GM Fanguar |
Rhesus winces as he feels the telltale pressure of a tripwire against his shins. Tensing in anticipation of a trap, instead the wire runs to a bell mounted across the room and it jingles loudly.
Perc(sleep): 1d20 - 5 ⇒ (13) - 5 = 8
You hear the sound of feet running away from you from around the corner.
Spasi Gaten |
1d20 + 6 ⇒ (15) + 6 = 21 Perception
"Yep, sounds like that too," Spasi agrees. "Maybe we ought to pursue? How many people do you think are up here, huh?"
Spasi doesn't press the pursuit.
"Let's move Rhesus. There will be more of them coming up."
Bibic |
Bibic knocks an arrow in his bow and prepares for combat.
"I don't think we should go running blindly into someone's lair. They know we're coming, let us proceed with caution and be ready for combat."
Bibic will follow the others, hopefully cautiously and watching for more deadly traps.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Though Bibic himself sees nothing amiss...
Clement Twice-Born |
Are we all in B10 now?
Clement senses Rhesus' anxiety and adopts a similar posture in the hope of showing unity.
"Maybe if we call out to them, and simply suggest that they should turn over any ancient artifacts they have to us, they'd bargain?
Upon seeing the inquisitive looks on the others as his inane suggestion, Clement changes his mind.
"Yes, or we wait here and see if they come out to greet us?"
Clement is good with waiting 10 minutes, and then advancing as a group, or sending one of us ahead to peek around the corner.
Spasi Gaten |
"I got nothing better to do, let's keep waiting. I'll watch the backside, you guys watch the front."
Spasi Gaten |
"Nah, let's wait a bit longer," Spasi says, lazily scratching his armpit and looking out the backside. "We got all day, right? Or maybe they are bringing us the shard right now. Who knows?"
Since Spasi isn't wishing to be the first to run forward into certain death/trap, I won't be pushing for pushing just yet. But if Noya or Rhesus wants to lead on, well...lead on then.
Rhesus Ghawn |
We're as well to go, otherwise we're just playing chicken.
Rhesus shakes his head.
"They ain't coming, let's go find 'em."
With that he moves ahead, slowly.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
GM Fanguar |
Creeping down the hall you find a small room with a hooded lantern sitting on the lip of a fountain in the west wall. A tinkling rill of water runs from a demon-shaped mouth on the wall into the fountain. A bedroll and several bags of rations sit on the floor just to the north of the fountain(B12).
A little further down the hall a side branch opens into a collapsed room, the eastern wall oft his room is buried under an ancient pile of rubble. Sitting near the entrance is a wooden crate and a dull grey amphora. [ooc](B13)[ooc] The other branch continues on to a flight of stairs leading deeper into the piling.
Spasi Gaten |
"Huh," Spasi says while looking around. "Huh. Maybe they ran away? Probably."
Spasi noses around the sleeping bags and the rations, looking for anything good to nibble upon.
Bibic |
Bibic lowers his bow and casts Detect Magic giving the room a quick sweep.
Assuming he finds nothing, "I don't think they ran away Spasi. I bet they're waiting in a good spot to open up on us when we walk in. But I don't see another way to proceed, so let's trust to luck and good fortune that they'll miss."
Bibic grins at Rhesus and waits to follow him into the next chamber.
Spasi Gaten |
Not waiting on me, right?
Spasi reactivates his wand, casting another Mage Armor on himself. (8/10 left)
GM Fanguar |
In case anyone wants to check them...
Descending down the stairs, Rhesus leading the way, you stop short as a voice calls out to you:
"Whoever you are, you have entered into Tower Girl claimed territory. I'll give you this one chance to flee, but if you continue to press us, you will be punished. Severely."
Peeking around the last turn of the stairs you can make out another wererat standing in the middle of a dimly lit room(B15), a pair of dog sized rats at her side.
Spasi Gaten |
Spasi gathers the goods from the crate and amphora.
1d20 + 7 ⇒ (2) + 7 = 9 Perception
"We can take 3 of them. Ain't no big deal. Lets get 'em." As he says this, he makes way for Rhesus and Noya. "This time, I promise to even help with the fighting.."
GM Fanguar |
It's a throw down
Tower girls: 1d20 + 3 ⇒ (11) + 3 = 14
Rhesus: 1d20 + 2 ⇒ (18) + 2 = 20
Spasi: 1d20 + 4 ⇒ (16) + 4 = 20
Bibic: 1d20 + 3 ⇒ (5) + 3 = 8
Noya: 1d20 + 2 ⇒ (3) + 2 = 5
Clement: 1d20 + 0 ⇒ (19) + 0 = 19
Round 1
20 Spasi
20 Rhesus
19 Clement
14 TGs
8 Bibic
5 Noya
Spasi, Rhesus and clement to start
Clement Twice-Born |
Round 1, Initiative 19
HP: 10/10; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 2/5
Channels Left Today: 4/4
Location: Front Row
MA: Move to front row
SA: Attack with mace
Clement wastes no time no time following Rhesus into battle, aiming his mace at the rat-man standing in the midst of the rats.
