal-men" appear to be wearing leather armor and are unarmed beyond their bestial jaws and long claws.
Round 1
24 Sad Rock :
15 Moblyd :
13 Ramli :
12 Benjamin :
11 Damvorak :
10 Enemies :
8 Harrol :
Now Up: Everyone except Harrol.
Damvorak
|
Ramli, I think DM Panic made the rolls for us. You get to act in round one...
Round 1, Initiative 11, Location: K11
Weapon Equipped = Staff
Conditions = none
Judgements = 1/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (3/3): Command, Cure Light Wounds
"Everybody stay together and we'll face them as a group!"
Damvorak readies an action to attack if one of them closes with him.
Quarterstaff: 1d20 + 4 ⇒ (3) + 4 = 7 for damage: 1d6 + 5 ⇒ (5) + 5 = 10
Ramli Il-Bahr
|
Doh, totally misread that. Sorry.
AC 12, touch 12, flat-footed 10
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: 2 rays of fire; 2 1st-level spells
"Probably should try not to kill these folks. Well, unless we think Falbin was lying about them turning back to normal too."
He concentrates for a second and casts for a second time today, summing invisible armor to protect himself from the transformed loggers' claws.
Moblyd Hyrdedottir
|
As theparty approached the camp...
"Might ye be willin' ta ply me wi' me stick, Brother Flame?" The look on her face implies she will not suffer crude jokes about wands, poles, or any other such nonsense.
Feel free to use a charge from the wand instead of your own, Ramil.
Round 1, Init 15 {>O10}
"If beasts ye be, I'll gladly beat it out o' ye.." Moblyd advances toward the beast men and readies an action to punch one mightily (but nonlethally) should it advance. She's praying for the feral bunny.
AC 18 (10 +1 Dex +3 Wis +4 mage armor)
CMD 18 (20 grapple)
CMB +4, +6 grapple
HP 21/21
Fort +7 Reflex +3 Will +5
(+3 v. spells, spell like abilities, poison)
Weapon Equipped unarmed strike & dorn dergar
Rage 0 of 12 rounds used
Stunning Fist 0 of 1 used
Fisticuffs: 1d20 + 5 ⇒ (19) + 5 = 24
1d6 + 3 ⇒ (5) + 3 = 8
Sad Rock
|
Round 1, Init 25
Sad Rock looks around, wondering why yet more people seem to avoid him.
*sniff*
Sad moves to N10 and draws his club as he does, readying to strike if one of the men is so enraged by Sad's face to attack him.
1d20 + 5 ⇒ (1) + 5 = 6 to hit;
1d6 + 4 ⇒ (5) + 4 = 9 damage.
Benjamin Copperbottom
|
Round 1
HP = 13/13
AC/T/FF = 16/12/14
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+2 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Shield, Cure Light Wounds
Benjamin growls in frustration and draws his pick.
"Gnome better not have been lying."
| DM Panic |
Moblyd, Sad Rock and Ramli partially respect Damvorak's suggestion to "stay together" by advancing on the pair of loggers and preparing retaliatory strikes.
Sniffing the air, the first beast-man rushes out and leaps onto the raised section in the center of town that sports the fountain and gives Harrol a long, hungry look.
The other two animal-men stalk slowly into the town center, sniffing the air and snarling (well, the bear-man does at least, the bunny-woman goes "all cute" and wiggles her nose at Moblyd and follows the action with a suggestive wink).
Round 1
24 Sad Rock : Moves to N10, readies
15 Moblyd : Moves to O10, readies
13 Ramli : Grabs Moblyd's wand, casts Mage Armor on Moblyd (requires move to N11)
12 Benjamin : Draws pick as move action (std: readies?)
11 Damvorak : Readies a hit vs AC7
10 Logger 1 (jackal): Double moves, growls at Harrol
10 Logger 2 (bear): Moves, readies, growls at Moblyd
10 Logger 3 (bunny): Moves, readies, winks at Moblyd
8 Harrol : TBD
Round 2
24 Sad Rock :
15 Moblyd :
13 Ramli :
12 Benjamin :
11 Damvorak :
Now Up: Everyone! (starting with Harrol)
Moblyd Hyrdedottir
|
Round 2, Init 15 {>Q12}
"Ye wanna wrassle, do ye? A'right then." Giving the bunny the hairy eyeball, Mobled advances on her and attempts to grapple her, not caring about what she's got prepared.
Grapple: 1d20 + 6 ⇒ (10) + 6 = 16
| DM Panic |
Round 2, Init 15+
The bunny-monster wastes no time as she spots Moblyd's approach and tries to nibble on her ear like it's a peeled carrot.
Bunny Nibble: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 + 2 ⇒ (4) + 2 = 6
Luckily, the mage armor comes into effect just in time, and the poor hare-lot instead chips a tooth on the invisible arcane barrier.
Moblyd's thick arms wrap around the poor lass who begins to wiggle in a vain effort to hop away.
