| DystopianGM |
Troll will against illusion: 1d20 + 3 ⇒ (17) + 3 = 20
Blend puts an arrow in the Haggard troll's belly but the other shot sails wide. The troll manages to pierce the illusion of the fire and lashes out at Chip again with all its limbs, still blinded. Its previous wounds have already begun to heal over.
Troll claw @ Chip: 1d20 + 8 ⇒ (18) + 8 = 26
DMG: 1d6 + 5 ⇒ (5) + 5 = 10
concealment, high is good: 1d100 ⇒ 99
Troll claw @ Chip: 1d20 + 8 ⇒ (9) + 8 = 17
DMG: 1d6 + 5 ⇒ (1) + 5 = 6
concealment, high is good: 1d100 ⇒ 91
Troll bite @ Chip: 1d20 + 8 ⇒ (3) + 8 = 11
DMG: 1d8 + 5 ⇒ (1) + 5 = 6
concealment, high is good: 1d100 ⇒ 82
Will save, end of turn to negate blinded: 1d20 + 3 ⇒ (11) + 3 = 14
Bold may act.
Active party buffs:
Round 2/3
Blend
Chip (-16)
Garrett
Silgil
Prisim
===========================
Troll (51, blinded)
===========================
Lod
Garrett Goodleaf
|
Garrett sighs that the troll was able to overcome his illusion and immediately drops the spell. He quickly begins to inspire his companions against the troll!
Inspire Courage to all! +1 Attack/Damage and Will vs. Fear.
Chip~
|
Chip continues his assault on the Troll.
Full Attack
Longsword Attack (TWF, Power Attack, Flanking, Inspire Courage): 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (13) + 11 - 2 - 2 + 2 + 1 = 23
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 5 + 4 + 1 ⇒ (6) + 5 + 4 + 1 = 16
Short Sword Attack (TWF, Power Attack, Flanking, Inspire Courage): 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (5) + 11 - 2 - 2 + 2 + 1 = 15
Short Sword Damage (Power Attack, Inspire Courage): 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9
| Zipper |
Now able to see, the badger strikes!
Full Attack
Bite Attack (Inspire Courage): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Bite Damage (Inspire Courage): 1d4 + 1 ⇒ (2) + 1 = 3
Claw Attack 1 (Inspire Courage): 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Claw Damage 1 (Inspire Courage): 1d3 + 1 ⇒ (2) + 1 = 3
Claw Attack 2 (Inspire Courage): 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Claw Damage 2 (Inspire Courage): 1d3 + 1 ⇒ (1) + 1 = 2
Silgil
|
Silgil simply pulls his wand and plugs it with a single magic missile. Every little bit counts.
MM: 1d4 + 1 ⇒ (2) + 1 = 3
Blend
|
Blend waits for Lod to hopefully take a step to the side and clear his line of fire before plugging the blind troll with another pair of arrows.
Bow, rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Damage. PBS, SA: 1d8 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (5) = 11
Bow, rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (20) + 10 - 2 + 1 = 29
Damage. PBS, SA: 1d8 + 3 + 1 + 1d6 ⇒ (8) + 3 + 1 + (3) = 15
Conform: 1d20 + 10 - 2 + 1 ⇒ (15) + 10 - 2 + 1 = 24
Damage PBS: 2d8 + 6 + 2 ⇒ (4, 4) + 6 + 2 = 16
| DystopianGM |
The combined assault on the troll finally brings it crashing down onto the desk, sending splinters of wood flying in the air.
Out of Combat!
The room is sparse save for the desk and the now-dead troll. It seems to be the admin office, the first room prisoners might've seen before they started their incarceration. Moving through the door, you find yourselves in a long hallway split into sections by two large iron portcullises. Double doors line both sides of the hallway. Two sets in front of the first portcullis, and two sets after. The first portcullis, upon testing it, you find is not locked.
DC 18 Strength check to lift should you wish to proceed through the portcullis.
Where do you go first?
Lōd Flaxseed
|
"Sorry, I was trying to get out of your way," Lod says to Blend. "Short legs," he says with a shrug, as if in apologies.
Lod moves to the left doors before the portcullis and throws them open once the party is ready behind him.
Prisim
|
Prisim sends jets of acid into the downed troll to ensure it stays down.
"I hope that was quick enough that we didn't make too much noise to arose the other occupants.." she notes, still pouring more acid on to the troll.
"Has anyone else noticed just how bad trolls smell? I'm going to be getting this stink out of my hair for days."
