Sylvester Solstar |
@GM Zin - Do we have any evidence of the illegal slave deal to bring to the Habormaster or simply Pildapush's word?
GM Zin |
The only evidence you have is verbal, from both Frederik (in the grit den) and Pildapush. You haven't collected any physical evidence, no.
Sylvester Solstar |
At this point I think we need to head into initiative and combat to resolve our differences here. I just want to give the party a heads up in case everyone else is opposed to a throw down. :)
Seebonickk Core character |
At this point I think we need to head into initiative and combat to resolve our differences here. I just want to give the party a heads up in case everyone else is opposed to a throw down. :)
Seebonickk moves his hand to his sword and waits for a cue from his fellow gnome.
this doesn't look good!
Vulf Sorgrim |
"You do-gooder types are always sticking your noses where they don't belong. If you've got evidence to the contrary, bring it to the Harbormaster. Now, get off this gangplank!" He finishes by pointing the head of the hammer right at Theron.
"We have only trusted word to go upon, but it is enough for me. The proof you now demand is not within our hands for, we reasonably believe, it is upon your ship," states Vulf. "Allow us through, accompany us even, and allow us to satisfy ourselves that all is proper as you claim. If we are mistaken, then I assure you that you will be well-compensated for your time."
The cleric produces a purse laden with some coin.
"If we are correct, then you will have acted in service of the law and the greater good. You will be absolved of your inadvertent participation in a crime and, perhaps, even receive a reward from the captive or the authorities for your diligence," he continues. "But, persist in delaying our investigation and you will have no reward save violence and possible imprisonment for your part in the crimes that you now withhold us from demonstrating... if only for a moment." Vulf grips his war hammer.
Diplomacy or Intimidate: 1d20 - 1 ⇒ (20) - 1 = 19
GM Zin |
"I told ya to leave, and you just don't look like you're leaving. You ain't got no authority here, so I'll use mine. GET 'EM!!!" With a motion of his hammer, he orders the other sailors forward.
Markus: 1d20 + 5 ⇒ (1) + 5 = 6
Seebonickk: 1d20 + 3 ⇒ (1) + 3 = 4
Sylvester: 1d20 + 7 ⇒ (10) + 7 = 17
Theron: 1d20 + 4 ⇒ (3) + 4 = 7
Vulf: 1d20 + 3 ⇒ (12) + 3 = 15
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
???: 1d20 + 1 ⇒ (15) + 1 = 16
Round 1 (bold may act)
Sylvester
Sailors
???
Vulf
Theron
Markus
Seebonickk
Conditions
none
Sylvester Solstar |
Sylvester gestures and dumps a cloud of glowing particles on two of the sailors (Red and Purple). They begin to glitter and may be blinded as well.
Glitterdust Will DC 19 or be blinded.
After casting the spell Sylvester rides Shaggy using only his knees behind Vulf.
GM Zin |
Red, Will DC 19: 1d20 ⇒ 17
Purple, Will DC 19: 1d20 ⇒ 14
Both sailors scream and start rubbing their eyes, trying to get the fine golden dust out, quite obviously blinded.
The other sailors advance, though they immediately seem to be exchanging glances that reveal a timid uncertainty about what they're getting involved in... but they push forward nonetheless.
Red, light hammer vs Theron FF AC 18: 1d20 ⇒ 13
Red, Will DC 19: 1d20 ⇒ 8
Orange, light hammer vs Markus FF AC 14: 1d20 ⇒ 4
Yellow, readied light hammer vs any: 1d20 ⇒ 4
Green, light hammer vs Theron FF AC 18: 1d20 ⇒ 9
Purple, Will DC 19: 1d20 ⇒ 12
They close with the Pathfinders, but none can find a way through any of your defenses.
Gnoll, trip vs Theron FF CMD 17: 1d20 ⇒ 4
Suddenly, a gnoll emerges from behind the ship's fighting tower, brandishing a whip which he tries to snake through the scrum of sailors to trip Theron, but can't quite find the right gap. "Keep these farking intruders off our ship!!!"
