Janus drops one hobgoblin soldier. Tonk shifts slightly and unleashes a Pretty Half-Orc Boy Beatdown on the other, bloodying it and causing his foe to lose heart. Saraz concentrates on this one and his eyes cross as he falls to the deck dead.
The robed hobgoblins are all that remain. They speak quickly in goblin, looking a bit nervous. Two of them engage Tonk with electrical staves, but only one hits to daze the half-orc. The other moves carefully back and uses invisible force to toss Dextyr overboard. His song follows him and carries up to the ship from the dark waters.
[sblock=Mechanics] Tonk shifts to L4 and uses Disheartening Strike
1d20+11=25 for 1d8+9+2d8=22 damage on H5. Saraz uses Memory Hole
1d20+7=21 for 1d6+7=12 and kills it. The warcasters recharge a bit and try to hit Tonk with their shockstaffs. W1 misses (12) and W2 hits (27) for 2d10+4=11 and Tonk is dazed TENT. W3 shifts back and uses Force Lure to push Dextyr into the drink
2d6+4=13 damage and push 3 to Q9 (fails his
save)
[/sblock]
[sblock=Status]
Murphy I6 Shade Form, Stealth 27 if cover, Dagger in I3 29/45
Shorrin N1 bloodied 2/50
Janus H2 bloodied 15/34
Tonk L4 bloodied, Dazed TENT W2 3/44
Dextyr Q9 bloodied, Burst 5 allies +1 to attack, in Water 9/43
Saraz H4 bloodied -3 PP 15/38
Hobgoblin W1 M3 -8hp
Hobgoblin W2 N3 1 shroud -0hp
Hobgoblin W3 M4 bloodied -30hp
[/sblock]
[sblock=In The Water]
Dextyr should make a swim check at the beginning of his turn. You can try to climb up where you are after treading water or swim to H8 or O8 where there is rope.
Swim or Tread Water (Athletics):
Part of a move action.
Calm Water (DC 10)
✦
Success: You swim at one-half your speed, or you stay afloat and tread water.
✦
Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
✦
Fail by 5 or More: Sink 1 square and risk suffocation by drowning
Then they should make a climb check to get out. It is only 10 feet to the deck from the ocean so it should only cost 4 squares movement.
Climb:
Part of a move action.
✦
DC 20 for a slippery/ uneven surface (the slippery rope has a DC of 15)
✦
Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top
includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
✦
Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
✦
Fail by 5 or More: You fall back into the water and lose the rest of your move action.
[/sblock]
[sblock=map]
[/sblock]