| Pent Arotha |
Pent listens to Mahdi with concentration and nods a little too enthusiastically. "Oh, I don't read the words with my mouth. Only my eyes. Not that there's anything wrong with reading out loud. A lot of my friends learned words by hearing the ease of the fragments as they became words to the full. I'd keep quiet while looking through 'em. I would at that." Pent marks the location of the papers, and nods at Mahdi. I'm the odd one out here, best not forget that. Let him get comfortable. He'll come around.
Pent bobs his head to and fro, as the brooch is studied. "I, uh, could take a look at that, if you want me to. I know a bit about Sarenrae."
Spellcraft: 1d20 + 1 ⇒ (12) + 1 = 13
Knowledge, Religion: 1d20 + 3 ⇒ (11) + 3 = 14
Round 1, Init 13
Presupposing Pent has positioning, as his player is lame enough to not have eyes on the battle map currently...
Pent, crossbow at the ready from Hazim's command, looses a bolt at a non-engaged minion. Pent employs Agile Feet to get better positioning, if necessary, avoiding difficult terrain.
Light Crossbow: 1d20 ⇒ 12 or Light Crossbow: 1d20 ⇒ 6 for 1d6 ⇒ 2 damage
"Something don't feel right. Not right at all. What gives?"
| GM Sloth |
And we're back. Sorry, I was enjoying the holiday, but I'm back now.
The heroes begin their attack against the pugwampis. Amiamble sends a stone flying and connects, wounding pugwampi #1. Hazim flips into a better position, striking at pugwampi #2 with his scimitar and killing it. The rest of the party advances forward.
One pugwampi is down, and the King awaits.
Round 2
Pug 1 (wounded). . . 16
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Aldebert. . . 3
| GM Sloth |
Round 2, Init 16 & 15
Pugwampi #1 drops his bow and pulls out his needle-sized dagger instead. It then takes a (big) step over under Hazim and stabs at his boot.
I did some research to confirm, even though it's moving into Hazim's square, it doesn't provoke since it's still a 5' step.
Dagger vs Hazim: 1d20 + 3 ⇒ (1) + 3 = 4
But has no luck.
King Mokknokk holds his warhammer high, then charges into combat against Hazim with a mighty, high-pitched growl. He attempts to tumble through the rogue's legs to avoid the oncoming attack.
Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
Hazim, take your AoO.
Warhammer vs Hazim: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
| Amiamble Piddlespot |
Round 2, Init 14
Amiamble spurs Yeenoghu to (double move) over to help/flank Hazim.
Ami will help wrangle and opening for Hazim's next attack vs. King Mokknokk.
1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 Aid vs. DC 10
1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17 Aid vs. DC 10
Hazim, you get +4 on your next attack (both rolls for the icky aura).
| Hazim Al-Jabira |
Round 2, init 9
Hazim hustles back a step (five foot step) and swing on the king.
To Hit with scimitar
1d20 + 4 + 2 + 4 ⇒ (4) + 4 + 2 + 4 = 14
1d20 + 4 + 2 + 4 ⇒ (17) + 4 + 2 + 4 = 27
Damage with scim
1d6 + 1 ⇒ (5) + 1 = 6
sneak
1d6 ⇒ 2
To Hit with Dagger
1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage with dagger
1d4 ⇒ 3
sneak
1d6 ⇒ 3
| Mahdi al-Jabira |
Round 2, Init 8
Mahdi steps forward to brush his fingers against Hazim's shoulder-- and his brother promptly disappears from sight!
5-foot step, Vanish on Hazim (1 rd), drawing quarterstaff. Dropping my crossbow if I still had it in hand.
| Pent Arotha |
Round 2, Init 13
Pent loads his crossbow, almost dropping the bolt when Hazim suddenly disappears. "Oooo, Ooooo, do that to me!! That's... He's... Oooo, you gotta..." Pent remembers himself just long enough to pull the trigger at Pugone.
