
Sevros Kalaris |

Sevros takes a full round run action moving toward Hippa.

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Damn it Lannard, we should have teamed up better!"
Tramtris called the distinction in his voice as he mispronounced the half orcs name the noble thought was obvious. He moved forward thrusting his halberd aggresively at the hellknight whom just drained a potion.
attackthrust: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d10 + 4 ⇒ (10) + 4 = 14
He growled as he over aimed his thrust far to the left.

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Attack Roll: 1d20 + 9 ⇒ (12) + 9 = 21
Damage Roll: 1d6 + 4 ⇒ (2) + 4 = 6
"I thought you had yours, Tram!"

Auði Jaw-Jacker |

The hellknight's blade cuts past Auði's feeble parry and cuts a deep wound through the barkeep's chest. His eye's go wide with the shock of the savage blow. For a moment, he teeters uncertainly thinking he might be able to continue and then he drops unceremoniously to his knees and them flat on his face, blood pooling on the grassy patch of land beside the road.
Stabilize? 1d20 - 4 ⇒ (12) - 4 = 8
Current hp -5/17, dead at -10.

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Brannock continues to battle the hellknight in front of him until he is downed. Once he is down, Brannock will move to attack Audi's hellknight.
Attack Roll: 1d20 + 9 ⇒ (17) + 9 = 26
Damage Roll: 1d6 + 4 ⇒ (5) + 4 = 9

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kn.local: 1d20 + 7 ⇒ (2) + 7 = 9 name of commander
k.nobility: 1d20 + 8 ⇒ (18) + 8 = 26 Some of the commanders say habits enough to act like he has intimate knowledge of the man.
"You are a foolish hellknight, if you notice, your friends are still breathing, harm that man, I will kill them with your own blade, and then leave you here unconcious to be blamed. I have the means and the will to do this. Stand down or spend the rest of your life being tortured by your own."
intimidate: 1d20 + 6 ⇒ (10) + 6 = 16

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"His death will be quick and painless... yours.. will last a long time, you know and I know just what tortures await in your citidel. And whether he dies or not, you will join him... think on that. If your companions are of your caliber they are already dead. We split you up on purpose fool. You dont even know how many we truly number. This is your last chance to live."
bluff: 1d20 + 7 ⇒ (3) + 7 = 10

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Knowledge (local): 1d20 + 10 ⇒ (1) + 10 = 11
"I am tired of your kind bullying the helpless needlessly. Whether my ax takes your head or the man in your grasp matters not to me. His death would be a worthy loss. However I assure you my second axe will not miss you. Let him go and I shall let you live. Continue to make demands of us and you will not live to see the morrow."
Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23

Sevros Kalaris |

I'll do my best to cover Hippa from view of the Hellknight on Audi.
Hopefully Sevros covering plus Brannock distracting is enough to make this work.

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Not trusting his ability to charge in there in time Tramtris will use what little arcane training he received at the academy and cast Daze.
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
Save DC 13 Will

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Brannock will move within range and hurl an ax at the hellknight.
Attack Roll: 1d20 + 6 ⇒ (8) + 6 = 14
"I was not bluffing, man. We will seize what we came for whether you or our friend live or die. Make this easy and you will live."
Intimidate: 1d20 + 9 ⇒ (8) + 9 = 17
man the diceroller hates Brannock and Tramtris. I guess they have more in common than they thought!

MiniGM |

Oh boy...doing some botting to give a chance to Audi
Hippa moves forward and attempts to hurl her spear 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2, but misses
Sevros gestures and his Raven swoops down at the Hellknight 1d20 + 5 ⇒ (18) + 5 = 23 dealing 1 pt
Sevros throws his weapon as well
1d20 ⇒ 11 but misses.

Hippa |

Wow. So much activity. And now no spear! Argh.
Hippa rushes forward and picks up her spear enroute to carriage. "Eyes on the prize! Get Audi. I'll get carriage. Anyone want to man the ballista?" She clambers unto the carriage, grabbing the reins. She'll want to move the carriage. She is alert to the skittishness of the horses or not. They may be familiar with the scent of blood. Also, are the hellknights dead or asleep? Her actions may be geared to finding key and releasing prisoner or taking the carriage for a wild ride disposing of bodies as convenient.
FYI Handle Animal 1d20 + 6 ⇒ (15) + 6 = 21
Also: Boar spears really aren't meant to be thrown and with all her foci attached she'd not part with it lightly. She'd take that round of throwing to rush carriage.

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Brannock moves to grab Audi and takes a closer look at the Hellknight to see if he recognizes him now that he is closer.
Knowledge (local): 1d20 + 10 ⇒ (16) + 10 = 26
Brannock will then move toward the carriage, carrying Audi.

Auði Jaw-Jacker |

He did unless the Hellknight nicked him again.

MiniGM |

In the interest of getting things moving I will say Brannock drew his morning star as he moved and swung at him, using his local roll he connects for 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7 as he swings two handed.
The bird attacks again 1d20 ⇒ 19 and staggers the hell knight, and Sevros charges drawing his club and he connects with the hell knight head and he falls 1d6 + 1 ⇒ (5) + 1 = 6

MiniGM |

Now, all hell knights are down. 3 are bleeding out, do you stabilize them? You probably have 6 rounds before the other hell knights get back.
You also have two sleeping hell knights in front of the wagon and 3 on top of it. You will have to move them, or at least move the two in front of the wagon.
Hippa I will let your handle animal stand from earlier.

Sevros Kalaris |

Sevros quickly kneels near Audi and pours a potion of CLW down his throat.
"C'mon man... don't go dark..."