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I think Charge is a -2 AC. I believe I've cleared the difficult terrain as well so I should be good to go... not sure where exactly it is square wise but assuming Harauk was able to move up... but if not, let me know
Luccinus charges the Croc in turn, smiting as hard as he can.
*+2 for charge added as is the - 1 for power attack
1d20 + 5 + 2 - 1 ⇒ (2) + 5 + 2 - 1 = 8
1d8 + 6 ⇒ (2) + 6 = 8
*-2 AC for next round.
with a run of rolls like I've been having I think I'll just stick with total defense and just be a target

GM Nel |

the croc partial charged, so its only +1 atk, and -1 AC
The Kobold will come back in.
She moves up and swings at Rorgrim with her Shillelagh!
atk: 1d20 + 2 ⇒ (13) + 2 = 15
dmg: 1d8 ⇒ 5
BAM, she strikes her club on the side of Rorgrim's enraged face.
Round 4:
Kobold
Rorgrim (-2 AC) <--
Croc (-1 AC)
Vermin
Luccinus (-2 AC)
Harauk
Delay:
Josef
Nester

GM Nel |

Bleeding everywhere, the croc is most definitely not happy. It tries to snap back at Rorgrim!
Bite
ATK: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (6) + 5 = 11 (miss)
DMG: 1d6 + 3 ⇒ (3) + 3 = 6
It's teeth sink into Rorgrim's flesh, smearing blood on its grin. It keeps snarling at the dwarf.
Round 4:
Kobold
Rorgrim (-2 AC, -11 hp)
Croc (-17 hp)
Vermin <--
Luccinus (-2 AC)
Harauk
Delay:
Josef
Nester

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Vermin moves over into the flank with Rorgrim and attacks the croc, swinging his enchanted staff at the reptile in a single mighty overhand smash intended to kill it quickly and with as little suffering as possible. He looks quite unhappy about having to put the creature down.
Swing : 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 162d6 + 7 ⇒ (6, 5) + 7 = 18
After the hit he calls out in anger at the remaining enemy Nok trenic turid nes no desdoy. Kor noktos mes tu ron Kobold!

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Praying to the Godclaw and hoping beyond hope he can be effective Luccinus swings again at the Croc, again and screams at the others.
Come and get Rorgrim!!! He's bleeding out!.
1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
1d8 + 6 ⇒ (2) + 6 = 8

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Harauk, seeing as he may not be the most useful in this situation, resorts to healing his fellow dwarf.
Harauk casts Cure Light Wounds, moves to J7, and touches Rorgrim.
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
BTW, I think Rorgrim was at 1 HP before I healed him.

GM Nel |

Luccinus' attack finally strikes true, and the crocodile falls lifeless to the ground!
She takes a 5' step back and begins to cast a spell!
Summon Nature's ally I
Round 4:
Kobold
Rorgrim (-2 AC) <--
Vermin
Luccinus
Harauk

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Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Common: She's summoning.

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On his last strike, Rorgrim lifted his hammer high and slammed straight down on the croc. This time he steps and spins raising his hammer up and then sweeping low (like Tiger Woods teeing off) and attempts to send the kobold flying.
Time to die wench. Rorgrim hates witches!
Attack 1d20 + 5 ⇒ (20) + 5 = 25
Damage 2d6 + 10 ⇒ (5, 5) + 10 = 20
Power Attack again
Crit confirm 1d20 + 5 ⇒ (4) + 5 = 9

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Think what he could have done IF he confirmed that threat!!!

GM Nel |

Rorgrim, proudly displaying how Barbarians properly rage, swings at the small kobold. She takes the hit squarely, and falls unconscious at Rorgrim's feet.
Oh, and she looses he spell :P
Since I know yo will most likely search her, she carries:
wand of cure light wounds
club
8 amethysts
Nester approaches the party and says: "Well done, well done indeed. Now, could we please hurry to Pier's end so we can arrange passage to Escadar? I'm kinda bored here, and we are in a hurry."