Blend
|
Blend nods to Lod, he raises at eyebrow at Prism, try slogging your way through the bogs of the Mwangi Expanse, then you will know what stench smells like...
We a wink he taps himself with his wand of blend and slips into the corridor, scouting up to the portcullis and listening intently for signs that their entrance has been noticed.
Stealth, urban, blend: 1d20 + 15 + 2 + 4 ⇒ (2) + 15 + 2 + 4 = 23
Perception, urban: 1d20 + 18 ⇒ (8) + 18 = 26, +2 versus humans
Chip~
|
"Trolls ain't got nothin' on me! Heel, Zipper!"
Chip pulls out a wand and begins curing himself.
Cure Light Wound Wand (x2): 2d8 + 2 ⇒ (7, 7) + 2 = 16
"Wow, gotta thank the maker of this wand."
After the room is searched and once the party is ready...
"I got this. Stand back."
Chip displays his gnomish might by lifting up the portcullis.
Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20
"You tall ones might have to duck a bit. I can't reach up very high."
Silgil
|
"I've been told that trolls are a lot worse than this one was. I think we may have gotten lucky. I wonder if their, um, hair really is an aphrodisiac."
Of course they say a LOT of things are aphrodisiacs. Whatever it takes to make a bar, I guess."
Blend
|
With the portcullis raised Blend glides forward towards the next two sets of doors, listening intently at each and checking for traps.
Stealth, terrain,, blend: 1d20 + 15 + 2 + 4 ⇒ (2) + 15 + 2 + 4 = 23
Perception, terrain, north door: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 +2 versus humans
Perception, terrain, south door: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 +2 versus humans
| DystopianGM |
1d20 ⇒ 9
1d20 ⇒ 10
1d20 ⇒ 1
1d20 ⇒ 17
Blend scouts ahead down the hallway. The walls on either side seem mostly sturdy, able to muffle sound quite well. At each door, Blend does not hear anything of note. At the far end of the hallway, past the second portcullis where the prison cells lay, however, he hears the telltale screeches and cackles of goblins. Even if they wouldn't've been making noise, the smell is unmistakable.
The second portcullis seems locked with no mechanism nearby to release it.
Which door do you take?
Blend
|
With no clue as to the best option Blend will quietly open the door to the south and peer inside.
| DystopianGM |
Blend sees a set of wooden double doors 10 feet ahead of him and two other single wooden doors flank the entryway. The floors and walls are clean here and in good repair.
A thick, deep voice calls from the beyond the wooden double doors. "Who is it?"
Chip~
|
Must resist urge to say "Housekeeping." Must resist urge to say "Housekeeping." Must resist urge to say "Housekeeping."
Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Chip stays quiet.
Silgil
|
Silgil shrugs, moves up, and peeks around the edge of the doorway.
Blend
|
Hoping to put whoever is in the room beyond at their ease Blend will call out in his very best gnome accent, it's Micky, we done did for them pathfinders as he slips towards the door and opens it, hoping to surprise whoever might be behind it.
Bluff: 1d20 - 2 ⇒ (13) - 2 = 11 +2 versus humans
Stealth for Blend purposes: 1d20 + 15 + 4 + 2 ⇒ (3) + 15 + 4 + 2 = 24
| DystopianGM |
1d20 ⇒ 6
1d20 ⇒ 1
Upon opening the door, Blend sees a well-appointed office with an ornate desk, book shelves, and an assortment of well-made furniture and rugs. Standing behind the desk is a dark-haired Taldan man wearing a chain shirt and holding a gleaming rapier. His eyes narrow at the doorway. With incredible speed, the man reaches under his desk and a loud click echoes through the room and out into the hallway. The man then slips around the desk and up to the side of the door, placing his back against the wall.
"They're here! Intruders!"
At the same time, the second portcullis begins to rise, and the sounds of shrieking goblins come from beyond.
Lod: 1d20 + 1 ⇒ (7) + 1 = 8
Chip: 1d20 + 4 ⇒ (15) + 4 = 19
Prisim: 1d20 + 1 ⇒ (15) + 1 = 16
Blend: 1d20 + 9 ⇒ (7) + 9 = 16
Garrett: 1d20 + 5 ⇒ (19) + 5 = 24
Silgil: 1d20 + 2 ⇒ (1) + 2 = 3
Kormiggon: 1d20 + 8 ⇒ (14) + 8 = 22
In Combat!
Bold may act.
