| Brookside GM |
His CMD is 10 while helpless, for those interested.
Wills: 2d20 ⇒ (6, 19) = 25
The captain holds very still, paralyzed in Mel's grasp.
Everyone, GO!
| Kazador The Clanless |
Move action martial flexibility for merciful takedown
Headbutt with helmet: 2d4 + 26 ⇒ (2, 4) + 26 = 32
DC32 fort or be unconscious for 1 hour
”Sorry lad...” Kazador muttered. He stepped forward to the man who was being held still by Mel, and head butted him. With the Helmet of the Defending Warden. It was the kind of hit that would even put down and Orc.
| Garick Fyrman |
Fyrtor, unaware of the details of the plan ,stays on deck and keeps an eye out for trouble.
| Melia Elman |
Technically he gets a DC 32 fort save versus unconsciousness. I'm just going to go out on a limb and guess that he's going to fail that.
Melia supports the captain and keeps his stiff form from toppling over under the force of Kazador's blow. Then she lowers him to the floor.
"My. That was headstrong of you," she says, innocently.
| Brookside GM |
| 1 person marked this as a favorite. |
Fort: 1d20 ⇒ 10
Mel gently lowers the captain to the ground, carefully not cutting herself on any of the weapons concealed in his belt.
Hero point to Janus for bluffing and planning, Kaz for using a headbutt to take him down (too cool), and Mel for carefully lowering him (strategic and merciful as Mel would be).
| Kazador The Clanless |
"Heh. Well done, lass." Kaz said. "Let's lay him out with some empty bottles. If anyone comes across him it'll look like he drank himself into a stupor. It'll help us keep the element of surprise. I'll set up the scene while ye two search the place, see if there is any information here we don't know already."
Bluff to set the scene: 1d20 + 6 ⇒ (17) + 6 = 23
Sadly, Kazador had more than enough experience to know what a person looked like when they drank themself into oblivion. Setting up the scene was something that came far too easily.
Assuming that we can scrounge up a bottle or two to place
| Brookside GM |
| 1 person marked this as a favorite. |
Certainly. And, given that bluff check, you probably lay him down with his face on his desk to hide the massive bruise swelling on the front of his face. ;)
| Brookside GM |
You hear the sailors moving about on deck right outside. Soon, they will wonder why their captain is taking so long.
| Kazador The Clanless |
Bluff: 1d20 + 9 ⇒ (13) + 9 = 22
Kazador confidently the cabin as if though nothing was wrong. Should anyone notice him, he would look at them and say with a laugh "Yer captain's a good sort, aye? Though he thought he could outdrink a dwarf."
| Melia Elman |
"That transfer crew better get here soon," Mel says. "I'm going aloft to see if I can spot them."
Mel climbs up to the crow's nest and peers out, looking for the "transfer crew", i.e. Turick's people.
Perception: 1d20 + 18 ⇒ (8) + 18 = 26
Also, the crow's nest is an excellent place from which to rain arrows down upon the unfortunate sailors below. Anybody else up there?
| Brookside GM |
I think the missing verb in that sentence is "leaving"? I'll respond accordingly.
No one in the crow's nest right now.
Sense motives: 7d20 ⇒ (17, 6, 17, 11, 19, 13, 5) = 88
The idea that their captain was drunk under the table so quickly at such a critical juncture strikes some of the crew as odd. Their eyes narrow in suspicion and several converge on Kaz simultaneously shouting things like "What'd 'e do wit the captain!?!"
Bc of the oddness of the bluff, I rolled sense motive for everyone on deck. 5/7 crew members didn't fall for that. So that will get things moving quickly!!
Gotta go for a bit but will share map and get things started in an hour or two.
| Kazador The Clanless |
Bluff: 1d20 + 6 ⇒ (11) + 6 = 17
”Troll brew.” Kaz said with an embarrassed look on his face. ”I...ah, said that manlings only know how to drink milk and he took offense. Bet him fifty gold that he couldn’t finish a bottle of brew in one go. It’s made with the blood of trolls, so it’s bloody hard to finish. I didn’t tell him that, thought it would be easy coin. The mad fooker must have had some pride as he did it, but he passed out at his desk. I’m gonna owe him some coin when he wakes up.”
The lie spilled out, made all the easier because it was based on a true story of how he had lost a bet against a fellow Rune Warden back in the days before his home and honor were lost.
| Brookside GM |
Ok the main crow's nest issue is the combat situation is going to develop before you can get up there.
Enemy init: 1d20 + 6 ⇒ (15) + 6 = 21
Mel: 1d20 + 7 ⇒ (14) + 7 = 21
Kaz: 1d20 + 4 ⇒ (15) + 4 = 19
Fyrtor: 1d20 + 5 ⇒ (4) + 5 = 9
Janus: 1d20 + 6 ⇒ (15) + 6 = 21
Hal: 1d20 ⇒ 19
Tiebreaker Janus, enemy: 2d20 ⇒ (17, 6) = 23
Hal, Mel, and Janus win init. Map updated. GO! None of the sailors have drawn weapons yet but they look pretty alarmed and perhaps hostile!
| Brookside GM |
A valiant effort, Kaz! I'll see if the sense motive dice go your way. Given the nice RP history, I'll only allow those who succeeded the first time to roll against it this time.
Sense motive: 5d20 ⇒ (7, 2, 7, 12, 16) = 44
Several of the sailors roar "Something's up lads! Get them and ask questions later!"
No dice this time. We will retain the init order of Mel, Janus, and Hal all to go before enemies.
| Melia Elman |
"Ah!" Mel says, thwarted in her attempts to reach high ground. "It looks as though the jig is up."
And so saying, she steps back into the cabin door, clicks her heels, pulls out her bow, and fires a shot at the closest crewman.
Since Khaz and Melia just emerged from the cabin, I'll happily take that spot in the door with the party tank in front of me and the party squishy arcanist secure in the captain's quarters where he can cast spells with two party members between him and the opponents.
non-action five-foot step, free action to activate the boots of haste, move to draw my bow, and one shot.
Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d6 + 7 + 1d6 ⇒ (3, 5) + 7 + (5) = 20 nonlethal
+1 attack/damage from Point-Blank Shot if the target is within 30 feet, which seems likely.
| Kazador The Clanless |
With a sigh Kazador muttered ”Coulda been easy.” As he did this his clothes shimmered, morphing into a suit of plate armor, covered in gently glowing runes. Where once he had a torc around his arm, now he held a massive silver two handed hammer. A sure sign that he was well and truly done with subtlety.
Was worth a shot! Thanks for allowing the roll
| Harold Donaldson |
All eyes were drawn to the cabin door, and Hal felt his heart in his throat. He had little doubt in his allies ability to fight, but out here, separated, he wonders at his own chances. Taking advantage of the momentary lack of attention, he vanishes.
Standard: vanish. Move: N, N, W. Put the mast between him and trouble, and his back to the wall.
| Brookside GM |
Mel, I'm not sure your most recent post matched the map. The map reflects people just kind of spilling onto deck as Kaz attempted his bluff.
Skipping Turion since it's been a while.
Flurry Kaz: 3d20 ⇒ (11, 4, 2) = 17
Sneak attacks at Kaz: 2d20 ⇒ (3, 20) = 23
Flurry Turion: 3d20 ⇒ (4, 20, 2) = 26
+10, +8 attacks on Turion: 2d20 ⇒ (4, 17) = 21
Attack Fyrtor: 1d20 ⇒ 6
Confirm at Kaz: 1d20 ⇒ 16
Confirm at Turion: 1d20 ⇒ 16
Dam Kaz: 3d6 + 2 ⇒ (3, 1, 3) + 2 = 9
Dam Turion: 2d8 + 4 + 3d6 + 2 ⇒ (4, 3) + 4 + (5, 6, 2) + 2 = 26
It's clear these men have been in a fight before. They leap quickly across the gently pitching deck, converging from all angles. Some draw hatches from their belts while others strike with knee and fist. Kazador is punched hard in the jaw (9 dam). Turion is punched hard once and a hatchet slashes him on the arm (26 damage total). Then Turion narrowly dodges another blow, Kazador blocks several attacks, and Fyrtor deflects a throat punch.
