Hiromi was wise to Hallod's tricks. As she moved to find a crate to duck behind, she kept an eye out for trouble.
OOC:
I think her intent would be to vault over the boxes in the middle and take cover behind the ones in the front row centre, but she'll stop if she spots a tripwire or something Perception Check: 1D20+6 = [18]+6 = 24
Unsure what Hallod’s usual tricks are but cautious to a fault, Mortimer ducks behind a crate.
”What? Where?” he hisses at Hiromi.
Then, louder, he addresses their foe.
”Hallod, please surrender. You are outnumbered and your ruse is done. Even if you somehow defeat us, the sheriff will know what you’ve done and you know he won’t care about your no doubt good reasons. Give up now and we may figure out a solution for all of us.”
"Much obliged." Grimsby thanks Silvi before turning to their foe.
Hallod's challenge provoked Grimsby to do the same. The dwarf's body seemingly growing to match the growth from the potion. With sudden ferocity, he charges forward, triggering one trap, but avoiding the second. At the end of the charge, the barbarian brings his hammer down.
OOC:
Actions:
1. Rage (-1 AC, +4 Temp HP, +6 melee damage on Oversized weapons)
2+3. Sudden Charge (Stride, Stride, Strike)
Moving next to Hallod, if possible (not quite sure if 40 movement is enough to get up on the birm) , and attacking.
Proving the trap doesn't do something like stop Grimsby in his tracks, that is.
Pak squawks as the bolt bounces past him. He raises his hands and speaks in his native tongue using his magic to cloud Hallod's mind and perhaps even stun him. He moves, trying to close the distance and engage their adversary in close combat. He deftly leaps the first rope and continues moving. He notes the second trigger and prepares to jump it as he closes.
OOC:
Perception checks to move past traps.: 1d20+3191d20+317
Action 1 & 2: Casting Daze. Hallod takes 3 mental damage and must make a will save DC 16. If critically failed he is Stunned 1
Action 3: Move 25 ft (I think that brings me to the square just before the second rope.)
Etran’s Folly (Plaguestone)/Hallod’s home
Summer/Day 3/1045
Weather: Normal for the season (hot), light wind, heavy rain
Round 2
Hallod dodged Hiromi’s crossbow bolt and ignored Mortimer’s pleas to turn himself in. “The sheriff is a joke!” he said, pulling another bolt from the case at his hip.
Grimsby rushed forward. His foot caught on a rope that set off a spear trap like the one they had first encountered when entering the house. The spear slammed into Grimsby (13 piercing damage), though the dwarf continued to barrel up to Hallod, swinging his maul and striking Hallod solidly.
Pak cast a spell at the man, but Hallod laughed and brushed it off (he crit saved with a natural 20), dropping the crossbow and drawing his kukri, then viciously attacked Grimsby, first slashing the dwarf with his kukri (9 slashing damage and flat footed) and following up with a quick fist to Grimsby’s throat the dwarf didn’t expect (10 bludgeoning and 3 precision damage, nonlethal), putting the dwarf on the ground.
Silvi (+7) AC 13 DC 17 HP 8/19(13) (drained 6)
Hiromi (+6) AC 17 HP 17/17
Pakuten (+3) AC 18 HP 16/16
Grimsby (+7) AC 17/16(clumsy) HP 0/25 unconscious
Mortimer (+8) AC 17 HP 16/16
Hallod (+7) AC 19 HP 36/44 +1 Fort, -2 Will, -2 Perception
Find Hallod
Help Sir Lawrence quiet Talmore’s ghost.
Silvi darts forward to find a position from which she might be able to heal Grimsby. Peeking above the crates her eyes narrow and she points at Hallod, intoning a holy incantation as she takes up Pak's assault on the villain's consciousness.
OOC: Stride and cast daze (dc 17, 4 mental damage).