Zander's blurred vision keeps him from making contact as the Redbrand retreats.
Here's an updated map, adding the names of places you know in town. Also, I've marked where the Redbrands attacked and an arrow showing which way they appear to be retreating.
It's hard to see, but I've also marked that the wagon and the last known location of Einar is between the Stonehill Inn and the house to its south.
Wis. Save: 15. (-1. Didn't quite reach the goal I was after.)
Seeing the last two run, Vondal sighs and shakes his head. "I warned zhem."He mutters underbreathe before looking to the bodies. Before he can consider checking on the fallen properly, a thought occurs that leaves him gritting his teeth. "Fack.. Zander! Don't slow'im down." He says as he rushes to head off the fleer before they get can get to the southern house.
Action: Dash(70ft max) to head off whichever bandit is in the lead.
"I /suggest/ you lot stay where you are. I would 'ave words wit' you. Don't make me request this twice."
This post has potentially manipulated dice roll results.
Realising that Zander has somehow managed to take out two of the Redbrands, Karl says "I see I'm gunna 'ave to teach young Zander 'bout how much importance dwarves place on sharin' and lettin' everybody 'ave a go!"as he runs towards the Black Redbrand swinging his sword Attack: 16 Damage: 13 whilst saying to himself "let's see if I can put those lessons the old codger taught me to good use?" As Karl manages to hack deeply into the left arm that the Redbrand had thrown up in a vague attempt to defend itself seeing (and probably hearing) the giant dwarf approach, Karl says with a grin "not bad for a newbie, I suppose"as he wrenches the blade free.
As Karl pulls the blade from the (black) Redbrand's arm, blood begins to gush in a torrent, and the scruffy-looking (and half-burned) nerf herder slumps to the ground and bleeds out.
"Ya dun good mate" Karl says to Zander "but we dwarves is one for all and all for one, so when somebody's in trouble we come running as fast as we can, which in all honesty ain't real fast because unlike some dwarves me and me mates ain't what you would call natural sprinters, but we can run all day and will get there in the end!" he finishes with.
"Oh no ya don't!" Vondal makes a sweeping kick to the shins!
Shin KICKER AoO!: 18 Damage: 6. (Non-lethal)
(For his turn)
And if that doesn't prove enough to incapacitate him, Vondal gives chase(Dash) with the intent again to cut him off. "You're only making this harder on yourself, boy!"
This post has potentially manipulated dice roll results.
That does indeed knock him out.
As the (green) Redbrand attempts to continue fleeing, Vondal is able to take him out in a non-lethal way. The Redbrand will be unconscious for 3 hours.
Zander's blurred vision keeps him from making contact as the Redbrand retreats.
Here's an updated map, adding the names of places you know in town. Also, I've marked where the Redbrands attacked and an arrow showing which way they appear to be retreating.
It's hard to see, but I've also marked that the wagon and the last known location of Einar is between the Stonehill Inn and the house to its south.
Wis. Save: 15. (-1. Didn't quite reach the goal I was after.)
Seeing the last two run, Vondal sighs and shakes his head. "I warned zhem." He mutters underbreathe before looking to the bodies. Before he can consider checking on the fallen properly, a thought occurs that leaves him gritting his teeth. "Fack.. Zander! Don't slow'im down." He says as he rushes to head off the fleer before they get can get to the southern house.
Action: Dash(70ft max) to head off whichever bandit is in the lead.
"I /suggest/ you lot stay where you are. I would 'ave words wit' you. Don't make me request this twice."
When you realize you're doing too much: Signature.
Forgot this: Round 2: Vondal, Karl, Zander (drunk), Nif (disadvantage), black (injured), green (injured)
Vondal outstrips the (black) Redbrand and just catches up to the (green) Redbrand (V21; green is in W21).
OOC: Vondal, you can't attack since you dashed, but if Green moves away, you'll be able to make an AoO.
Karl, you're up!
(So how far away is Karl from the nearest 'Redbrand')
DM - Stopping a god in his tracks
25 feet from Black.
Realising that Zander has somehow managed to take out two of the Redbrands, Karl says "I see I'm gunna 'ave to teach young Zander 'bout how much importance dwarves place on sharin' and lettin' everybody 'ave a go!" as he runs towards the Black Redbrand swinging his sword Attack: 16 Damage: 13 whilst saying to himself "let's see if I can put those lessons the old codger taught me to good use?" As Karl manages to hack deeply into the left arm that the Redbrand had thrown up in a vague attempt to defend itself seeing (and probably hearing) the giant dwarf approach, Karl says with a grin "not bad for a newbie, I suppose" as he wrenches the blade free.
DM - Stopping a god in his tracks
(Giant dwarf? That's an oxymoron if I've ever seen one :P)
"Ignorance is bliss, and you look absolutely miserable."
(You've never seen Nif transform then. 'cause he can literally do that in a level. XD)
When you realize you're doing too much: Signature.
Karl is 5 foot tall and over 250 lbs so he is big (like huge) for a dwarf as they normally top out at about 4'8" and 200 lbs.
DM - Stopping a god in his tracks
That will be fun!
As Karl pulls the blade from the (black) Redbrand's arm, blood begins to gush in a torrent, and the scruffy-looking (and half-burned) nerf herder slumps to the ground and bleeds out.
Zander, then Nif!
(Shoot, sorry, I thought I posted. In the future, if I do this, just skip me.)
"Boo, you guysh are no fun!"
...
"Why can I tashte purple?"
He looks down at his bleeding stomach.
"Oh. I should fix that."
So he does.
Cure wounds: 12
"Ignorance is bliss, and you look absolutely miserable."
"Ya dun good mate" Karl says to Zander "but we dwarves is one for all and all for one, so when somebody's in trouble we come running as fast as we can, which in all honesty ain't real fast because unlike some dwarves me and me mates ain't what you would call natural sprinters, but we can run all day and will get there in the end!" he finishes with.
DM - Stopping a god in his tracks
Seeing that his brothers had the fight under control, he turns around and keeps walking in the pointed direction to sell his goods.
The (green) Redbrand continues his dash, running east.
OOC: Vondal, you may make an AoO if you wish. He has run 60 feet east.
Round 3: Vondal, Karl, Zander (drunk), Nif (disadvantage), green (injured)
(just getting it straight in my head but Green Redbrand is 60+ (closer to 70 feet - if not more - away from Karl) - yes?
DM - Stopping a god in his tracks
"Oh no ya don't!" Vondal makes a sweeping kick to the shins!
Shin KICKER AoO!: 18 Damage: 6. (Non-lethal)
(For his turn)
And if that doesn't prove enough to incapacitate him, Vondal gives chase(Dash) with the intent again to cut him off. "You're only making this harder on yourself, boy!"
When you realize you're doing too much: Signature.
Except that there's a house between you and him. Lookee here.
That does indeed knock him out.
As the (green) Redbrand attempts to continue fleeing, Vondal is able to take him out in a non-lethal way. The Redbrand will be unconscious for 3 hours.
Combat over.
(re post #801 - Karl has no idea and will probably say something along the lines of "where did the other bugger go?"
DM - Stopping a god in his tracks