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Bored? BORED? You're kidding, right? We get attacked by some kobold lunatic, Rorgrim almost goes down, and you complain about being BORED? I'll be glad when this mission is over and I never have to see you....You should know better..*grumble*...You're lucky you're needed....
Harauk is of course all talk...
Also, next chance he gets, he will switch burning disarm for summon nature's ally I. I just realized how lackluster burning disarm is at level 1...

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Vermin, being up next casts Stabilize on the kobold the moment she drops, and then checks her for life, explaining to Hauauk She may already be gone. After, liking Nester less and less, Vermin ignores his request and begins to search the area. Our job is to get you there safely, not to keep you from boredom. To the group he explains The little druid said something about being worried about her children. There could be small kobolds or other animals in the area.

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Harauk, use that wand on Rorgrim to heal those wounds while I check the area. Vermin suggests. There could be other threats still here and we might have further need of Rorgrim's hammer.

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Wand
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

GM Nel |

Good rolls. BTW I also allow spending 2 charges for 11 points of healing if you wish instead of rolling.
After a bit of searching, you find the Kobold's "children". She has been tending to a garden of thistles. She is obviously a more deranged than your typical Druid. (Or is she...)
Her little home under the log contains nothing of value.

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Vermin lifts here carefully and carries her to her "children", laying her carefully among the thistles. Our passing has cost her much. We shall not harm her further. he proclaims, stating it as a challenge. He then retrieves parchment and pen and scribes a quick note to the kobold and places it in her hand. After he announces. I am ready to go.

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You know what? Since we have a wand now, Harauk will switch out his Cure Light Wounds to Hydraulic Push.

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Well done all. I will not challenge Friend Vermins claim to the creatures life... let us move on.
With that he readies himself to continue marching.

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Vermin will lay low here, taking a back seat to people with a prettier face.

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You there, Luccinus calls out to one of the residents of the docs, Can you tell me of some one who is bound for Escadar... or someone who'd like a bit of work.
Diplomacy
1d20 + 4 ⇒ (11) + 4 = 15

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Vermin smiles and jingles his coin purse.
Assist Diplomacy: 1d20 - 2 ⇒ (15) - 2 = 13

GM Nel |

Luccinus asks around through the docks, and through some sailors and deckhands he gets the names of three prospects, but only a bit of information on each:
Dariceis a surly looking young woman, but if her sea-weathered face were softened, she could be considered pretty. She never knew her father, and many villagers whisper that he was a member of the Pathfinder Society.
Small Otti is a fat halfling who constantly states that his plump stature helps with buoyancy at sea. He values his coin, for he has many mouths to feed—most importantly, his own.
Crazy Old Tanner is a disheveled, fish-smelling, and wild-eyed man who constantly talks out the side of his mouth while blowing thick gouts of grey smoke from an aromatic pipe. Tanner’s skill at sea is unmatched, but so is his lunacy; take a boat ride with him and you might ride straight into a squall.

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Oh, Oh! Vermin likes Crazy old Tanner! :)

GM Nel |

The party approaches Tanner, and he says:
"T'sea has haunted me me w'ole life! Aye, you unfaithful mistress! I'f y'er look'n fer a cap'n I can sail ye to Escadar. Best price of any'ne 'ere! Things were better when I was young'r, sailin' t'sea every day! But now I got t'a pay de bills, yar. I'll take y'er lot for 35 gold for t'bunch."

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Sounds a might steep for a day's sailing. That is likely a month's wages, or more, in these parts.

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Since no one has taken the reins, I'll diplomasize! LOL
Rorgrim spits out the water he just poured into his mouth from his waterskin.
Thirty five gold? Do you take me for a damn fool? That be a full day's labor? How bout I help row and we will be givn' ya ten gold!
Diplomacy 1d20 - 2 ⇒ (3) - 2 = 1
Yeeessssss!! I was hoping for -1 though!