
![]() |

Flint peeks into the secret room. "Hrm. Note to self, loot this later. After we deal with the adventurer-haters." He moves into the room, eye on the other door.

![]() |

Brand motions for his companions to go first...
"That wasn't what I was aiming for....." he remarks as he tries to get the adventurer hating talker's attention.

![]() |

Sorry for the delay, I am not familiar with your notation for showing who is up. It looks like you are marking people in bold when they have already moved.
Bree notices Aldy and Flint move into a previously unnoticed door. Rather than stand and talk to the people behind the door, Bree moves to follow them.

![]() |

Lol Brand Drops to the floor and total defence!

![]() |

I'm confused - I didn't think it was my turn yet. But now that I've looked at it more closely I can see (as someone has apparently already mentioned) that you're notation is different to what Im used to.
So I'm going to wait until everyone before me has acted before I go again.

![]() |

Brand laughs as the bolts missed!
Hoping to taunt them into focusing on him....
lol. Usually backfires.

![]() |

.
.
.
.
.
Round 2 combat order:
Aldy Moves to door and checks for traps.
Flint
Breelajah Moves to door and opens it.
-----
Bad guy #1
Bad guy #2
-----
Arkolo
Brand
Bolded names indicate it is their turn (currently Aldy, Flint, and Bree). Dashes indicate the different initiative blocks. Is that how the other GMs were doing it?
I made the assumption that Aldy's default action in this situation would be to check doors for traps. Aldy...let me know if you want to do something else and we can retcon.
Aldy checking for traps: 1d20 + 12 ⇒ (2) + 12 = 14
The door appears perfectly safe and unlocked. Bree opens it...and nothing happens (except that it opens). You see a hallway that branches North (toward where the bad guys were) and East.

![]() |

Flint hustles around Bree and into the room. He puts his hands up, "Alright, lads! Put those down and let's talk this out."

![]() |

I have no issues with Aldy checking the exit to this room for traps with his action.

![]() |

Meanwhile Brand will attract more arrows or bolts onto his person.

![]() |

I'm back and feeling much better!
Flint hustles past Bree. Just as he puts his hands up and speaks a cloud of gas erupts around him!
Fort save for Flint: 1d20 + 9 ⇒ (14) + 9 = 23
Flint is able to stave off its effects...for now! The cloud, however, continues to linger. Cloud of gas indicated by dotted line.
One of the bad guys (they look human) runs to a corner of the room and yanks a rope hanging from the ceiling twice. The other one rapidly reloads his crossbow and fires at Flint!
Crossbow attack: 1d20 + 5 ⇒ (12) + 5 = 17
Crossbow damage: 1d8 + 1 ⇒ (6) + 1 = 7
Flint is hit by the bolt. He looks down and sees that the bolt appears to be coated with some nefarious substance!
Fort save against poison for Flint: 1d20 + 9 ⇒ (9) + 9 = 18
But nothing can stop our hero, Flint!
Successful save for both the gas and poisoned bolt! :)

![]() |

Seeing that the men behind the kill holes are not firing at him anymore, Brand hoofs it!
Barreling his body through the secret door now revealed, he makes haste in order to join his companions.
Pith about his short legs though.

![]() |

Thank goodness my constitution based dwarf is the one taking the Fort saves!!! Phew.
Coughing, Flint bends over briefly and puts his hands on his knees. Whether the moment of weakness is from the gas he's coughing up or the large crossbow bolt sticking in his shoulder is up for debate, however. He raises his left hand, making an obscene gesture at the second guard. "Blasted Skinsaw slaves. Never fight fair."

![]() |

Lacking a good shot, Arkolo advances and readies his bow should one of their enemies approach.
Fire!: 1d20 + 9 ⇒ (5) + 9 = 14
Piercing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
+1 to hit if target is in combat with an ally and that ally doesnt provide cover. Deadeye Bowman removes the AC cover bonus if only 1 ally is providing cover. Precise Shot removes the penalty for firing into melee.