Round 1 (bold may act)
Vulf
Theron
Markus
Seebonickk
Round 2 (bold may act)
Sylvester
Sailors
- red (blinded 4 rounds)
- orange
- yellow
- green
- cyan
- blue
- purple (blinded 4 rounds)
Gnoll (brown)
Vulf
Theron
Markus
Seebonickk
Conditions
none
Vulf Sorgrim |
Vulf sighs. He draws forth is war hammer, steps forward, and strikes the sailor before him (green).
Melee (+1 warhammer): 1d20 + 5 ⇒ (4) + 5 = 9
Damage (B): 1d8 + 3 ⇒ (6) + 3 = 9
Theron Randallas |
Ahh..that mutt is giving orders, eh? You guys should get checked for fleas... Theron spits at the thugs as he focuses his attention at the ones in front of him. He swings his blade in a wide arc.
attack, red, power attack: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 161d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
if that hits, gonna use cleave on green
attack, green: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 151d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
-2 AC if cleave is used
Sylvester Solstar |
Sylvester easily rides Shaggy back and forth across the boarding plank. He stops his ride briefly to change direction and to let his spell go. He tries to incinerate three of the sailors (blue,orange and light blue) with a wave of fire.
Burning Hands, Reflex DC 17 for half damage: 5d4 + 5 ⇒ (3, 2, 1, 2, 1) + 5 = 14
The riding check for riding with no hands (DC 5) and the concentration check (DC 11) for casting while his mount is moving will automatically succeed.
GM Zin |
Vulf advances, but the sailor in front of him easily avoids his strike.
Theron makes up for Vulf, striking two of the sailors with a powerful sweeping blow.
Orange, Reflex DC 17: 1d20 ⇒ 10
Cyan, Reflex DC 17: 1d20 ⇒ 11
Blue, Reflex DC 17, cover: 1d20 + 2 ⇒ (16) + 2 = 18
Sylvester dashes over to send flames up the gangplank and across the gunwale of the ship, catching three sailors in the fan-shaped blast of flames and leaving the gunwale scorched and smoking in his spell's wake. Two of them take the full blast of the flames and fall, quite obviously unconscious and likely dying; the third gets some protection from the gunwale, and avoids the worst of the gnome's spell.
Seebonickk readies his crossbow, calling attention to the gnoll in the back.
Markus, unarmed strike vs brown, stunning fist: 1d20 + 5 ⇒ (17) + 5 = 22 damage, B: 1d6 + 3 ⇒ (6) + 3 = 9
Gnoll, Fort DC 14: 1d20 ⇒ 20
Markus steps forward and tries--with a single blow--to take the gnoll out of the combat. His blow connects, but the gnoll is built of stronger stuff, and remains standing.
Red, light hammer vs Theron AC 18: 1d20 ⇒ 3
Red, Will DC 19: 1d20 ⇒ 20
Orange, Constitution (stabilize) DC 10: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Yellow, light hammer vs Vulf AC 18: 1d20 ⇒ 15 damage, B: 1d4 + 2 ⇒ (1) + 2 = 3
Green, light hammer vs Theron AC 18: 1d20 ⇒ 2
Cyan, Constitution (stabilize) DC 10: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Blue, light hammer vs Sylvester AC 19: 1d20 ⇒ 14
Purple, Will DC 19: 1d20 ⇒ 9
Brown, Combat maneuver (trip) vs Vulf CMD 19 (includes soft cover): 1d20 ⇒ 11
The blinded sailor--the spokesperson before the gnoll appeared--flails again at Theron, missing again wildly, but you notice him blinking after rubbing his eyes with the back of his hand. His eyes appear to be locking on objects now; it's likely he can see again.
One of the sailors near Vulf--with the yellow sash--strikes at the cleric and connects, but only lightly.
The second subject of Theron's mighty cleave--in the bright green boots--tries to retaliate, but Theron easily dodges aside.
The sailor that was only singed by Sylvester's flames follows the gnome down the gangplank and tries to make Sylvester pay for the burns he incurred, but the nimble gnome leans away from the hammer swing.
The last sailor, in the back, blind, and unsure of where anyone is anymore, steps backward cautiously as he continues to try to clear his eyes, to no avail.
The gnoll takes a step back and then again tries to thread his whip through the scrum, this time targeting Vulf. Torag's faithful finds himself prone on the gangplank, and in danger of slipping over the edge into the water below! Reflex save from Vulf, please!