Heavy Mace: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 + 2 ⇒ (2) + 2 = 4
Spasi Gaten |
Round 1, Initiative 20
hp 14/14; AC 16/12T/14FF (+4 w/Mage Armor); CMD 11
+1F/+2R/+4W
Back Row
Opponent: The Werechick
MA: Load crossbow.
SA: Cast Snowball on Werechick: 1d20 + 3 ⇒ (12) + 3 = 15 touch to hit;
2d6 ⇒ (1, 2) = 3 cold damage and DC 16 Fort vs. Staggered
"Don't worry, I'll get her, you just watch," Spasi rolls up his sleeves and gets to magicking, tossing a snowball at the leader.
Spasi will load his drawn crossbow.
Rhesus Ghawn |
Round 1 Init 20
HP 23/25 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 17
F +6 R +2 W -1
Rage: 8/9
Row: Front
Opponent: Werechick
MA: Move to Werechick
SA: PA Werechick
Rhesus moves up and swings at the leader.
Mwk EB PA: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 7 ⇒ (3, 2) + 7 = 12
GM Fanguar |
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7 Staggered
The wererat shudders as the chill touch of Spasi's spell washes over her, but still manages to dodge Clement swing, but his presence distracts her enough for Rhesus' hammer to land a mighty blow. (+2 for flank with clement)
Round 1
20 Spasi
20 Rhesus (Wererat, TG x1, Rat)
19 Clement (Wererat, TG x2, Rat)
14 TGs[TGs x6, Rat x2, Wererat x1]
8 Bibic
5 Noya
Round 1, Init 14
A half dozen tower girls emerge from the shadows, a trio firing hand crossbows in Spasi's general direction, but fortunately, none find their mark.
Xbow 1: 1d20 + 3 ⇒ (8) + 3 = 11
Xbow 2: 1d20 + 3 ⇒ (9) + 3 = 12
Xbow 3: 1d20 + 3 ⇒ (2) + 3 = 5
The remaining 3 enter the melee and in the chaos, one of them sinks a blade deep into Clement's side.
TG vs Rhesus : 1d20 + 1 ⇒ (11) + 1 = 12
TG vs Clement 1: 1d20 + 1 ⇒ (15) + 1 = 16
TG vs Clement 2: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10
Hissing the rats lunge at the men attacking their mistress, but fail to cause harm.
Rat vs Clement : 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Rat vs Rhesus : 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Reeling from her wounds the wererat's swing goes wide leaving Rhesus unscathed.
Wererat vs Rhesus: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
LE Medium humanoid (human, shapechanger) 600xp
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 10/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks sneak attack +1d6
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
XP 200 each Female human rogue 1 (acrobat) (Advanced Player's Guide 132) CN Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp A:11/11, B: 11/11. C:11/11, d: 11/11, E: 11/11, F 11/11each
Fort +2, Ref +s, Will +1
OFFENSE
Speed 30
fl:. Melee short sword +1 (1d6+1/19-20)
Ranged hand crossbow +3 (1d4/19-20)
Special Attacks sneak attack +1d6
XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp A: 5/5, B:5/5
Fort +3, Ref +5, Will +1
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease
Everybody is up. Noya and Bibec's actions get resolved first.
Bibic |
Round 1, Initiative 8
HP: 15/15; AC: 15 (T13/FF12)
F: +3, R: +5, W: +2
Back Row
Opponent: None
MA: none
SA: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)
Bardic Performance = 7/10
Bard Spells Remaining: (First: 2/2) (CL 1, Con: +4, SR: +1)
0) Detect Magic, Light, Prestidigitation, Spark
1) Cure Light Wounds, Grease
Seeing the large array of foes stacked up against the party, Bibic starts off inspiring courage to aid his allies (+1 att/dam (competence) & +1 save vs fear (morale)).
"We warned you to surrender. We shall not be so easily turned aside!"
9 foes! Sheesh, I hope we pull this off!
Spasi Gaten |
Round 2, Initiative 24
hp 14/14; AC 16/12T/14FF (+4 w/Mage Armor); CMD 11
+1F/+2R/+4W
Back Row
Opponent: A flanking Towergirl
MA: Load crossbow.