Light Crossbow: 1d20 ⇒ 9 or
Light Crossbow: 1d20 ⇒ 20 for 1d6 ⇒ 3 damage
| Aldebert Piddlespot |
Round 2, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert feels a twinge of jealousy as his brother aids Hazim, but he shrugs it off. It makes good tactical sense.
He then moves through some of the difficult pews to get a better angle and attacks the wounded pug with his cold iron guisarme trying to finish it off.
Guisarme Attack: 1d20 + 4 ⇒ (18) + 4 = 22 or Guisarme Attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d6 + 3 ⇒ (2) + 3 = 5
| GM Sloth |
Round 3, Init 16
The pugwampi attempts to zig-zag and confound Aldebert, hoping to get under the halfling's legs.
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
The gremlin hops onto Alde's boot and attempts to drive his tiny dagger into flesh.
Dagger vs Aldebert: 1d20 + 3 ⇒ (12) + 3 = 15
But is unable to get through his tough shoes!
| GM Sloth |
Bah, sorry, I completely missed a whole bunch of posts. I'm going to fix this to reflect what actual happened.
Round 3, Init 15
King Mokknokk snarls as the rogue disappears. He turns instead and takes a big step under Yeenogu, and tries to smash Amiamble's dangling legs.
Attack vs Amiamble: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
But it's a contest of missed attempts between both sides of the battle.
| Amiamble Piddlespot |
Round 3, Init 14
Ami grumbles as the King tries to attack his best friend (non-halfling) Yeenoghu!
Stepping back, the good guys give the King the whatfor! (Imagine a tiny halfling smacking his tiny fist into his other hand, a symbol of mighty halfling strength and determination.) He delays for Hazim's/a flanker's help before striking.
Ami tries to knock away the King's defense to create an opening for Yeenoghu:
1d20 + 1 + 2 + 1 ⇒ (11) + 1 + 2 + 1 = 15 Aid vs. DC 10
1d20 + 1 + 2 + 1 ⇒ (14) + 1 + 2 + 1 = 18 Aid vs. DC 10
"Bree-yark, Yeenoghu! BREE-YARK!" Ami says aloud, a voice largely unheard by many.
1d20 + 2 + 2 + 4 ⇒ (8) + 2 + 2 + 4 = 16 to hit; (bite, flank)
1d6 + 1 ⇒ (6) + 1 = 7 damage.
1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 to hit; (claw, flank)
1d6 + 1 ⇒ (1) + 1 = 2 damage.
1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 to hit; (claw, flank)
1d6 + 1 ⇒ (4) + 1 = 5 damage.
| Mahdi al-Jabira |
Round 3, Init 8
Trusting that his now-invisible brother would not need to step far to attack the king, Mahdi circles around the fight to a place where he hopes he won't fry his brother, and lets loose with another blast of flame on the leader of their enemies.
Trusty fire jet again. I believe that is my 4th of 6th use for the day, but I'll double check. DC 13 Ref for the king, blah blah.
Damage: 1d6 ⇒ 2
| Aldebert Piddlespot |
Round 3, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert moves away from the pug on him to get some distance for his guisarme (which I think provokes) and then swings hard hoping to connect with the little creature.
Guisarme Attack: 1d20 + 4 ⇒ (11) + 4 = 15 or Guisarme Attack: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 3 ⇒ (1) + 3 = 4
| Hazim Al-Jabira |
Round3, init 9
Hazim stays calm, not thinking about luck, or the lack of. Only about doing a job. He steps forward lightly, and brings his scimitar and dagger down on the Kayng.
Scimitar. Kayng gets no dex bonus due to invis.
1d20 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18
1d20 + 4 + 2 + 2 ⇒ (12) + 4 + 2 + 2 = 20
Damage
1d6 + 1 ⇒ (2) + 1 = 3
sneak
1d6 ⇒ 3
Dagger. Not adding the invis stuff here. Let me know if that's incorrect.