Round 2 (bold may act)
Vulf (-3 hp; prone; Reflex save pending)
Theron
Markus
Seebonickk
Round 3 (bold may act)
Sylvester
Sailors
- red (-10 hp)
- orange (-14 hp; unconscious, stable)
- yellow
- green (-7 hp)
- cyan (-15 hp; unconscious, dying)
- blue (-7 hp)
- purple (blinded 3 rounds)
Gnoll (brown; -9 hp)
Conditions
none
Vulf Sorgrim |
Vulf tries to maintain his balance.
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Sylvester Solstar |
One of Sylvester's images pops as he evades the movement of the hammer. He steadies himself on his mount still directing Shaggy with his knees alone. He eggs on his dog to attack (blue) whilst he prepares to cast a spell of his own.
Ride check DC 10 to attack with mount: 1d20 + 4 ⇒ (17) + 4 = 21
Shaggy attempts to bite down on the very bad man that is attacking his master(blue).
Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Trip attempt with Bite vs CMD: 1d20 + 3 ⇒ (5) + 3 = 8
Sylvester then attempts to cast a Magic Missile spell carefully.
Concentration check DC17: 1d20 + 11 ⇒ (1) + 11 = 12
Shirt Re-Roll (to avoid embarrassment):
Concentration check DC 17: 1d20 + 11 ⇒ (15) + 11 = 26
The gnome will target blue first if he is not down otherwise he directs the missiles at the gnoll leader.
Magic Missile: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8
Theron Randallas |
Not as confident now, are you...stupid peons. I'm gonna crack yer boss' skull next! Theron vows as he slashes at the same pair.
attack red, power attack, cleave: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 241d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
attack green, PA cleave: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 121d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Markus Stonewarden |
Markus, seeing the two downed sailors before him, and a clear path toward the gnoll, steps behind the sailor with the red vest, allowing Theron to clear the deck before him, and slams a pair of attacks into the gnoll. Have it your way then, the trading of human lives is despicable, and you need to pay for your lack of caring!
FOB: 1d20 + 4 ⇒ (15) + 4 = 19
Damage1: 1d6 + 3 ⇒ (4) + 3 = 7
Fob2: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 + 3 ⇒ (4) + 3 = 7
GM Zin |
Vulf nearly tumbles into the water, but catches himself at the last minute on the guylines holding the ship to the dock. (Still tripped--and thus prone--but not in the water. Your action for the round remains; sorry I didn't get back to you sooner on that.)
After Shaggy nips at the man's leg, drawing blood, Sylvester follows up with a trio of magic missiles, which finish the job, sending the blue-vested sailor to the ground. (His attack missed initially, so no images have been popped.)
Theron repeats his earlier cleave, connecting with both sailors again, and this time sending both to the deck quickly.
Markus steps up after the gnoll, one of two punches connecting well.
Round 2 (bold may act)
Vulf (-3 hp; prone)
Theron
Markus
Seebonickk
Round 3 (bold may act)
Sylvester
Sailors
- red (-17 hp; unconscious, dying)
- orange (-14 hp; unconscious, stable)
- yellow
- green (-4 hp; unconscious, dying)
- cyan (-15 hp; unconscious, dying)
- blue (-17 hp; unconscious, dying)
- purple (blinded 3 rounds)
Gnoll (brown; -16 hp)
Conditions
none
Vulf Sorgrim |
Remaining as fixed as stone, the devotee of Torag calls upon the God of the Forge. As he rises to his feet, a dart of magical acid spurts forth from his hand and flies toward the gnoll.
Stand
Ranged touch attack (acid dart): 1d20 + 4 ⇒ (5) + 4 = 9
Damage (acid): 1d6 + 1 ⇒ (5) + 1 = 6
The dart sinks to the deck, like a tossed pebble.
GM Zin |
Seebonickk patiently lines up a perfect bolt, skewering the fumbling blind sailor on the far side of the ship. The sailor falls, likely permanently blind now if he does manage to survive bleeding out on the ship's deck.
Sneak blinded indeed.
Vulf stands, launching dart of acid towards the gnoll, but the acid lands harmlessly on the deck--well, it leaves a burned out dark mark, but no harm is done to any living beings.