Active party buffs:
Round 1
Garrett
===========================
Kormiggon
===========================
Chip
Blend
Prisim
Lod
Silgil
Blend
|
Resisting the urge to swear Blend's bow comes up and fires off a volley of arrows at the man. As he emerges from hiding he snarls, end of the line shadow lodge scum!
Rapid, PBS+FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (8) + 10 - 2 + 1 + 2 = 19
Damage: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
Sneak: 1d6 ⇒ 1
Rapid, PBS+FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (18) + 10 - 2 + 1 + 2 = 29
Damage: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
I have assumed he is human and included favoured enemy. If he doesn't spot me then the first attack should be against flat footed AC, barring uncanny dodge or similar.
Looking at the map it looks like I have cover against melee attacks so shouldn't provoke while he has no cover against ranged. Blend will step back after shooting. I have moved myself on the map.
| DystopianGM |
Yes he is human. You both have cover against each other, though. The wall blocks line of effect to his top left corner. See below, bold mine.
"To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)."
Blend
|
That is only after I have 5' stepped though. I started where the blunt point of the arrow is on the map, adjacent to him. So picking my bottom left corner and drawing a line to each of his passes through nothing.
Prisim
|
Prisim steps forward towards the sound of approaching goblins and readies a spell to use against them should they get close.
Readies an action for when she can get at least three enemies in a color spray, and then casts it. Will DC 18
Lōd Flaxseed
|
Lod moves up next to Prisim with his axe ready to hit any goblins that make it far enough past her spell.
Readied action if any come in Lod's threatened range:
+1 greataxe: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d10 + 5 ⇒ (7) + 5 = 12
Silgil
|
Silgil steps up and casts grease, DC 16, in the durection he expects the gobs to come from. (see blue box)
Chip~
|
Move Action
Chip heads up behind Prisim, pulling out his longbow.
Standard Action
He readies to fire at the first enemy he sees.
Longbow Attack (Cover): 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Longbow Damage: 1d6 + 4 ⇒ (5) + 4 = 9
| Zipper |
Zipper scurries up behind Chip.
Garrett Goodleaf
|
Garrett rushes up behind the party and begins to inspire his companions!
Sorry on the delay... had some family issues that needed to be dealt with over the weekend.
| DystopianGM |
In all my searching, I haven't found full clarification on corner-to-corner fighting. But it's a moot point since being flat-footed you hit him anyway.
Blend strikes the human man twice in the gut as the goblin sounds grow louder. He staggers back, bleeding from the mouth.
Goblins: 1d20 + 6 ⇒ (10) + 6 = 16
Goblin Shaman: 1d20 + 3 ⇒ (20) + 3 = 23
The first goblin to round the corner is a familiar sight. It seems to be another goblin shaman with another weasel familiar like the one leading the warband against you in the Halflight Path! It takes an arrow to the shoulder, injuring it greatly. But it fights through the pain and casts a quick spell and points at Lod and the halfling feels the magic making his eyelids heavy. DC 12 will save for Lod or fall asleep!
The goblin warriors rush up next and move toward the Pathfinders. The only one to make it across Silgil's treacherous field of grease is a single brave goblin. When Prisim's spell goes off, the little goblin also resists this too! Garrett inspires his fellows with his words. Kormiggon takes a step back, pulls out a potion and downs it in one gulp.
2d8 + 3 ⇒ (8, 3) + 3 = 14
Reflex Save, red: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex Save, yellow: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex Save, blue: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex Save, green: 1d20 + 2 ⇒ (15) + 2 = 17
Will Save, blue: 1d20 - 1 ⇒ (9) - 1 = 8
Will Save, green: 1d20 - 1 ⇒ (20) - 1 = 19
Bold may act.
Active party buffs: inspire courage +1
Round 2
Garrett
===========================
Goblin Shaman (-9)
Kormiggon (-11)
===========================
Chip
Blend
===========================
Goblins (Red (prone), Green, Blue (prone, unconscious), Yellow (prone))
===========================
Prisim
Lod (Need Will save)
Silgil
Garrett Goodleaf
|
Garrett begins casting a spell aimed at the shaman. "Oy! Your badger smells better than your mother after her annual bath night!"
Casting Hideous Laughter upon the shaman, Will DC 14. Maintain Inspire Courage.
Blend
|
If the shaman is using sleep I believe it has a 1 round cast
You look to have the goblins in hand, I will try and finish off this shadow lodge goon says Blend as he ducks into the room to get a clear shot at his opponent.