1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage
1d4 + 1 ⇒ (3) + 1 = 4
Sneak
1d6 ⇒ 3
Five foot step, full attack action with Scimitar first, and then dagger. I added flank bonus on both attacks, and invisible bonus (+2) on scimitar attack only. Add two to dagger attack if that's incorrect. Kayng gets no dex bonus against invisible attack.
| GM Sloth |
I forgot that Pent was out of the unlucky aura when he fired before, so he hit the pug. With that and Aldebert's attack, it dies.
Yeen unfortunately can't seem to land a solid hit on the king, his tiny breastplate fortifying him well.
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
Mokknokk is burned a little by the flames, but otherwise seems unfazed.
Hazim appears suddenly, bringing his scimitar down on the monster. Even though the king is unaware, the attack just barely gets through due to his armor shell. Unfortunately, the second attack misses entirely.
| GM Sloth |
I have no idea what spells Pent has prepared, so I won't step on his toes with that.
Round 3, Init 13
Feeling confident after his last attack, the gnome reloads his crossbow and tries to hit the king despite the cover his allies are giving his enemy.
Attack: 1d20 ⇒ 20
Damage: 1d6 ⇒ 5
Crit Confirmation: 1d20 ⇒ 18
Crit Damage: 1d6 ⇒ 4
The bolt strikes again, piercing Mokknokk through his breastplate! Despite the accuracy though, the bolt does not inflict a critical wound to the pugwampi.
| Pent Arotha |
Brilliant! Was about to post, and almost screwed myself, pugwampi-style, outta a threatened critical. Much obliged to you all for your patience. Should be smoother roads from now on :)
Pent cocks his head, as he watches his bolt fly true. "Looka that!! That's some fine work there!! Begosh, let's keep doing that."
His cocked head swings around when he hears Ami chirp. "What is that language you're speaking?"
Linguistics: 1d20 + 6 ⇒ (12) + 6 = 18
"Hey, remind me to retrieve those bolts." Pent looks at Mahdi. "Later would be better, but not too late, otherwise we may both forget to not forget, ok?"
| GM Sloth |
Within the last few seconds, Hazim, Mahdi and Pent all manage to wound the King. However, the pugwampi leader still seems to have a lot of fight in him as he snarls and barks.
Only the king remains, and he's ready to break some fibulas.
Round 4
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Aldebert. . . 3
| GM Sloth |
Round 4, Init 15
Seeing the return of the rogue, who actually landed a blow on him, the king growls and steps under Hazim and swings his oversized hammer.
Attack vs Hazim: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 - 1 ⇒ (2) - 1 = 1
But Mokknokk is still having trouble hitting his enemies. He sniffs the air and vaguely catches a scent of cheese somewhere...
;)
| Aldebert Piddlespot |
Round 4, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert, pleased at his recent success striking a pug, moves up and tries his luck with the tin can in front of him.
Guisarme Attack: 1d20 + 4 ⇒ (18) + 4 = 22 or Guisarme Attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 3 ⇒ (4) + 3 = 7
"Damn and blast! This bad luck is foiling my attempts at a solid blow! Crafty creatures these..."
| Amiamble Piddlespot |
Round 4, Init 14
Ami grumbles as the King moves away and calls upon Sarenrae for battle prowess for Yeenoghu. Ami casts Divine Favor on Yeenoghu, channeling his power to the battle kitty.
Yeenoghu and Ami 5' step up, again waiting for flank.
"Bree-yark, Yeenoghu!"
1d20 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12 to hit; (bite, flank)
1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage.
1d20 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage.
1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage.
Round 1/10 Divine Favor
| Pent Arotha |
Round 4, Init 13
Pent revels in the attacks from afar, but watches as the creature positions itself in a rather compromising position with Hazim. The crossbow drops to the floor, and the gnome bounds across the floor unfettered. Agile Feet, gonna say this is officially his first use of the day :)
"Hold still!!! I got him, I got him!! Watch, he'll stop wriggling so you can hit him better. Hold still!!!"
Pent runs up and tries to grapple the runt.