Everyone, GO!
| Kazador The Clanless |
Hit little guy to the south: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 2d6 + 21 ⇒ (6, 5) + 21 = 32
Hit: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 21 ⇒ (3, 2) + 21 = 26
AOO due to helmet if it went off: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d4 + 11 ⇒ (4) + 11 = 15
The men were good, Kazador gave them that. But unlike them he was fully armored, he had a hammer, and using it was his identity. They were certainly good enough to handle a fight, but they were not the blood crazed orcs that he and his people had fought for so long. His hammer lashed out, as he sought to bring their numbers down one by one, confident that he could outlast them.
| Garick Fyrman |
Seeing Turion struck, Fyrtor curses and moves to defend him. Using is still shrunk scimitar I wished he'd known a fight was coming.
Attacking the man south of Turion.
Attack 1: 1d20 + 14 ⇒ (1) + 14 = 15
Attack 2: 1d20 + 9 ⇒ (19) + 9 = 28
Confirmation roll: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Damage if confirmed: 1d4 + 3 ⇒ (2) + 3 = 5
Enforcer Intimidate: 1d20 + 15 ⇒ (10) + 15 = 25
His first slash goes wide; he hadn't fought with a dagger in quite while. His second slash is more careful, and draws blood. "well, well, well, this should be fun."
If the hit is a crit then the man will be frightened for 1 round if intimidated.
Reposte: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Confirmation roll if needed: 1d20 + 14 ⇒ (13) + 14 = 27
Extra damage if confirmed: 1d4 + 3 ⇒ (2) + 3 = 5
| Melia Elman |
Mel steps quickly away from the scrum and begins lofting shafts into the brawl. Her first shot lands solidly, and the next two feel almost as good. I haven't shot a bow since coming to Bannerhold, she thinks. I should find a way to do that, or I'll get out of practice.
Then she returns her attention to the fight.
Five-foot step away from the mast back to aft. I have updated Mel's position on the map. Unless one of those guys happens to have reach I believe she's not in anyone's threatened area.
Attack bonus is: 6 BAB + 5 DEX + 1 Weapon Focus + 1 enhancement bonus + 1 haste + 1 point-blank shot - 2 deadly aim = +13. Two of those (regular and hasted) plus an iterative at +8.
Attack 1: 1d20 + 13 ⇒ (20) + 13 = 33
Attack 2: 1d20 + 13 ⇒ (14) + 13 = 27
Attack 3: 1d20 + 8 ⇒ (12) + 8 = 20
Attack 1 confirmation roll: 1d20 + 13 ⇒ (16) + 13 = 29
Attack 1 damage: 2d6 + 8 + 1d6 ⇒ (3, 5) + 8 + (2) = 18 nonlethal, x3 if confirmed
Attack 2 damage: 2d6 + 8 + 1d6 ⇒ (4, 5) + 8 + (1) = 18 nonlethal
Attack 3 damage: 2d6 + 8 + 1d6 ⇒ (5, 1) + 8 + (5) = 19 nonlethal
These have point-blank shot figured into attack and damage already since all of the potential targets are currently within 30 feet of Mel.
Targeting order: First the one Khaz and Fyrman have been working on, if he's still standing after their attacks are resolved. If he goes down, then the big one south of Janus. If he happens to go down, then the big one along the port railing north-west of Khaz.
| Harold Donaldson |
Q2: is the ship moving at the moment?
Free: drop staff. Move: Move up the stairs and against the edge of the ship drawing thriceborn rod, Standard: Cast Ghost Sound (while there is a save, it is not interacting with the people but is a disbelief save to see if it sounds 'realistic' - will not cast if this is wrong) Will Save DC is 18, but requires three rolls and take the middle. Sound is equal to 32 people, or a dragon roaring.
Hal pauses a moment, trying to see whether his new friends were striking to incapacitate, or kill. Plans ran through his mind, and he discarded most of them. 'They certainly seemed competent enough earlier. Can I take the pressure off them? Anything serious I do has the risk of hurting them, or damaging the ship... Hmmm... '
Hal's staff appears on the stairs and from near the prow he announces "I'll scuttle the ship!"
A few moments later there is the sound of eldritch chanting, and then an ongoing sound of splintering wood and rushing water sounds from over the side of the boat's prow.
| Melia Elman |
Okay, if I've understood this correctly, my Will save to disbelieve is:
Will save 1: 1d20 + 9 ⇒ (6) + 9 = 15
Will save 2: 1d20 + 9 ⇒ (18) + 9 = 27
Will save 3: 1d20 + 9 ⇒ (12) + 9 = 21
21 because that's the middle roll. Yes?