Bow, PBS, FE: 1d20 + 10 + 1 + 2 ⇒ (18) + 10 + 1 + 2 = 31
Damage: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Prisim
|
Prisim, remembering the success the team had with attacking other spellcasters, readies a magic missile to hurl against the shaman if he starts to cast another spell
readied magic missile damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6
| DystopianGM |
That's right. Prisim's magic missile puts it down anyway.
Garrett's spell tries to affect the shaman, but the creature shrugs it off. Blend swoops into the room and puts another arrow into Kormiggon. The goblin shaman reels from the damage of Prisim's magic missiles and falls back, glassy-eyed and dead.
Bold may act.
Active party buffs: inspire courage +1
Round 2
Garrett
===========================
Kormiggon (-22)
===========================
Chip
Blend
===========================
Goblins (Red (prone), Green, Blue (prone, unconscious), Yellow (prone))
===========================
Prisim
Lod
Silgil
Chip~
|
"More of these eh? How do they even train em?"
Move Action
Chip moves towards the front line, dropping his longbow and pulling out his longsword.
Can someone move Chip next to the Green goblin?
Standard Action
He attacks the goblin with the longsword.
Longsword Attack (Power Attack, Inspire Courage): 1d20 + 11 - 2 + 1 ⇒ (3) + 11 - 2 + 1 = 13
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 7 + 6 + 1 ⇒ (1) + 7 + 6 + 1 = 15
Free Action
"Zipper, stay."
He commands the badger to stay as the quarters are cramped here.
| Zipper |
Zipper stays where he is as instructed.
Blend
|
I missed out inspire, he takes an extra point
Silgil
|
I moved chip.
Silgil attmepts to nail yellow with a telekentic fist. I think there is a -4 for being prone? +1 inspire.
To hit ranged touch: 1d20 + 1 - 4 + 1 ⇒ (8) + 1 - 4 + 1 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
"More goblins? I take great pleasure in removing this scourge from the earth."
Lōd Flaxseed
|
Will: 1d20 + 9 ⇒ (7) + 9 = 16
Lod resists the urge to take a nap in the middle of combat and instead swings at the lead goblin!
+1 greataxe: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d10 + 5 ⇒ (9) + 5 = 14
If it happens to fall, I'll brave my chances against the grease and go for the caster.
Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
| DystopianGM |
Chip and Silgil both miss with their strikes, but Lod is able to connect and opens a deep gash across the goblin's chest.
In Kormiggon's office, the Shadow Lodge agent rushes Blend, rapier glowing slightly. "You will never succeed, puppet. Your friends are ours. People you've known in the Grand Lodge for years, are ours. You can't stop this now."
Disarm @ Blend: 1d20 + 9 ⇒ (15) + 9 = 24
With a flourish he snaps his wrist and manages to part Blend from his bow. It drops to the ground at Blend's feet.
Bold may act.
Active party buffs: inspire courage +1
Round 3
Garrett
===========================
Kormiggon (-23)
===========================
Chip
Blend (Disarmed)
===========================
Goblins (Red (prone), Green (-14), Blue (prone, unconscious), Yellow (prone))
===========================
Prisim
Lod
Silgil
Garrett Goodleaf
|
Garrett rushes to Blend's aid, drawing his short sword in the process. He stabs at Kormiggon while disregarding his boasts. "You are a foolish man if you think you can dissuade us from our goal!"
Attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Actions: Free - Maintain Inspire Courage. Move - Draw short sword while moving into position. Standard - Attack!
Chip~
|
"Gah! These buggers are tough!"
Free Action
Chip quickdraws his short sword.
Full Attack
He slices and dices at the goblin in front of him. Targeting green. Will 5 ft. step and attack blue if green goes down.
Longsword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (2) + 11 - 2 - 2 + 1 = 10
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 5 + 4 + 1 ⇒ (6) + 5 + 4 + 1 = 16
Short Sword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (8) + 11 - 2 - 2 + 1 = 16
Short Sword Damage (Power Attack, Inspire Courage): 1d4 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
Free Action
"Zipper, attack down there."
| Zipper |
Move Action
Zipper scurries down to the enemy.
Standard Action
He attacks. Targeting Kormiggon.
Bite Attack (Inspire Courage): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Bite Damage (Inspire Courage): 1d4 + 1 ⇒ (1) + 1 = 2
Blend
|
Blend takes a step to the right, smoothly drawing a greatsword as he does so. Fancy sword play won't save you shadow lodge scum!
He swings at the man with all of his might...