Young Harrol
|
Harrol will turn on his heels and scurry to K10, taking cover behind Damvorak before and pulling three smooth stones from the cobbles, testing their weight before muttering a short prayer. "Inheritor, give me the strength..." Cast: Magic Stone
Damvorak
|
Round 2, Initiative 11, Location: K11->K13
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 1/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (3/3): Command, Cure Light Wounds
Damvorak watches as the group splits a little and frowns. No teamwork here, we're scattering like sticks in the wind. He moves up a little, but keeps himself between the enemy and Harrol, and throws his staff at L1 using the Hand of the Acolyte ability to keep some distance between him and his opposition.
Hand of the Acolyte: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d6 + 4 ⇒ (4) + 4 = 8
| DM Panic |
While Harrol prepares his magical stones, Damvorak's staff launches out at one of the animal-men and whacks him on the back of the skull before flying back to the half-orc's hand.
Bear Bite: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d4 + 2 ⇒ (4) + 2 = 6
Sad Rock advances, yet he finds little smashing success with his club. The bear-man tries to bite the club swinging about in his face, but Sad Rock pulls it back just in time.
Round 1 Con't
8 Harrol : Scurries to K10, casts Magic Stone
Round 2
25 Logger #2 : (readied) Misses Sad Rock
24 Sad Rock : Advances to Q8 and misses
16 Logger #3 : (readied) Misses Moblyd barely (thanks to mage armor)
15 Moblyd : Begins a grapple with L3
13 Ramli : TBD
12 Benjamin : TBD
11 Damvorak : Throws his staff, hits L1 for 8 dmg
10 Logger #1 (-8): TBD
8 Harrol : TBD
Still Up: Ramli and Benjamin. Then Logger #1 and Harrol to finish the round.
Benjamin Copperbottom
|
Round 2 Init 12
HP = 13/13
AC/T/FF = 16/12/14
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+2 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Shield, Cure Light Wounds
Benjamin moves to protect Harrol.
L11 and ready to attack.
Heavy Pick: 1d20 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (3) + 1 = 4
Ramli Il-Bahr
|
Not a big deal, Panic, but I was pretty happy where I was; I didn't really want to move in Round 1.
AC 12, touch 12, flat-footed 10
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: 2 rays of fire; 1 1st-level spell
Ramli moves toward Mobli, punching at the grappled logger with the spiked cestus attached to his arm, though he tries his best not to do any permanent harm.
His attempt to use the side of the weapon throws off his aim, and he growls out a curse as he misses the wererabbit.
Cestus (non-lethal): 1d20 + 1 - 4 ⇒ (6) + 1 - 4 = 3
| DM Panic |
@Ramli: I had to move you in order for you to use Mage Armor on Moblyd who had moved away.
Posting loggers as my guess is that they'll each still be active after folk's respective actions.
Jackal Bite: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26 for 1d4 + 2 ⇒ (1) + 2 = 3
Jackal Bite Crit Confirm: 1d20 + 3 + 2 + 1 ⇒ (17) + 3 + 2 + 1 = 23 for 1d4 + 2 ⇒ (2) + 2 = 4
Bear Bite: 1d20 + 3 ⇒ (16) + 3 = 19 for 1d4 + 2 ⇒ (4) + 2 = 6
Bear Claw: 1d20 + 3 ⇒ (12) + 3 = 15 for 1d3 + 2 ⇒ (2) + 2 = 4
Bear Claw: 1d20 + 3 ⇒ (20) + 3 = 23 for 1d3 + 2 ⇒ (2) + 2 = 4
Bunny Bite from Grapple: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 for 1d4 + 2 ⇒ (3) + 2 = 5
Bear Claw Confirm: 1d20 + 3 ⇒ (12) + 3 = 15 for 1d3 + 2 ⇒ (2) + 2 = 4
Ramli advances to assist Moblyd, but his unfamiliarity with his cestus leaves the hare-lot unharmed.
Benjamin steps over to protect Harrol with his pick, and sure enough the jackal-faced man lowers his snarling maw and charges along the edge of the raised fountain towards the waiting dwarf.
The alchemist's swing shows that often times picks are best left as digging tools, or devices to ensure "fallen foes don't come back" and the jackal-man's maws clamp tightly onto the dwarf's arm (-7 dmg to Benjamin).
Sad Rock's opponent growls and tries to make tiny rocks out of large rocks with a flurry of bites and claw rakes and proves that bear claws can cause indigestion if taken in mass quantities (-10 dmg to Sad Rock).
Moblyd's fuzzy bunny-woman tries to nibble at her nose, but instead just manages to look really cute as she wiggles in her strong grip.
Round 2 Con't
13 Ramli : Moves to attack L3, misses bunny-woman
12 Benjamin : Moves to L11, readies
11 Damvorak : Throws his staff, hits L1 for 8 dmg
10 Benjamin : (readied) Misses with his pick
9 Logger #1 (-8): Charges at Benjamin, crits for 7 dmg
8 Harrol : TBD
Round 3
25 Logger #2 : Bites and claws Sad Rock for 10 dmg
24 Sad Rock : TBD
16 Logger #3 : Proves ineffective from grapple
15 Moblyd : TBD
13 Ramli : TBD
11 Damvorak : TBD
10 Benjamin : TBD
Now Up: Everyone! Check your TBDs above for where your actions are coming into initiative (if it matters to you).