Red, Constitution (stabilize) DC 10: 1d20 + 2 - 5 ⇒ (6) + 2 - 5 = 3
Yellow, light hammer vs Vulf AC 18: 1d20 ⇒ 15 damage, B: 1d4 + 2 ⇒ (4) + 2 = 6
Green, Constitution (stabilize) DC 10: 1d20 + 2 - 5 ⇒ (6) + 2 - 5 = 3
Cyan, Constitution (stabilize) DC 10: 1d20 + 2 - 5 ⇒ (9) + 2 - 5 = 6
Blue, Constitution (stabilize) DC 10: 1d20 + 2 - 5 ⇒ (6) + 2 - 5 = 3
Purple, Constitution (stabilize) DC 10: 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10
Gnoll, whip vs Vulf AC 18: 1d20 ⇒ 4
Groans and the light, wracking, unconscious coughs of the dying ring out over the No Return's deck, as the lone standing sailor steps closer in defense of the gnoll. His hammer rings against Vulf's armored shoulder, leaving a deep ache that instinctively bring's the dwarf's other hand up to sooth it as his eyes drop to the sailor in front of him.
The gnoll trains its whip on Vulf again, but it goes wide and not close to catching the dwarf this time.
Round 3 (bold may act)
Vulf (-9 hp)
Theron
Markus
Seebonickk
Round 4 (bold may act)
Sylvester
Sailors
- red (-18 hp; unconscious, dying)
- orange (-14 hp; unconscious, stable)
- yellow
- green (-15 hp; unconscious, dying)
- cyan (-16 hp; unconscious, dying)
- blue (-18 hp; unconscious, dying)
- purple (-18 hp; unconscious, stable, blinded 2 rounds)
Gnoll (brown; -16 hp)
Conditions
none
Sylvester Solstar |
Sylvester takes advantage of the open space to ride Shaggy around the conscious combatants. He sets up his fire spell to catch the remaining two conscious opponents as well as two that were rendered unconscious previously. Not breaking Shaggy's stride the gnome then rides back behind party lines.
Burning Hands, Reflex DC 17: 5d4 + 5 ⇒ (2, 1, 2, 4, 4) + 5 = 18
This spell targets the gnoll and yellow. Purple and green will also be effected.
Riding checks for riding with no hands and casting whilst moving are automatic.
Markus Stonewarden |
Markus continues to press the gnoll in combat, launching another series of quick jabs at the creature as he follows it deeper onto the deck.
Fob1: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
FOB 2: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 3 ⇒ (6) + 3 = 9
crit?: 1d20 + 4 ⇒ (2) + 4 = 6
Crit damage?: 1d6 + 3 ⇒ (4) + 3 = 7
Sylvester Solstar |
@Markus - Did your character move this turn? If not I might have to change the positioning of my cone as PvP is strictly prohibited. I am a little embarrassed. :)
@GM Zin - If Markus did not move this turn then only the gnoll (and purple) will be caught in the Burning Hands cone.
Sylvester Solstar |
@Markus - If your character moved more than five feet this round then he would not be able to flurry as it is a full attack action. Hence my confusion. :)
@GM Zin - My original post stands. The spell targets the gnoll, yellow, purple and green.
Seebonickk Core character |
Seebonickk moves and tries to flank with the dwarf near the gnoll. Cutting around the furry foe.
"That gnoll is tough!"
double move
Acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12
Theron Randallas |
Theron steps over the bleeding deckhands and makes his way to the gnoll.
C'mere, mutt! he says as he swings his sword at him with deadly intent.
attack, power attack: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 171d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
GM Zin |
Yellow, Reflex DC 17: 1d20 ⇒ 14
Green, Reflex DC 17, helpless: 1d20 - 6 ⇒ (12) - 6 = 6
Purple, Reflex DC 17, helpless: 1d20 - 6 ⇒ (6) - 6 = 0
Gnoll, Reflex DC 17: 1d20 ⇒ 18
Sylvester circles around the remaining scrum to send another wave of flames over the deck, before retreating back behind the muscle once again. Multiple sailors breath their last breath, but the gnoll avoids the worst of the blast.
Markus steps up and punches the gnoll in the face, leaving him blinking and with a bloody nose that starts polluting the lower half of its dog-like face.
Seebonickk gets himself into position to flank.