Grapple Attack: 1d20 - 1 ⇒ (16) - 1 = 15 or
Grapple Attack: 1d20 - 1 ⇒ (3) - 1 = 2
"Wha??? I was sure... how's that work...??" Pent flails with fail, trying to pin down the little creature, only to become another small thing underHazimfoot.
Pent looks over distractedly at Ami. "Hey, I asked you a question!!" His frustration is redirected.
| GM Sloth |
I'm not entirely certain how the AoO would work with the tiny creature, since he technically doesn't threaten your square. But, I'm going to say that he'll try to smack you as you reach over and attempt to grab him. Unless someone can find a definitive ruling otherwise.
AoO vs Pent: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Mokknokk grunts with pleasure as he finally lands a solid blow against his big-headed enemies.
| Mahdi al-Jabira |
Round 4, Init 8
Mahdi grits his teeth as he realizes he cannot assist his brother with fire-- not unless he wishes to scorch him. I went through and double-checked and Mahdi has used 5 fire jets. 1 left for the day.
He unslings his quarterstaff from its loop on his pack and moves forward through the rubble, ready to distract the little monster and, hopefully, give Hazim a chance to team up against it.
Move, draw weapon; move, forward through the difficult terrain.
| Hazim Al-Jabira |
Sorry guys, was out doing a reading and conference today at a college in a nearby town. Just got back into town.
Round 4, init 9
Stuck between a flailing gnome and a gremlin hammer aimed at his crotch and feet, Hazim tumbles backwards into the pews and then brings his scimitar back on the Kayng.
Acrobatics1d20 + 8 ⇒ (6) + 8 = 14
Acrobatics1d20 + 8 ⇒ (16) + 8 = 24
Scimitar1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Scimitar1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage1d6 + 1 ⇒ (4) + 1 = 5
Sneak1d6 ⇒ 3
Hazim makes an acrobatics check to tumble into difficult terrain to set up flank with Mahdi. Swing with scimitar, rolls for damage and sneak.
| GM Sloth |
Hazim rolls away to get a better position on the king, but isn't able to land a blow. None of the heroes are successful in their attacks on Mokknokk; it seems the king has certainly earned his title.
Round 5
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Aldebert. . . 3
Round 5, Init 15
After successfully smacking Pent's hand away moments ago, Mokknokk slobbers and steps under the gnome, looking to inflict a bit more pain.
Attack vs Pent: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Mokknokk is only able to strike a glancing blow, inflicting only a little pain to the gnome.
1 point of non-lethal.
| Amiamble Piddlespot |
Round 5, Init 14
Yeenoghu and Ami 5' step up, again waiting for flank.
"Bree-yark, Yeenoghu!" Ami encourages, trying to aid the mighty jaws of the cat.
1d20 + 1 + 1 + 2 ⇒ (13) + 1 + 1 + 2 = 17 Aid vs DC 10
1d20 + 1 + 1 + 2 ⇒ (11) + 1 + 1 + 2 = 15 Aid vs DC 10
1d20 + 2 + 2 + 1 + 4 ⇒ (9) + 2 + 2 + 1 + 4 = 18 to hit; (bite, flank, div favor, aid)
1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 damage.
1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage.
1d20 + 2 + 2 + 1 ⇒ (17) + 2 + 2 + 1 = 22 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage.
Round 2/10 Divine Favor
| Mahdi al-Jabira |
Round 5, Init 8
Mahdi steps closer, shifting his quarterstaff to one hand as he raises his fingers again.
"Messire gnome! Step back from the thing, you're in the path of my fires right now!"
Readied action to use his last fire jet if and only if he has a clear line that won't hit a party member. DC 13 reflex etc.
Damage if this condition happens: 1d6 ⇒ 2
| Hazim Al-Jabira |
Round 4, init 9
Hazim hops back into position, setting up the Kayng between himself and Ami.