SA: Cast Daze on undamaged, flanking Towergirl: DC 16 Will vs. Dazed (takes no actions)
"Yeah, that was pretty good, huh? Let's try another!" Spasi rolls up his sleeves and keeps magicking, trying to daze one of the jerkgirls.
Rhesus Ghawn |
Round 2 Init 20
HP 23/25 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 17
F +6 R +2 W -1
Rage: 8/9
Row: Front
Effects: Inspire
Opponent: Werechick
SA: PA Werechick
Blades bolts and teeth flying by him, the barbarian continues his assault on the rat.
Mwk EB PA Flank Inspire: 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 162d6 + 7 + 1 + 1 ⇒ (2, 4) + 7 + 1 + 1 = 15
Clement Twice-Born |
Round 2, Initiative 19
HP: 7/17; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 2/5
Channels Left Today: 4/4
Location: Front Row
SA: Attack with wererat with heavy mace
Bloodied but not beaten, Clement grits his teeth, forgets his pain, and swings at the rat-headed monster again.
Add +2 to the following if we get flanks in the first row.
Heavy Mace: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 for 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
GM Fanguar |
Fort save vs DC16: 1d20 + 2 ⇒ (19) + 2 = 21
Clement lands a solid blow that would have felled a lesser foe, but somehow the twisted creature shakes off the worst of it.
Round 2
20 Spasi
20 Rhesus (Wererat, TG x1, Rat)
19 Clement (Wererat, TG x2, Rat)
14 TGs[TGs x6, Rat x2, Wererat x1]
8 Bibic
5 Noya[TG]
Crossbow bolts fly and swords dart and slash, yet somehow only Spasi comes to any harm, as he is winged by a crossbow.
Xbow vs Spasi 1: 1d20 + 3 ⇒ (10) + 3 = 13
Xbow vs Spasi 2: 1d20 + 3 ⇒ (1) + 3 = 4
Xbow vs Spasi 3: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 2
Rat vs Clement: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Rat vs Rhesus: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
TG vs Clement 1: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
TG vs Clement 2: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
TG vs Rhesus: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Wererat vs Rhesus: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Wererat(bite) vs Rhesus: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
LE Medium humanoid (human, shapechanger) 600xp
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 5/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks sneak attack +1d6
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
XP 200 each Female human rogue 1 (acrobat) (Advanced Player's Guide 132) CN Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp A:11/11, B: 11/11. C:11/11, d: 11/11, E: 11/11, F 11/11each
Fort +2, Ref +s, Will +1
OFFENSE
Speed 30
fl:. Melee short sword +1 (1d6+1/19-20)
Ranged hand crossbow +3 (1d4/19-20)
Special Attacks sneak attack +1d6
XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp A: 5/5, B:5/5
Fort +3, Ref +5, Will +1
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease
Everybody is up.
Bibic |
Round 2, Initiative 8
HP: 15/15; AC: 15 (T13/FF12)
F: +3, R: +5, W: +2
Back Row
Opponent: None
FA: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)
MA: none
SA: Longbow: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15 (point blank, inspire) damage: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8 (point blank, inspire)
Bardic Performance = 6/10
Bard Spells Remaining: (First: 2/2) (CL 1, Con: +4, SR: +1)
0) Detect Magic, Light, Prestidigitation, Spark
1) Cure Light Wounds, Grease
Bibic continues to inspire courage to support their side in the battle. He shoots his bow at one of the Donkey Rats in the hopes of clearing out a few of the nasty little creatures himself while the true warriors focus on the tougher foes.
"We've got them now friends - this is our round! Let's thin that herd!"
Spasi Gaten |
Round 3, Initiative 24
hp 12/14; AC 16/12T/14FF (+4 w/Mage Armor); CMD 11
+1F/+2R/+4W
Back Row
Opponent: TG
MA: Draw potion.
SA: Cast Daze on TG. DC 14 Will: no actions on fail
Spasi takes a bolt for the team.
"Ouch! Lucky shot!" Spasi casts daze again, this time targeting another TG.
Spasi will draw a potion of CLW.
Rhesus Ghawn |
Round 3 Init 20
HP 23/25 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 17
F +6 R +2 W -1
Rage: 8/9
Row: Front
Effects: Inspire
Opponent: Werechick
SA: PA Werechick
"That's it Clem!"
Mwk EB PA Flank Inspire: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 122d6 + 7 + 1 + 1 ⇒ (1, 2) + 7 + 1 + 1 = 12
Despite feeling invincible, Rhesus fails to do anything to the wererat.
Bibic |
Poke? I think GM might think we're waiting on Clem, and I think Clem might think he's already gone.
Clement Twice-Born |
You sir, are correct.