Sad Rock
|
Round 3, Init 24
Sad Rock cries as the bear mauls him.
They get bunnies and puppies! I get a bear! Oh *sigh*!
A few tears fall from Sad's eyes and mix with his blood.
Maybe this bear will end my life.
Sad lowers his club, considering for a moment letting the bear end it, but then realizes that that would hurt and tries to fight back.
1d20 + 5 ⇒ (9) + 5 = 14 to hit;
1d6 + 4 ⇒ (1) + 4 = 5 damage.
Sad Rock 5' steps to P9.
*bemoan*
Emotional State: 'bearly' suicidal
HP: 9/19
AC: 18
Ramli Il-Bahr
|
AC 12, touch 12, flat-footed 10
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: 2 rays of fire; 2 1st-level spells
"Hold on, Rock, help's on its way!" Ramli calls as he steps away from the two women rolling on the ground.
Never thought I'd try to move *away* from that.
He quickly casts and again a tiny flaming dragon leaps from his outstretched hands toward the bear attacking Sad Rock, exploding in the werebear's face.
Five-foot step away from the grappling pair.
Standard action: Cast Cast Snapdragon Fireworks
Move action: Send firework toward combatants: 4 hp and dazzled; Reflex DC 14 for half damage, no dazzle
1d4 ⇒ 4
Damvorak
|
Round 3, Initiative 11, Location: K12->L13
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 1/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (3/3): Command, Cure Light Wounds
Damvorak 5' steps and tries to wallop the creature latched onto Benjamin. "Get off him you cur!"
Quarterstaff: 1d20 + 2 ⇒ (9) + 2 = 11 for damage: 1d6 + 4 ⇒ (1) + 4 = 5
Quarterstaff: 1d20 + 2 ⇒ (12) + 2 = 14 for damage: 1d6 + 4 ⇒ (2) + 4 = 6
Benjamin Copperbottom
|
Round 3 Init 11
HP = 13/13
AC/T/FF = 16/12/14
Speed = 20'
Weapon Equipped = None
Bombs = 4/4 (1d6+2 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1 Shield
Ow ow ow ow.
Fighting down his newfound bestial urge to chew the offending loggers face off, Benjamin steps back and quaffs his extract of elderberry root and udder sweat.
5' back and drink CLW: 1d8 + 1 ⇒ (6) + 1 = 7
The wounds caused by the werejerk swiftly close.
| DM Panic |
The jackal-man snarling at Benjamin continues to advice, man-saliva dropping from his mouth onto his exposed hairy chest.
Too late, the beast-man turns to see the end of a quarterstaff thwack him in his back, and he crumples to the ground.
Round 2 Con't
8 Harrol : TBD
Round 3
25 Logger #2 : Bites and claws Sad Rock for 10 dmg
24 Sad Rock : Clubs L2 for 5 dmg
16 Logger #3 : Proves ineffective from grapple
15 Moblyd : TBD
13 Ramli : Zaps and dazzles L2 for 4dmg
11 Damvorak : Drops L1 with 6 dmg
10 Benjamin : Quaffs CLW for 7 healing
9 Logger #1 (-14): N/A
8 Harrol : TBD
Round 4
25 Logger #2 : TBD
Technically Harrol could've dropped him ahead of Damvorak, but sometimes resolving out-of-turn is easier in PbP format.
Logger #1 is no more. Which means Harrol gets two turns worth of actions since he followed Logger #1.
Still Up: Harrol (twice now), Moblyd.
Young Harrol
|
Drat. My time zone getting the better of me again.
Young Harrol will dash to M8, letting one of his stones fly at Sad Rock's attacker, but it soars wide as he attempts to throw it into the melee.
1d20 + 1 ⇒ (5) + 1 = 6
1d6 + 3 ⇒ (6) + 3 = 9
Undaunted, he lets another stone fly, praying that this one finds its mark...
1d20 + 1 ⇒ (13) + 1 = 14
1d6 + 3 ⇒ (4) + 3 = 7
| DM Panic |
Bunny-woman CMB to break grapple: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Harrol becomes a dizzying whirlwind of magical rocks (enough to make Sad Rock less sad?), with the second bullet whacking his opponent square in the middle of the forehead.
With a cooing growl, the bear-man drops to the ground.
Logger #2 is no more. Only the pinned Logger #3 remains.
Round 3, Con't
8 Harrol : Slings L2 for 7 dmg, drops L2
Round 4
25 Logger #2 (-16) : NA
24 Sad Rock : TBD
16 Logger #3 : Fails to break pin/grapple
15 Moblyd : TBD
13 Ramli : TBD
11 Damvorak : TBD
10 Benjamin : TBD
9 Logger #1 (-14): NA
8 Harrol : TBD
Round 5
25 Logger #2 (-16) : NA
24 Sad Rock : TBD
Now Up: Everyone! (and Sad Rock twice)