Scimitar1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Scimitar1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage1d6 + 1 ⇒ (1) + 1 = 2
Sneak1d6 ⇒ 6
Dagger1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Dagger1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage1d4 + 1 ⇒ (3) + 1 = 4
Sneak1d6 ⇒ 1
Five Foot step to set up a flank with Ami, then full attack action with scimitar and dagger.
| Aldebert Piddlespot |
Round 5, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert continues to be frustrated by his luck, but he tempts fate again as he tries to land a solid blow.
Guisarme Attack: 1d20 + 4 ⇒ (8) + 4 = 12 or Guisarme Attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 3 ⇒ (3) + 3 = 6
He blames everything on the creature's bad luck. "Aargh!"
| Pent Arotha |
Round 5, Init 13
Feeling woozy from two swift blows to his noggin, Pent looks around to identify who's talking at him, his brows furrowing at the words, until the understanding washes across his face. "Yeah, this really hurts where I am. I don't like it, not one bit. I hope it not rude for me to abandon the initial course of action, because I believe I'll be ground-level by the next thought comes across its beady-little mind."
Pent retreats, making simpering noises in obeisance to the 'king'.
| GM Sloth |
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Mokknokk is better prepared for the next blast of fire, ducking his head and only suffering a few burnt hairs.
Yeenoghu is able to land a claw that cuts through to the gremlin, but only lightly wounds the creature. It barks and growls at the large cat in return.
The other heroes get into position, but bad luck continues to interfere with their efforts in slaying the pugwampi king.
Round 6
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Aldebert. . . 3
Round 6, Init 15
Mokknokk, feeling frustrated, steps towards Hazim again and attempts to smash his knee.
Attack vs Hazim: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
But still cannot hit the wily rogue.
| Amiamble Piddlespot |
Round 6, Init 14
Yeenoghu and Ami 5' step up, again waiting for flank.
Ami tries to help the cat find a spot to bite.
1d20 + 1 + 1 + 2 ⇒ (9) + 1 + 1 + 2 = 13 Aid vs. DC 10
1d20 + 1 + 1 + 2 ⇒ (12) + 1 + 1 + 2 = 16 Aid vs. DC 10
"Bree-yark, Yeenoghu!"
1d20 + 2 + 2 + 1 + 4 ⇒ (15) + 2 + 2 + 1 + 4 = 24 to hit; (bite, flank)
1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage.
1d20 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage.
1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage.
Round 3/10 Divine Favor
| Hazim Al-Jabira |
Round 6, init 9
Breathing deeply, Hazim continues his dance like movements, spinning back and flashing both weapons forward again, keeping the Kayng between himself and Ami.
Scimitar1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Scimitar1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage1d6 + 1 ⇒ (5) + 1 = 6
Sneak1d6 ⇒ 3
Dagger1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Dagger1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage1d4 + 1 ⇒ (2) + 1 = 3
Sneak1d6 ⇒ 2
Five Foot step to set up a flank with Ami, then full attack action with scimitar and dagger.
| Mahdi al-Jabira |
Round 6, init 8
Ooh, nice rolls. *crosses fingers*
Mahdi grits his teeth. No more fire. No more spells. All he can do is use the walking stick in his hand... but perhaps he can aid his allies rather than attack directly. He steps forward, then swings and jabs with his staff, not so much trying to strike as he is trying to aid Aldebert's blows.
Aid 1: 1d20 ⇒ 9
Aid 2: 1d20 ⇒ 12
Unfortunately, the poor luck continues to plague them!
| Aldebert Piddlespot |
Round 6, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Extremely frustrated at the monotony of his failures, Aldebert never the less stacks another log on that pile and swings again.
Guisarme Attack: 1d20 + 4 ⇒ (18) + 4 = 22 or Guisarme Attack: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 + 3 ⇒ (2) + 3 = 5
| Pent Arotha |
Round 6, Init 13
Pent bobs his head around the taller folk, trying to keep an eye on the hammer.