Sword, Flank, Inspire, Favoured Enemy: 1d20 + 6 + 2 + 1 + 2 ⇒ (13) + 6 + 2 + 1 + 2 = 24
Damage: 2d6 + 3 + 1 + 2 ⇒ (3, 2) + 3 + 1 + 2 = 11
| DystopianGM |
Chip swigs twice but the goblin's defenses are too quick, and he misses both times.
Meanwhile, the combined assault of Garrett, Zipper, and Blend manage to take down the Shadow Lodge agent. His rapier clatters to the floor. He lay on the floor, dying.
The shaman's weasel, seeing no safe way out, returns to the cell block, shaking in fear.
Lod: 1d20 + 6 ⇒ (1) + 6 = 7
Chip: 1d20 + 12 ⇒ (6) + 12 = 18
Prisim: 1d20 + 5 ⇒ (1) + 5 = 6
Blend: 1d20 + 18 ⇒ (9) + 18 = 27
Garrett: 1d20 + 9 ⇒ (10) + 9 = 19
Silgil: 1d20 + 5 ⇒ (11) + 5 = 16
1d20 ⇒ 11
1d20 ⇒ 20
1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 17
1d20 ⇒ 3
Suddenly, as the tide of battle looks to be shifting toward the Pathfinders, the double doors burst open behind Silgil and Lod and two more agents appear. One a man with a rapier and wearing a chain shirt and the other a woman wearing leather armor, her right hand glowing sickly with energy from a spell. They attack. "Git' em Kanna!" Guarin shouts. "Kill 'em all, Guarin!" Kanna shouts.
Guarin, Rapier @ Silgil: 1d20 + 7 ⇒ (14) + 7 = 21
DMG: 1d6 + 3 ⇒ (4) + 3 = 7
sneak attack: 2d6 ⇒ (5, 5) = 10
Kanna, touch attack @ Lod: 1d20 + 7 ⇒ (18) + 7 = 25
@ Lod, DC 13 fortitude or paralyzed for 1d6 + 2 ⇒ (3) + 2 = 5 rounds.
While all of this is going on, Chip and the green goblin continue to fight it out. The green goblin attacks, but misses wildly. Its compatriots stand and attempt to move out of the grease. The yellowish goblin makes it but the one with the red eyes does not and falls back to the ground.
Green Goblin @ Chip: 1d20 + 3 ⇒ (3) + 3 = 6
DMG: 1d4 ⇒ 3
Red reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Yellow reflex: 1d20 + 2 ⇒ (20) + 2 = 22
Bold may act.
Active party buffs: inspire courage +1
Round 3
Garrett
===========================
Kormiggon (-40, unconscious (-3))
===========================
Chip
Blend
===========================
Guarin
Kanna
Goblins (Red (prone), Green (-14), Blue (prone, unconscious 2d4 - 1 ⇒ (2, 1) - 1 = 2 rounds), Yellow)
===========================
Prisim
Lod (Need Will save)
Silgil (-17)
Prisim
|
"Ohh... Incandescent celestial Sparkles!" shouts Prisim, as the new two agents are covered in a glistening, sparkling, glowing cloud of dust.
Casts glitterdust on them, Will DC 18 or blinded
Silgil
|
Silgil steps back and tries another TK fist, this time at Kanna.
To Hit Ranged Touch: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
"Rather unsportsmanlike of you, but then what do you expect from someone who consorts with goblins."
Lōd Flaxseed
|
Fort: 1d20 + 7 ⇒ (13) + 7 = 20
Lod finds himself on the front lines and shakes off the magic to swing back at the woman blocking his path.
+1 greataxe: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d10 + 5 ⇒ (5) + 5 = 10
| DystopianGM |
Will save, Guarin: 1d20 + 1 ⇒ (19) + 1 = 20
Will save, Kanna: 1d20 + 4 ⇒ (6) + 4 = 10
Guarin is able to resist Prisim's spell, but Kanna succumbs and is blinded by the glitter. A burst of telekinetic energy slams into Kanna from Silgil, and Lod chops at the woman, burying his axe in her shoulder.
Meanwhile, Kormiggon, the Shadow Lodge agent in the office, manages to stabilize and his breathing steadies.
Kormiggon, stabilize check: 1d20 + 1 - 3 ⇒ (18) + 1 - 3 = 16
Bold may act.
Active party buffs: inspire courage +1
Round 4
Garrett
===========================
Kormiggon (-40, unconscious (-3), stable)
===========================
Chip
Blend
===========================
Guarin
Kanna (-14, blinded)
Goblins (Red (prone), Green (-14), Blue (prone, unconscious 2 rounds left), Yellow)
===========================
Prisim
Lod
Silgil (-17)