Theron steps up and delivers the finishing blow; the gnoll falls to the deck unconscious.
Combat Over!
Status (bold may act)
Markus
Seebonickk
Sylvester
Theron
Vulf (-9 hp)
Red, Constitution (stabilize) DC 10: 1d20 + 2 - 6 ⇒ (12) + 2 - 6 = 8
Yellow, Constitution (stabilize) DC 10: 1d20 + 2 - 6 ⇒ (4) + 2 - 6 = 0
Cyan, Constitution (stabilize) DC 10: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Blue, Constitution (stabilize) DC 10: 1d20 + 2 - 6 ⇒ (2) + 2 - 6 = -2
Gnoll, Constitution (stabilize) DC 10: 1d20 + 3 - 11 ⇒ (14) + 3 - 11 = 6
Sailors
- red (-19 hp; unconscious, dying)
- orange (-14 hp; unconscious, stable)
- yellow (-19 hp; unconscious, dying)
- green (dead)
- cyan (-16 hp; unconscious, stable)
- blue (-19 hp; unconscious, dying)
- purple (dead)
Gnoll (brown; -45 hp; unconscious, dying)
Sylvester Solstar |
Sylvester nods at the dwarf and begins to ride Shaggy down with Markus.
"Sounds like a plan to me."
The hold of the ship seems like the right term to me. :)
Vulf Sorgrim |
Vulf taps himself with his wand of cure light, then follows the others.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
GM Zin |
Theron finds no keys on the gnoll, so the group moves down below, into the hold.
Chained the length of the ship, two to a bench, are 50 filth-encrusted oar slaves bleeding from lacerations and open sores and slumped in sleep or exhaustion. The benches form a five-foot-wide aisle down the center of the galley, constricting movement in all but three areas: a 10-foot diameter around the main mast, slightly fore of midship, and the extreme ends of the galley which hold rooms.
An unusually large gnoll stands at the opposite end of the hold, seemingly guarding a pair of doors; he lightly flips a greataxe around as he eyes you coming down the stairs.
Map updated; Theron is fully down the ladder, and Markus is on the ladder coming down. Everyone else is still on the top deck.
Sylvester, the map is pretty clearly showing ladders, so you'll need to give some thought to how you get Shaggy below decks, if you go that route.
Markus: 1d20 + 5 ⇒ (5) + 5 = 10
Seebonickk: 1d20 + 3 ⇒ (4) + 3 = 7
Sylvester: 1d20 + 7 ⇒ (3) + 7 = 10
Theron: 1d20 + 4 ⇒ (15) + 4 = 19
Vulf: 1d20 + 3 ⇒ (6) + 3 = 9
Pink: 1d20 + 1 ⇒ (11) + 1 = 12
Round 1 (bold may act)
Theron
Gnoll
Sylvester
Markus
Vulf
Seebonickk
Conditions
PCs can leave the aisle and jump (Acrobatics DC 15) from bench to bench, navigating through the slaves at 1/4 movement. A failed Acrobatics check drops a PC prone between the benches.
Theron Randallas |
I think I'm gonna need some back up here, lads...quickly...got a rather big...and smelly gnoll here...I'll hold him off till you guys get down here... i assume it faces the same penalties we would?
Theron draws his bow and fires an arrow at it quickly.
arrow: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (5) + 4 = 9
GM Zin |
Theron's arrow finds a home in the gnoll's hide quite easily.
The gnoll responds with a furious roar as it barrels down the cramped passage between the slaves, waking some from their slumber as it squeezes down the narrow central aisle towards Theron with rage in its eyes. "Offa my ship, now!"
Round 1 (bold may act)
Sylvester
Markus
Vulf
Seebonickk
Round 2 (bold may act)
Theron
Gnoll (-9 hp; squeezing)
Conditions
PCs can leave the aisle and jump (Acrobatics DC 15) from bench to bench, navigating through the slaves at 1/4 movement. A failed Acrobatics check drops a PC prone between the benches.
I can't find any rules about ladders; Climb doesn't cover them at all. If anyone has a rules reference that I couldn't find, feel free to share it. Otherwise, let's call the ladder difficult terrain. 10' of ladder is 2 vertical squares, so we'll say 20' of movement cost to climb the 10' down the ladder; no climb checks necessary. Markus is already occupying the top vertical square (i.e. only 10' movement cost remaining), while Theron is occupying the bottom ladder square.