Round 3, Initiative 19
HP: 7/17; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 2/5
Channels Left Today: 4/4
Location: Front Row
SA: Attack wererat
With the thrill and rush of adrenaline in his veins, Clem grips his mace tighter and swings again.
Add +2 to the following if we get flanks in the first row.
Heavy Mace: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
GM Fanguar |
Thanks for the bump, Bibic.
@Everyone: if 2 people are attacking the same target then you get the flank bonus
Clement strikes another solid blow and the wererat teeters, but does not fall. Bibic fells one of the rats and Noya lands a vicious slice to one of the tower girls.
Fort save vs DC14: 1d20 + 2 ⇒ (14) + 2 = 16
Round 3
20 Spasi
20 Rhesus (Wererat, TG x1, Rat)
19 Clement (Wererat, TG x2)
14 TGs[TGs x6, Rat, Wererat x1]
8 Bibic
5 Noya[TG]
The ranged trio reload and fire at Spasi and Bibic:
Xbow vs Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 ⇒ 4
xbow vs Bibic 2: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 1
Xbow vs Spasi: 1d20 + 3 ⇒ (9) + 3 = 12
The TGs in melee strike out:
Attack vs Noya: 1d20 + 1 ⇒ (1) + 1 = 2
Attack vs Rhesus: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Attack vs Clement: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm?: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Donkey Rat:
Attack vs Rhesus: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
damage: 1d4 ⇒ 4
Wererat:
Attack vs Rhesus: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damge: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8
Bite vs Rhesus: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
LE Medium humanoid (human, shapechanger) 600xp
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 2/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks sneak attack +1d6
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
XP 200 each Female human rogue 1 (acrobat) (Advanced Player's Guide 132) CN Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp A:4/11, B: 11/11. C:11/11, d: 11/11, E: 11/11, F 11/11each
Fort +2, Ref +s, Will +1
OFFENSE
Speed 30
fl:. Melee short sword +1 (1d6+1/19-20)
Ranged hand crossbow +3 (1d4/19-20)
Special Attacks sneak attack +1d6
XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp A: 0/5, B:5/5
Fort +3, Ref +5, Will +1
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease
Everyone is up. Recap: Rhesus -12hp, Clement -4hp, Bibic -5 hp
Rhesus Ghawn |
Round 4 Init 20
HP 13/25 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 17
F +6 R +2 W -1
Rage: 8/9
Row: Front
Effects: Inspire
Opponent: Werechick
SA: PA Werechick
Rhesus ignores some of the wounds and works to finish off the wererat before it makes his life shorter.
Mwk EB PA Flank Inspire: 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 242d6 + 7 + 1 + 1 ⇒ (1, 6) + 7 + 1 + 1 = 16
With a swing of his earth breaker he, in the cant of the northern tribes, smushes her.
Bibic |
Round 3, Initiative 8
HP: 10/15; AC: 15 (T13/FF12)
F: +3, R: +5, W: +2
Back Row
Opponent: None
FA: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)
MA: none
SA: Longbow: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11 (point blank, inspire) damage: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6 (point blank, inspire)
Bardic Performance = 5/10
Bard Spells Remaining: (First: 2/2) (CL 1, Con: +4, SR: +1)
0) Detect Magic, Light, Prestidigitation, Spark
1) Cure Light Wounds, Grease
Bibic continues to inspire courage to support their side in the battle. He shoots his bow at the remaining Donkey Rat in the hopes of clearing out the last of the little creatures himself while the true warriors focus on the tougher foes. Alas even the least of them is too strong for Bibic.
"Good hit Rhesus! Now everyone press hard!"
Clement Twice-Born |
Round 3, Initiative 19
HP: 3/17; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 2/5
Channels Left Today: 4/4
Location: Back Row
SA: Attack with mace
Free: 5ft step out of front row
As Bibic cheers for everyone to press hard, Clement hesitates, wondering if he should swing his mace hard, or if the bard is encouraging him to swiftly search his pack for bandages and press those hard onto his copious wounds.
Clement gives Rhesus an appraising look, and wonders just how he's as badly beat up as his Shoanti friend despite all the armor and shield he's carrying.
Rhesus is just *that* good. He'll never drop to the floor like a sack of potatoes just because he's surrounded by a handful of towergirls and their wererat captain.
Clement considers what it might take to drag a friend of his down.
It's take at least three demons gated in from the deepest planes of the Abyss to drag a friend of mine down!
Regardless, Clement first swings at a tower girl with his mace and then steps out of combat to address his wounds.
Heavy Mace (flanking): 1d20 + 3 + 1 + 2 ⇒ (19) + 3 + 1 + 2 = 25 for 1d8 + 1 ⇒ (8) + 1 = 9