![]() |

.
.
.
.
.
Round 2 combat order:
Aldy Moves to door and checks for traps
Flint Moves and tries to parley with guards
Breelajah Moves to door and opens it
-----
Bad guy #1 Moves to rope and pulls it
Bad guy #2 Shoots Flint with crossbow
-----
Arkolo Readied action to shoot!
Brand Double move!
Round 2 complete

![]() |

Flint steps out of the gas, giving the guard a nasty look. He scrapes his hand along the wall, grabbing some earthen material. The earth balls up, then the dwarf lobs it at the guard!
Elemental Blast @ Southern Guard: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

![]() |

Aldy will advance towards the murder worshipping guards and ready to aid whoever runs up and takes a swing at them first.
Aid Another: 1d20 + 7 ⇒ (1) + 7 = 8
But fails.
Aldy will distract the guards if anyone attempts to attack an ally.
I have combat reflexes with bodyguard - I can aid another for AC five times in a round - giving +4 to AC
Aid Another: 1d20 + 7 ⇒ (7) + 7 = 14
Aid Another: 1d20 + 7 ⇒ (10) + 7 = 17
Aid Another: 1d20 + 7 ⇒ (14) + 7 = 21
Aid Another: 1d20 + 7 ⇒ (8) + 7 = 15
Aid Another: 1d20 + 7 ⇒ (7) + 7 = 14
All succeed

![]() |

Bree rushes into the room and straight for one of the enemies. He pulls his battleaxe free as he moves then delivers a stroke as soon as he's in range.
battleaxe@bad guy: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 3 ⇒ (4) + 3 = 7

![]() |

Flint steps out of the gas, giving the guard a nasty look. He scrapes his hand along the wall, grabbing some earthen material. The earth balls up, then the dwarf lobs it at the guard!
[dice=Elemental Blast @ Southern Guard]1d20+7
[dice=Damage]1d6+8
Is Elemental Blast against regular AC or touch AC? I'm assuming it is touch, but not completely sure.

![]() |

Brand rushes into the room as quick as he can.
Double move.
He takes some time as he turns his head seeking their foe and once found he goes towards the man.

![]() |

Well, this is unfortunate... it’s against regular AC. So he is still up.

![]() |

.
.
.
.
.
Round 3 combat order:
Aldy Tries to aid!
Flint Elemental blast!
Breelajah Axe to the face!
-----
Bad guy #1 Tries to stab Bree
Bad guy #2 Shoots Aldy with crossbow
-----
Arkolo Readied action from round 2
Brand Double move
Arkolo, do you want to carry over your readied action to next round or do you want to do something else this round, since nothing triggered your attack?

![]() |

Arkolo moves into the room and fires past Bree at the enemy he's attacking...
Twang!: 1d20 + 9 ⇒ (18) + 9 = 27
Thud!: 1d8 + 4 ⇒ (1) + 4 = 5
Deadeye Bowman & Precise Shot eliminate the penalties for Bree giving cover & firing into melee respectively

![]() |

Flint grabs another ball of earth, focusing on it. It hardens and become more dense. Then, he tosses it!
Elemental Blast @ South Guard: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 8 ⇒ (4) + 8 = 12

![]() |

Aldy will step up to the remaining foe and take the full defense action. AC is currently 23.

![]() |

Arkolo advances closer to the remaing enemy and fires past his ally...
Twang!: 1d20 + 9 ⇒ (12) + 9 = 21
Thud!: 1d8 + 4 ⇒ (5) + 4 = 9
Deadeye Bowman & Precise Shot eliminate the penalties for Bree giving cover & firing into melee respectively

![]() |

Brand advances surely as he sidesteps in order to prevent allowing his foe a free hit in and swings hard!
Axe Time!!! 1d20 + 5 ⇒ (2) + 5 = 71d10 + 4 ⇒ (6) + 4 = 10
Perhaps the press of bodies fouled his aim or he was too hasty. Nevertheless he missed. And badly too.

![]() |

Flint shakes his head at his poor aim and tries again to knock out the remaining guard.
Elemental Blast @ Guard: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

![]() |

Aldy will step to the north, and distract the bad guy, giving Bree an opening to strike.
Assist Bree: 1d20 + 6 ⇒ (20) + 6 = 26
+4 to Bree's next attack.