Vulf Sorgrim |
Vulf descends the ladder into the hold.
Double move
Markus Stonewarden |
Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
Markus descends the ladder, trying to balance his way through the slaves on the row benches and attempts to advance toward the gnoll. The dwarf, however gets caught up in the crowd and trips, falling prone...
Sylvester Solstar |
Sylvester leaves Shaggy on the top deck as he descends the ladder partially. Midway down the ladder he targets the gnoll with three bolts of arcane energy.
Magic Missile, CL 5: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
@GM Zin - It is difficult to see if you can climb the ladder on the reverse side so that you will end up in the square east of (behind) Theron. If this is possible and requires no roll then Sylvester will do so. If not he will cast his spell half way down the ladder.
GM Zin |
@GM Zin - It is difficult to see if you can climb the ladder on the reverse side so that you will end up in the square east of (behind) Theron. If this is possible and requires no roll then Sylvester will do so. If not he will cast his spell half way down the ladder.
The ladder is braced on one edge of the opening, so you can only descend on one side of the ladder. In theory, one should be able to move around to the opposite side as soon as you're below decks, but that would be a crazy difficult maneuver (with an appropriately high Acrobatics DC), and not one I think you're interested in attempting. :) From the ladder it is.
Sylvester Solstar |
@GM Zin - Understood. Sylvester will cast his spell half-way down the ladder then as I indicated originally in my last post. I think that the only person left to climb down is Seebonickk. As Sylvester and Seebonickk are both size small I imagine that they would have no difficulty momentarily sharing a ladder sized for humans.
Sylvester Solstar |
Sylvester cheers on Seebonickk's temerity as he jumps down to danger. He snickers as his brethren (likely) falls on his behind.
"Well, that is one way to keep the bleaching away."
GM Zin |
Vulf moves into the hold, trying to see what Theron started firing at.
Markus makes his way into the hold as well, trying to hop forward on the benches, but lands prone almost immediately.
Sylvester stops on the ladder above Theron's head to launch off a trio of magic missiles at the obvious foe.
Seebonickk jumps into the hold, landing hard on his behind.
falling damage: 1d6 ⇒ 4
Round 2 (bold may act)
Theron
Gnoll (-18 hp; squeezing)
Sylvester
Markus (prone)
Vulf
Seebonickk (-4 hp; prone)
Conditions
PCs can leave the aisle and jump (Acrobatics DC 15) from bench to bench, navigating through the slaves at 1/4 movement. A failed Acrobatics check drops a PC prone between the benches.
Theron Randallas |
Let's get this done... Theron says as he goes right for the gnoll and brings his blade to bear with a grunt of exertion.
attack, PA: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 111d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
ah crap...i'm gonna use my folio reroll on that attack roll..might be needed...
attack: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
GM Zin |
Gnoll greataxe vs Theron AC 20, PA, squeezing: 1d20 - 2 - 4 ⇒ (17) - 2 - 4 = 11 dice=damage, S, PA: 3d6 + 8 + 4 ⇒ (5, 3, 5) + 8 + 4 = 25
As Theron drives forward through the large gnoll's reach, he meets an opportunistic swing of the gnoll's greataxe right in the middle of his chest. The warrior retaliates, though, and leaves a bloody gash on the gnoll's arm.
Gnoll greataxe vs Theron AC 20, PA, squeezing: 1d20 - 2 - 4 ⇒ (12) - 2 - 4 = 6
The gnoll steps back and counters with another swing of his greataxe, but its swing goes wide as its balance is thrown off due to the narrow aisle.
Round 2 (bold may act)
Sylvester
Markus (prone)
Vulf (-2 hp)
Seebonickk (-4 hp; prone)
Round 3 (bold may act)
Theron (-25/31 hp)
Gnoll (-29 hp; squeezing)
Conditions
PCs can leave the aisle and jump (Acrobatics DC 15) from bench to bench, navigating through the slaves at 1/4 movement. A failed Acrobatics check drops a PC prone between the benches.
Sylvester Solstar |
Sylvester lets loose another trio of missiles at the gnoll.
Magic Missile, CL 5: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10