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"Thank you little man. Now please show Iso and Friends where this Maw is. Then we may eat at your establishment, and Iso will write a review for all to tremble at."

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You are able to find out that the Torsen's Maw is a short stubby sea cliff at the edge of the Puddles. One of the Soggy Piper waits tells you how to get there. You also find out that Yargos was captured together with three friends: Tashen, Ilmn and Samchar.
Following the lead provided by the wait staff at the Soggy Piper, you race to the edge of Torsen’s Maw to intercept the War Hounders. Six brash young toughs covered with tattoos of vicious, snarling dogs are prodding four terrified older men off the edge of a cliff into the sea. The prisoners are shackled together in a line with heavy chains, which shall surely drag them to the sea floor in short order should they tumble from the cliff’s edge into the churning waters below.

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"Charge!"
Iso sprints forwards, as only a prospective champion of Absalom could manage.
"Iso is here to party with you!"
He does his best to show off his own Raptor tattoo as he closes in on the thugs.
Iso has a base move of 45' if he can charge (up to 90') and attack he will, otherwise he will just hussel (135') or run (up to 180') and present himself as a viable option for playing with - apart from the four old men. He'll draw his favourite greatsword as part of whatever move he does

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Magic Missle: 1d4 + 1 ⇒ (1) + 1 = 2
topple: 1d20 + 5 ⇒ (3) + 5 = 8

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Initiative War Hounder 1: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative War Hounder 2: 1d20 + 0 ⇒ (17) + 0 = 17
Initiative War Hounder 3: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative War Hounder 4: 1d20 + 0 ⇒ (8) + 0 = 8
Initiative War Hounder 5: 1d20 + 0 ⇒ (9) + 0 = 9
Initiative War Hounder 6: 1d20 + 0 ⇒ (6) + 0 = 6
Initiative Iso: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Tippy: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative Celentrai: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Borrobol: 1d20 + 1 ⇒ (19) + 1 = 20
Round 1
Borrobol
War Hounder yellow
War Hounder red
Tippy
Iso
War Hounder pink
War Hounder orange
War Hounder green
Celentrai (magic missile)
War Hounder blue

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Iso closes on the closest thug, showing off his own impressive tattoos as he draws his greataxe.
"You No Pick On Old Man. Pick On Young Iso."
attack: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d12 + 6 ⇒ (2) + 6 = 8

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Barrobol charches one of the War Hounders and tries to hit his head with the warhammer. The hammer hits the shoulder and hits only a part of the armor. One of the War Hounders yellow steps closer to Barrobol and tries to hit him with his spiked gauntlet.
Attack: 1d20 + 2 ⇒ (2) + 2 = 4 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Another War Hounder red kicks the first prisoner down the cliff. The prisoners are chained together so the all fall after the first, but the last prisoner is able to grab the ledge, but the weight of the chain and the other prisoners is too much for the old warrior.
Iso is able to take out the first of six thugs.
Round 1
Borrobol
War Hounder yellow
War Hounder red
Tippy
Iso
War Hounder pink
War Hounder green
Celentrai (magic missile)
War Hounder blue

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Hmm, Can I change Iso's action? Rather than kill the thug, he'll try to grab hold of the last man in chains and start to try and pull them all back up. He'll rage if necessary to get the strength to do it. And yes, that is probabably AOO materail, but it is Iso through and through.

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Iso ignores his axe and the bandits, instead heaving on the chain to try and keep the men from falling to their deaths.
Strength+rage: 1d20 + 6 ⇒ (12) + 6 = 18
Iso Heeaves
NB with a STR of 22, my carrying capacity is 520lb. I doubt those old guys are 100lb soaking wet, so even with 100lb of chain (which is unlikely) I should be able to carry them. Lift and drag is higher still. Sometimes modules don't let you treat things that way though.

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Module says DC15 strength check is enough to hold the chain in place, for hauling a prisoner back you need to do another strength check :) But you provoke one AoO if I'm not mistaken.
Tippy stabs the closest thug and is able to kill him. Iso can see that the last prisoner grabbed the ledge and jumps to the cliff to grab the chain. The thug next to the prisoner swings his spiked gauntlet fist at Iso.
AoO green Thug: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
One thug pink approaches Tippy and tries to hit him with his spiked gauntlet. The thug closer to the prisoners attacks Iso while he's holding the chain.
green Thug vs. Iso: 1d20 + 2 ⇒ (3) + 2 = 5 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
pink Thug vs. Tippy: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Celentrai fires her magic missile at one of the thugs. which one?
The last thug swings his spiked fists at Borrobol hitting him hard on his head.
blue Thug vs. Borrobol: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Crit Confirm: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Round 2
Borrobol
War Hounder yellow
War Hounder red
Tippy
Iso
War Hounder pink
War Hounder green
Celentrai
War Hounder blue
I'm not sure what topple does, does it knock the thug prone in this case?

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its my roll agains their cmd to make them prone
Your spells with the force descriptor knock the affected creatures prone.
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.
A toppling spell only affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.