Bluff: 1d20 + 4 ⇒ (9) + 4 = 13
Melia gapes for a moment, but then notices something not quite right about the sound. She's heard the sound of shattering ships before, and it had more bass to it.
Playing along, she blurts out "You madman! You'll take us all down!"
| Kazador The Clanless |
Will does Kazador disbelieve?: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Will does Kazador disbelieve?: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Will does Kazador disbelieve?: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
I think he failed and thinks the ship is going down...
| Brookside GM |
Harold: Yes move yourself on the map. The ship is anchored 100 ft from shore in Pitman's cove.
Kazador does indeed think Harold is scuttling the ship. He doesn't HAVE to immediately change his course of action accordingly. But if things go significantly further, Kazador would definitely make preparations to try to avoid a watery death. Dimension door, fly, etc mean he's not terribly worried about drowning in his armor.
| Garick Fyrman |
Will save: 1d20 + 13 ⇒ (8) + 13 = 21
Fyrtor realizes that Harold's spell is not what it sounds, and catching the drift from Melia piles on. "Hope you boys can swim...
Bluff, if there's a chance: 1d20 + 12 ⇒ (13) + 12 = 25
| Túrion Alagostor |
For the record, my Init is +12, not +6 - i didn't duplicate the statline on the "pretend"-profile.
Also, I was ill the past couple days. So that is why I was missing. Sorry. On the plus side, with some sailors already knocked out downstairs and the captain out of the fight, I did indeed intend to coordinate with those who came with me and start a surprise round on the remaining sailors. So we kinda arrived there. Only that I expected to get a surprise round and hoped to get Init, and now only won Init, and was skipped for that because of later posting, which puts me right smack in the middle of enemies, which is not where I like to be.
Will Save: 3d20 ⇒ (1, 19, 9) = 29 So 18.
As the Sailor strikes him and he finds himself surrounded, Anger flares up in Túrion. He had tried to resolve this amiably...with as few casualties as possible. And now this. He reached for the other Rod on his belt while addressing the man in front of him: "You imbecile. You don't strike a mage unless you can strike him down."
Defensive Casting DC 19: 1d20 + 8 + 8 ⇒ (7) + 8 + 8 = 23
All of a sudden, most of the main deck was covered with a sticky spiderweb extending between the masts and the reeling, covering all but Mel in its sticky mass. Powerful Web, DC22 Reflex or be grappled by it.
"I suppose you will go down with the ship, then, and drown. Farewell."
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Defensive Casting DC 23: 1d20 + 8 + 8 ⇒ (19) + 8 + 8 = 35
With a Sylvan syllable finishing the intonation of a second Spell, Túrion disappears from view, only to re-appear in the crows nest a moment later, ready to sling spells at his adversaries from up above, but not making his presence known just yet.
Move to touch Rod of Quicken, swift for a quickened Web Spell, then standard action Dimension Door to perceived safety.
| Brookside GM |
This is the day of the arcane casters forcing the party members to make saves. I forgot about that quadrennial holiday. Fyrtor, I think you need to make two more will saves against the illusion and take the middle result.
Everyone but Turion, roll saves against the web spell.
Burly will saves: 12d20 ⇒ (20, 2, 1, 14, 10, 20, 9, 3, 4, 4, 16, 9) = 112
Dexy will saves: 9d20 ⇒ (14, 12, 9, 2, 20, 1, 20, 4, 5) = 87
Burly reflex saves: 4d20 ⇒ (9, 13, 6, 15) = 43
Dexy reflex saves: 3d20 ⇒ (13, 15, 1) = 29
Sense motives: 7d20 ⇒ (12, 19, 20, 18, 20, 8, 18) = 115
All but one of the sailors is caught in the web while several look concerned about the odd noises. Nearly all of them give Fyrtor a skeptical look. Kazador kills a sailor and wounds another with Fyrtor while Mel knocks another out with one lucky shot from her bow and wounds another one.
Peek at the dice on those 7 sense motive rolls. Crazy stuff. I've now accounted for all PC turns and can take the baddie turns in a few hours.
| Brookside GM |
CMB, CMB, CMB, EA, EA: 5d20 ⇒ (19, 7, 6, 13, 17) = 62
One of the burlier sailors (blue) bursts the strands of webbing holding him while the other two struggle in the sticky mass without success. The two nimbler sailors slip carefully out of the webbing, eyes darting around in terror at the quickly deteriorating situation.
Everyone, GO!
| Harold Donaldson |
reflex: 1d20 + 8 ⇒ (15) + 8 = 23I hadn't moved Harold on the map yet, but did a reflex check just in case. I have now moved him up to the prow - is that okay?
Also, not entirely sure which sailors have which status.
Given those uncertainties, and not wanting to slow the game...
Standard: ready an action to cast Hydraulic Rush on the first unwebbed, conscious sailor to flank a PC CMB will only be DC 14, but I think it is an attack by an invisible opponent. Happy for Brookside GM to roll if it comes up.
Edit:Wow - that is a fast response.
Not entirely sure which sailors are a danger and which aren't Harold holds himself ready, looking for an opportunity to strike.
| Melia Elman |
Attack 1: 1d20 + 13 ⇒ (20) + 13 = 33 crit threat
Attack 2: 1d20 + 13 ⇒ (11) + 13 = 24
Attack 3: 1d20 + 8 ⇒ (13) + 8 = 21
Attack 1 confirmation: 1d20 + 13 ⇒ (13) + 13 = 26
Attack 1 damage: 2d6 + 8 + 1d6 ⇒ (5, 4) + 8 + (4) = 21 nonlethal, x3 if confirmed
Attack 2 damage: 2d6 + 8 + 1d6 ⇒ (1, 2) + 8 + (6) = 17 nonlethal
Attack 3 damage: 2d6 + 8 + 1d6 ⇒ (3, 6) + 8 + (5) = 22 nonlethal
Mel peers through the mass of webbing, and can barely make out the one burly soldier there. Shrugging, she focuses on that one. The first shot sails true despite the interposing webs, and the next two feel pretty solid as well.
| Brookside GM |
Yeah that's fine, Harold.
The arrow clocks the sailor on the side of the head and he falls back, his head lolling as his upper body is supported by the web. Then Mel has no one left to shoot at.
Want to use your move action for something?
| Melia Elman |
Seeing him go down and lacking other targets, Melia clambers up the stairs to one side, heading to the upper deck where she has a better vantage point.
| Harold Donaldson |
Noting that one of the more agile sailors seems ready to flank Fyrtor, Harold strikes. A massive wave of water jumps the bow, sails over Harold's head and strikes at the ready sailor. As it passes overhead, Harold becomes visible again.
| Brookside GM |
Harold, can I get a little more on the mechanics there? I think I know what this magical effect is but I'd rather not be guessing.
| Garick Fyrman |
Will 2: 1d20 + 13 ⇒ (1) + 13 = 14
Will 3: 1d20 + 13 ⇒ (1) + 13 = 14
Reflex: 1d20 + 13 ⇒ (12) + 13 = 25
Fyrtor really believe the ship is going down, but tries to keep a level head. He takes the chance to make his scimitar full size again and to study the man north of Turion, getting a sense of his fighting style.
Standard to unshrink my sword, move action to study target.
| Kazador The Clanless |
Ref: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Failed both saves...from his own party!
Burst out: 1d20 + 14 ⇒ (12) + 14 = 26
"Bloody fookin'-" Kazador's curses rang out long and loud. The ship was being scuttled, and *nobody* had told him about that plan. Now Turion's spells had caught him as well, and rather than swinging his hammer he was caught up in webs...while the ship was sinking! Unable to really put a coherent thought together given the two situations put together, all the dwarf could do was curse and struggle against the spell.
| Túrion Alagostor |
Túrion observes from above, ready to lend assistance to his allies where needed.
Ready action to cast Magic Missiles enhanced by bloodline power on whoever first attacks an ally. So basically reduce attackers round to a single move action and do some minor damage.
Magic Missile: 4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15
| Brookside GM |
Harold, I think the guy you were trying to bull rush got KOed by Mel's hot dice but was removed from the map after you posted? I will apply the bullrush to someone else. Sorry if that wasn't what you wanted.
