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PFS #01: The Silent Tide
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<blockquote data-quote="Keht" data-source="post: 5629057" data-attributes="member: 6678799"><p><u><strong>Round Two Summary</strong></u></p><p></p><p>Tessara pulls out a vial, mixes a concoction, thows the bomb .. BOOOOM ... Two thugs are caught in the explosion and are looking really bad! (Thug 1 and Thug 2)</p><p></p><p>Kevlan Moves to take on the thug next to the falling captives, many of the other thugs he passes try to take advantage of his focus on his new target but miss their attacks. Kevlin moves to his target and easily dispatches him. Blood flies in all directions. (thug 3)</p><p></p><p>Vig runs and attempts to help the man clinging for life on the cliff. He lets out a grunt but is unable to muster the strength this round to save them.</p><p></p><p>Thug 1 makes a small step, tries to attack Vig and misses. After his attack he falls to the ground unconscious. </p><p></p><p>Thug 6 tries to attack Kevlan but misses.</p><p></p><p>Thug 2 does not like the way things are going and withdraws like any other coward would do in his position.</p><p></p><p>Kyra, runs up and tries to save the captives from falling. She is unable to pull them up or stop them from falling into the river below.</p><p></p><p>Although two of our hero's have tried to stop the captives from falling, the single man holding the rest on the cliff is unable to continue any longer. All the captives fall to the sea below.</p><p></p><p><img src="http://fms.kdonohue.com/openrpg/kyle/pfs/a1r3.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Round 3 Begins</p><p></p><p>[sblock=Health Stats]</p><p>Heroes HP = ALL FULL </p><p>Thug 1 HP = Dead / Dying</p><p>Thug 2 HP = Not Looking Good</p><p>Thug 3 HP = Dead / Dying</p><p>Thug 4 HP = Dead / Dying</p><p>Thug 5 HP = Dead / Dying</p><p>Thug 6 HP = FULL</p><p>[/sblock]</p><p></p><p>[sblock=OOC Next Round Help]</p><p>The captives are failing into the water. The way they are chained suggests that swimming will not be possible for them.</p><p></p><p>You can choose to jump in after them (please make a swim or acrobatics check to avoid damage)</p><p></p><p>Once down with the captives you can roll open lock or strength checks to take care of the chains binding them together. You could also try to break them with some attack rolls. </p><p></p><p>Or you could forget them this round and worry about the remaining two foes (three if you with pursue the fleeing one) on top.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Keht, post: 5629057, member: 6678799"] [U][B]Round Two Summary[/B][/U] Tessara pulls out a vial, mixes a concoction, thows the bomb .. BOOOOM ... Two thugs are caught in the explosion and are looking really bad! (Thug 1 and Thug 2) Kevlan Moves to take on the thug next to the falling captives, many of the other thugs he passes try to take advantage of his focus on his new target but miss their attacks. Kevlin moves to his target and easily dispatches him. Blood flies in all directions. (thug 3) Vig runs and attempts to help the man clinging for life on the cliff. He lets out a grunt but is unable to muster the strength this round to save them. Thug 1 makes a small step, tries to attack Vig and misses. After his attack he falls to the ground unconscious. Thug 6 tries to attack Kevlan but misses. Thug 2 does not like the way things are going and withdraws like any other coward would do in his position. Kyra, runs up and tries to save the captives from falling. She is unable to pull them up or stop them from falling into the river below. Although two of our hero's have tried to stop the captives from falling, the single man holding the rest on the cliff is unable to continue any longer. All the captives fall to the sea below. [IMG]http://fms.kdonohue.com/openrpg/kyle/pfs/a1r3.gif[/IMG] Round 3 Begins [sblock=Health Stats] Heroes HP = ALL FULL Thug 1 HP = Dead / Dying Thug 2 HP = Not Looking Good Thug 3 HP = Dead / Dying Thug 4 HP = Dead / Dying Thug 5 HP = Dead / Dying Thug 6 HP = FULL [/sblock] [sblock=OOC Next Round Help] The captives are failing into the water. The way they are chained suggests that swimming will not be possible for them. You can choose to jump in after them (please make a swim or acrobatics check to avoid damage) Once down with the captives you can roll open lock or strength checks to take care of the chains binding them together. You could also try to break them with some attack rolls. Or you could forget them this round and worry about the remaining two foes (three if you with pursue the fleeing one) on top. [/sblock] [/QUOTE]
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