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Am I flat flooted while holding/hauling the chain? If not, both those attacks missed, yay!
Iso grunts, snarling at the thugs who dared to attack him while his hands were busy saving the poor old men.
"You'll wait. Where I come from, we remove the tattoos of those who don't deserve them..."
Having secured the chain for the moment, muscles bulging, Iso tries to pull it up.
STR: 1d20 + 6 ⇒ (18) + 6 = 24

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Borrobol defeats another thug.
The thug with the yellow snake on his chest takes out and loads his crossbow, ready to shoot at Celentrai if she prepares another spell. The thug with the red hair tries to hit Borrobol with his "Dog Claw".
Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Iso is able to get another prisoner up to safer grounds.
I would say you are not flat footed for the AoO, but you are while holding the chain.
Round 2
Borrobol
War Hounder yellow
War Hounder red
Tippy
Iso
War Hounder pink
War Hounder green
Celentrai
War Hounder blue

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Tippy tries to stab the War Hounder with pink shoes, but misses. The War Hounder with pink shoes attacks Tippy in exchange.
Attack Dog Claw: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
The thug with the green hat tries to get Iso away from the prisoners.
Attack Dog Claw: 1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Celentrai gets closer to the action at the ledge.
Round 3
Borrobol
War Hounder yellow
War Hounder red
Tippy
Iso
War Hounder pink
War Hounder green
Celentrai

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Tippy cries out as the blade cuts him, but keeps his head, 5-foot steps to the right of green hat, and tries to stab him where it hurts.
Dagger: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage: 1d3 + 2 + 1d8 ⇒ (2) + 2 + (3) = 7

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Borrobol runs over the War Hounder with the yellow snake tattoo. He bowls him over and mauls the thug with his armor spikes before turning and raising his warhammer with a trumphant shout.
Moves from L3 to I3. Provokes from War Hounder with the red hair.
Overrun: 1d20 + 6 ⇒ (19) + 6 = 25
Assuming that is successful
Spiked Destroyer Armor Spikes Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Spiked Destroyer Armor Spikes Damage: 1d6 + 5 ⇒ (5) + 5 = 10
And he's prone if he's still alive

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Iso scowls at the Warhounder attacking him, and channels the pain of the blow into pulling up the chain still further.
Can I take ten on pulling up the chain? That gives a 16, and with half the old men up now, the weight on the chain should be a bit less.
"Arrghhhhhhhh"

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Tippy and Borrobol are able to defeat two more thugs.
AoO red vs. Borrobol: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack red vs. Borrobol: 1d20 + 2 ⇒ (9) + 2 = 11 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Iso pulls up another prisoner, only one more is hanging over the ledge.
The thug with pink shoes attacks Tippy in front of him.
Attack pink vs. Tippy: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Round 3
Borrobol
War Hounder red
Tippy
Iso
War Hounder pink
Celentrai

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Celentrai will carefully fires a magic missile at pink shoes.
topple: 1d20 + 4 ⇒ (14) + 4 = 18
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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"Hang on Tippy, coming to get that last one off of you!" Borrobol hunches down and pushing off his right leg forces himself right into the red-haired War Hounder. The red-headed man is ready though and Borrobol crashes into his torso and bounces back.
Overrun: 1d20 + 6 ⇒ (1) + 6 = 7
Looks I'm stuck where I am. Current hp still 15/24.

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Caught between a bleeding comrad, and almost having the last man up, Iso gives a final heave on the chain, pulling up the last man.
take ten for 16 on strength check
"Lie down" he roars at the old men before stepping over towards the Hounder that downed Tippy.
"Play time!

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Borrobol tries to bring the read-headed thug down, but he's too sturdy. In exchange the thug attacks Borrobol with his Dog Claws again.
Attack: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Tippy is on the floor, bleeding and unable to do anything. stabilize check? Iso gets the last prisoner up. All four of them are save now. They keep down and out of combat.
The thug lying on the ground attacks Iso from below. Iso is not flatfooted any more
Attack: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Round 4
Borrobol
War Hounder red
Tippy
Iso
War Hounder pink -4HP, prone
Celentrai

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"arrghhh"
snarls Iso as he takes a glancing blow.
Unfortunately for Iso, he is still raging, so the thug does hit. Luckily his has Dr 1/- to reduce it

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Celentrai grasp as her new companion falls.
ray or frost: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d3 ⇒ 2
But in a hurry to protect her companion she misses badly.

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Borrobol takes a step back and then shouts, "For the Rough Beast!" before slamming into the red-headed thug and flattening him.
Moves from I3 to M3.
Overrun: 1d20 + 6 ⇒ (19) + 6 = 25
Assuming that is successful
Spiked Destroyer Armor Spikes Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Spiked Destroyer Armor Spikes Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Spiked Destroyer Armor Spikes Confirm: 1d20 + 6 ⇒ (5) + 6 = 11
Spiked Destroyer Armor Spikes Extra Damage if Confirmed: 1d6 + 5 ⇒ (2) + 5 = 7
And he's prone if he's still alive

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Round 4 actions
Celentrai sends a ray of frost at one of the thugs, but misses while Tippy tries to stop the bleeding by pressing his small fists on the wounds.
Round 5 actions
Borrobol runs over the red-headed thug and before he knows whats going on he's on the floor and badly hurt.
Round 5
Borrobol
War Hounder red defeated
Tippy
Iso
War Hounder pink -4HP, prone
Celentrai

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Ios draws his flail and then directs it at the last thugs head.
attack: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d10 + 9 ⇒ (8) + 9 = 17
"Payback!"
He snarls, looking around for any more targets to smash.

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Iso tries to help Tippy
heal: 1d20 ⇒ 1
*&^%$!
"WAKE UP TIPPY" he yells at the mans prone form, obviously still 'coming down' from his earlier rage.

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Stabilize: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 -5
CMW: 2d8 + 3 ⇒ (5, 7) + 3 = 15
Puts him at full.
Tippy gasps as the magic drink pulls all his wounds together at once and consciousness comes in a huge wave.