Reflex: 1d20 ⇒ 5
Escape artist: 1d20 ⇒ 5
CMBs: 2d20 ⇒ (12, 3) = 15
Attacks at Kazador: 4d20 ⇒ (15, 16, 3, 19) = 53
Harold's wave pushes one of the free sailors (nimble blue) into the webbing where he gets stuck again and remains there, struggling. One burly sailor bursts free (blue) while another (green) remains stuck. Two of the free sailors lash out at Kazador many times but the dwarf dodges and blocks each blow, trained to withstand much more than this.
Everyone, GO!
| Garick Fyrman |
Fyrtor, his scimitar returned to full size, lashes out at the burly sailor north of him.
Attack 1: 1d20 + 15 ⇒ (3) + 15 = 18
Damage, Nonlethal: 1d6 + 7 ⇒ (6) + 7 = 13
Intimidate, if hit: 1d20 + 15 ⇒ (5) + 15 = 20
Attack 2: 1d20 + 10 ⇒ (3) + 10 = 13
Damage, Nonlethal: 1d6 + 7 ⇒ (1) + 7 = 8
Intimidate, if hit: 1d20 + 15 ⇒ (17) + 15 = 32
| Brookside GM |
The man furthest to the left is struck by Turion's spell and is incapable of attacking, reduced to laughter and tears. He laughs so hard, he keels over unconscious.
Hadn't fully resolved that before. His lethal and non-lethal damage exceed his max hp.
Unfortunately, Fyrtor trips a little in the webbing on the slightly pitching ship. His strikes reflect less skill than normal and his blade fails to find purchase in his foes.
| Melia Elman |
Looking for a target, Mel stalks along the upper deck. Catching sight of one, barely, through the webbing, she nocks an arrow -- and promptly loses the shot. The ship rocks in a passing wave as she looses the arrow, spoiling her aim. The arrow hisses past its intended target and embeds itself on the deck somewhere under the webbing.
Note that I have deactivated the Boots of Haste this round, so my attack bonus is one lower than before. Ditto for AC/reflex.
Attack: 1d20 + 12 ⇒ (1) + 12 = 13
And the law of averages rears its ugly head.
| Túrion Alagostor |
Túrion, up at the Crows nest, observes the Battle go well in their favor. Assuming that any that got free might try to flee, he prepares to scorch any who make the attempt with fire.
Readied action: If any enemy 'leaves' the ship/goes overboard.
Scorching Ray Ranged Touch: 1d20 + 8 ⇒ (8) + 8 = 16 Fire Damge: 4d6 ⇒ (5, 3, 1, 5) = 14
Scorching Ray Ranged Touch: 1d20 + 8 ⇒ (3) + 8 = 11 Fire Damge: 4d6 ⇒ (5, 3, 4, 3) = 15
Scorching Ray Ranged Touch: 1d20 + 8 ⇒ (14) + 8 = 22 Fire Damge: 4d6 ⇒ (5, 1, 4, 2) = 12
| Kazador The Clanless |
Hit Red: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d6 + 21 ⇒ (1, 3) + 21 = 25
Hit: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 2d6 + 21 ⇒ (5, 4) + 21 = 30
Kazador's curses were ended as a flurry of blows came at him. His training took over, and at that moment all that mattered was the combat. He was fortunate to have his armor, for while he dodged and parried most of what came his way, it was also the protection of his ancestors which kept him unscathed. The man before him couldn't quite say the same, as Kazador's hammer got a hit in against his thigh. He would have followed up with a second blow, but hesitated given that moving in the thick mass of webbing would mean risking getting caught once more.
| Harold Donaldson |
Harold, now visible, hesitates as he looks down upon the chaotic melee. He looks to Melia, then shakes his head. After some internal debate he simply retrieves the staff rolling across the deck.
| Melia Elman |
Melia notes Hal's hesitation. This must be hard for him, she thinks. I shall have to speak with him later.
| Brookside GM |
Flurry at Fyrtor: 3d20 ⇒ (7, 19, 8) = 34
CMB: 1d20 ⇒ 19
Stab Kaz: 1d20 ⇒ 14
Escape artist: 1d20 ⇒ 5
Dam: 1d8 + 4 ⇒ (7) + 4 = 11
One sailor (burly green) breaks out of the webbing while a slimmer one (slim blue) struggles. A quick fellow (red) scrapes his axe against Kazador's shield (miss) while his burly ally (blue) strikes hard at Fyrtor.
Maybe one hit here. 17 to hit, 29, then 13. If the 29 hits, 11 damage.
Everyone, GO!