Channel Energy, Selective Channeling, no no Mukluk: 1d6 ⇒ 3
He stoops to pick up his crossbow. "He's pretty durable goods, that one. Are we entirely sure we need it to be dead? You know, it seems to be better suited to a cage or something. Maybe we can distract it with a meatbone or somesuch."
| GM Sloth |
The grueling combat with the gremlin king continues, though victory looks near. Mokknokk looks greivously wounded, but his ferocity and tenacity won't let him back down.
Round 7
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Aldebert. . . 3
Round 7, Init 15
The king of the pugwampis steps towards Hazim again, feeling weak and wounded, but still snarling and cursing at the big-headed thieves that attacked his kingdom.
Attack vs Hazim: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 - 1 ⇒ (2) - 1 = 1
But Hazim continues to prove too quick. Things are looking grim for Mokknokk.
Put 'em down, fellas.
| Aldebert Piddlespot |
Round 7, Initiative 3
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert, sensing the end may be near, tries to get a hit in so he can feel like he contributed to the kings demise.
Guisarme Attack: 1d20 + 4 ⇒ (19) + 4 = 23 or Guisarme Attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 3 ⇒ (2) + 3 = 5
"Aaarrrgh!" He nearly slams his guisarme down to the ground in frustration, but keeps his grip and readies to attack again next round if need be.
| Amiamble Piddlespot |
Round 7, Init 14
Yeenoghu and Ami 5' step up, again waiting for flank.
Ami tries to help the cat find a spot to bite.
1d20 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9 Aid vs. DC 10
1d20 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10 Aid vs. DC 10
"Bree-yark, Yeenoghu!"
1d20 + 2 + 2 + 1 ⇒ (13) + 2 + 2 + 1 = 18 to hit; (bite, flank)
1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage.
1d20 + 2 + 2 + 1 ⇒ (14) + 2 + 2 + 1 = 19 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 damage.
1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17 to hit; (claw, flank)
1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage.
Round 4/10 Divine Favor
| GM Sloth |
At his master's behest, Yennoghu finally lands the killing blow, putting the mighty gremlin king down.
A cursory detection of magic reveals that his small-sized Warhammer radiates magic.
Mahdi's Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17
It's a small +1 Warhammer. The king also has a tiny-sized breastplate, worth a little bit of money.
| Amiamble Piddlespot |
"Down, Yeenoghu!" Ami says to the cat, who is vigorously shaking the ragdoll body of the king from side to side. "Down, boy! Let me see...let me see..." Ami jumps off Yeenoghu and tries to pry the king out of Yeenoghu's mouth.
"Let me see, boy, let me see..." Ami reaches and extracts the body, laying it on the ground.
"Let's have a look here, huh?" Ami reaches in and removes the armor and gold from the king, handing the warhammer to his brother.
He gives the body back to Yeenoghu if the cat wishes to play more...which it does not.
Ami rolls his eyes at the cat...before walking over and giving it a big hug and giving it a big scritch.
"You fought well, Yeenoghu. That was very brave...and it was good warm up for the gnolls we're going to slay...yes, we are."
* * *when people are ready* * *
Ami asks Yeenoghu to guard the ladder while he goes upstairs to do a thorough search for more pugwamps. He loads his sling when he gets to the stop of the ladder.
| Pent Arotha |
Pent bounds up, clapping Ami on the back, and getting in line for his hug and big scritch. He smiles warmly at the halfling. "That there, that was excellent work you made of him, he that don't care to talk, rather lets his anger and pride get the best of him, and gets in line to let you all get the best of him in your own turn. That's a lesson there. Talking should always be a way out. More than one way out of every situation, especially the dire situations."
Pent looks around, as if trying to remember to do something.
| Mahdi al-Jabira |
Mahdi looks over his brother as soon as the fight is concluded. "Are you hurt?" he asks him a bit like a nervous mother, even though Hazim is the elder. "And for that matter, is anyone else?"
Not that there is too much he can do about it if so, but still.
He studies the warhammer and is able to pronounce its aura; he offers it to the halflings. "Sized for you, my friends, if you'll have it. It will strike true. I suppose the breastplate would also fit you, if cleaned of the wretched thing's blood."