In the dunes, the four dogmen immediately make rabid bounds in four different compass directions; the hot wind blasting the scattering sands across the broad dunes like tiny knives. Dieter makes a giant running leap off the back end of the ailing skiff toward them, while Torben pounces from amid them and drives his spear into the back of the slowest. But his footing in the dunes is unfamiliar and it is not a mortal blow, and Dieter catches an ill gush of desert air that causes him to land some moments after with sandy impact. Before our pair know it the dogmen are getting away from them into the scorching sands.
Meanwhile, aboard the imperiled skiff, Olaf races to forequarters and reaches the abandoned helm as the skiff thuds MIGHTILY across the peak of a dune, tearing off unknowable parts of the undercarriage and almost throwing him overboard! Then, with a tremendous effort, he pulls himself upright and he cranks a ponderous hand-gear; and Thuul's Fortune! It causes the skiff to seek new altitude, and--at the pace of a galloping racehorse--to just barely clear the next dune safely. A crash has been averted! Now he has time to notice the skiff is heading directly across the plain toward the distant but looming Alcazar...
In the dunes, initiative is diced to see whether the dogmen will flee quickly enough: 1d6 Dogmen=5, Torben=5+1, Dieter=1. Torben gets his full three melee attacks but against a single opponent, but Dieter arrives too late and misses out.
Torben's attacks 3d20=20,8,10 @+2 (would hit ACs 2, 9, and 7) is one hit; 2d6=2, a non-fatal blow.
On the skiff, the ref dices to see if Olaf can steer the skiff free. Had he been a sailor, the ref rules, he'd have 4 chances in 6 of doing so. As he is not, he get only 2 chances in 6. 1d6=6! (ref cheers the blue die).
The dogmen are fleeing to the four compass points in rabid bounds away from Torben and Dieter. Torben could still pursue his nearest quarry.
Olaf is aboard the skiff heading toward the distant Alcazar at a racehorse gallop...
What are you instructions for the next turn?
the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern
; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch