Round 6, Part 2
The lawman attempts to move away from the Astral Construct, but it catches him with a heavy blow to the thigh that knocks him to the ground. “If good men do nothing, then... Agh! Bryce, help!”
He makes a clumsy swing from prone at the construct. His hammer continues to haunt Joas. Neither attack hits.
Spoiler
Tilghman is tripped and hit for 16.
Attack (1d20+11)[16] miss
Damage (2d6+11)[14]
Spiritual Hammer vs Joas
Attack (1d20+12)[18] vs AC 20 miss
Damage (1d8+2)[3]
The dwarf runs north at the lawman’s call. “My turn, huh?”
Rexthaun stabs at him with his lance, but misses.
Spoiler
Triple move/run
RexThaun AOO
Attack (1d20+7)[11] miss
Damage (1d8+4)[7] including power aura.
The halberdier attempts to stabilize his fallen comrade, but the effort is too much and he collapses.
Spoiler: Stabilization rolls
Heal SS3 (1d20+2)[21], (1d4)[1] on a 1 it’s too much effort and he goes to -1hp
SS3 (1d100)[21] fail
AA (1d100)[18] fail
You see two more guards running your way from the market place, the heads of their halberds sticking up through the crowd; they appear to have the same equipment and gear as the two who’d been standing guard earlier. The bell continues to ring.
Spoiler: Map & Status
HS2 -1 hp, unconscious, not stabilized
SS3 -9hp, unconscious, not stabilized
LT 79 damage; Spiritual Weapon, expires at end of round 8 part 2; Divine Power expires at the end of Round 11 part 2.
AA -6 damage, unconscious, not stabilized
RexThaun 7 damage
ZrabHas 21 damage
Joas 14 damage
Hj 15 damage
Hg 15 damage
Grassis 2 damage
Astral Construct 16 damage
=> Party