BenBrown
First Post
Azuras's belch of flame goes high, over the heads of most of his targets, but scorching the female crossbow wielder significantly.
"Pogy, take her now!" the mercenary leader yells. When the swordsman hesitates, he shouts again "I don't care how much you hate fish! Move up!"
The swordsman moves forward onto the fish, slipping instantly and ending up flat on his back. "Aargh!" he screams at his boss. "I told you!" He manages to scrabble back to his feet, but can't attack.
The female mercenary turns to the leader. "Don't look at me!" she says, stopping at the edge of the fish and choosing instead to fire off a shot at the source of her recent scorching. The bolt goes true, and the dragonling dissipates into flame.
The archers then shoot. The first at Abigail, hitting her; the second at Talks-to-the-Moon, likewise hitting. The third takes a shot at Dante, but misses. The fourth steps back away from the ranger and his lizard-thing, and shoots at him as well, but misses.
"Shad! Snapper! Cross!" the leader yells. The Goblins start to move in opposite directions, passing one another as they move. The first one heads towards the south end of the room, finding a spot beside a crate from which he can shoot at Dante, the second one rushing north and aiming a shot at Abigail. Both arrows go wide.
The spellcaster steps up, speaks an arcane word, and glowing blades of force fly from her fingertips, multiplying in mid-air, and settling in a vortex of stabbing blades around Alastair, wounding him. The gnome responds to this by vanishing from sight.
The mercenary leader finally looses his own crossbow bolt, this one at Eraden. It doesn't even scratch his armor.
[sblock=terrain features]
* The big pit filled with fish (the light green area labeled "fish" is challenging terrain. Make a DC 15 Acrobatics or Athletics roll or fall prone whenever you take a move action which moves you on to a square of terrain (you don't have to roll for each square, only once per round).
* The conveniently labeled catwalks along the side are a different sort of challenging terrain. If you have a hand free, you can move normally along them. Otherwise it's a DC 20 Acrobatics roll to avoid falling flat on the fish.
* The big boxes provide cover. They provide superior cover (& concealment) for people crouching or prone behind them, or for small characters. They can be moved (DC 15 Athletics roll to push, DC 20 to pull or slide). Also, for an extra square of movement, you can jump up on top of one.
* The curtains provide superior cover. It's one extra square of movement to go through.
[/sblock][sblock=actions]
Mercenary #1 - Move: to A17, Athletics:(1d20+4=9), Standard->Move: Stand Up
Mercenary #2 - Move: to G18 Standard: Crossbow vs. Azuras:(1d20+9=25), Free: drop crossbow, Minor: draw sword
Archer #1 - Standard: Shoot at Abigail--5 damage
Archer #2 - Standard: Shoot at Talks-to-the-Moon--3 damage
Archer #3 - Standard: Shoot at Dante--miss
Archer #4 - Move: shift to I20, Standard: Shoot at Dante
Rolls: (1d20+8=23, 1d20+8=27, 1d20+8=12, 1d20+8=9)
Goblin #1 - Move: to J21, Standard: Shoot at Dante: Shortbow vs. Dante (1d20+6=12)
Goblin #2 - Move: to B19, Standard: Shoot at Abigail: Shortbow vs. Abigail (1d20+6=10)
Mercenary Wizard - Move: to H18, Standard: Cloud of Daggers in G9 vs. Alastair: (1d20+7=24) Damage (1d6+4=5) cloud remains TENT. Any creature that enters or starts its turn in the cloud takes 2 damage.
Alastair - Fade Away as a reaction.
Mercenary Leader - Standard: crossbow vs. Eraden: (1d20+6=10), Minor: reload crossbow
[/sblock][sblock=status]
Archer 1 - C19 - No Hits Taken
Archer 2 - E20 - No Hits Taken
Archer 3 - I20 - No Hits Taken
Archer 4 - J19 - No Hits Taken
Goblin 1 - J21 - No Hits Taken
Goblin 2 - B19 - No Hits Taken Warlock's Curse (Alastair)
Mercenary 1 - A17 - 17 damage Warlock's Curse (Alastair), Hunter's Quarry (Dante), -4 to attack TE Alastair's NT
Mercenary 2 - G18 - 13 damage
Mercenary Leader - F19 - No Hits Taken AP:1
Mercenary Wizard - H18 - No Hits Taken
Abigail - A16 - 13/27 (6/6) AP:1 +1 AC from resistive infusion
Alastair - G9 - 24/24 (7/7) AP:0 Invisible TENT
Dante - K18 - 19/22 (6/6) AP:1
Virgil - K19 - 19/22 (2/2) AP:1
Eraden - G16 - 24/28 (10/11) AP:1 Prone, +1 AC from resistive infusion
Talks-to-the-Moon - A10 - 23/29 (9/9) AP:1
[/sblock][sblock=map]
[/sblock][sblock=enemies]
Mercenaries:
AC 18, Fort 16, Ref 15, Will 14
Archers:
AC 13, Fort 13, Ref 14, Will 13
Goblins:
AC 17, Fort 13, Ref 15, Will 12
Mercenary Wizard:
AC 17, Fort 14, Ref 16, Will 16
Mercenary Leader:
AC 18, Fort 15, Ref 14, Will 14
[/sblock]
"Pogy, take her now!" the mercenary leader yells. When the swordsman hesitates, he shouts again "I don't care how much you hate fish! Move up!"
The swordsman moves forward onto the fish, slipping instantly and ending up flat on his back. "Aargh!" he screams at his boss. "I told you!" He manages to scrabble back to his feet, but can't attack.
The female mercenary turns to the leader. "Don't look at me!" she says, stopping at the edge of the fish and choosing instead to fire off a shot at the source of her recent scorching. The bolt goes true, and the dragonling dissipates into flame.
The archers then shoot. The first at Abigail, hitting her; the second at Talks-to-the-Moon, likewise hitting. The third takes a shot at Dante, but misses. The fourth steps back away from the ranger and his lizard-thing, and shoots at him as well, but misses.
"Shad! Snapper! Cross!" the leader yells. The Goblins start to move in opposite directions, passing one another as they move. The first one heads towards the south end of the room, finding a spot beside a crate from which he can shoot at Dante, the second one rushing north and aiming a shot at Abigail. Both arrows go wide.
The spellcaster steps up, speaks an arcane word, and glowing blades of force fly from her fingertips, multiplying in mid-air, and settling in a vortex of stabbing blades around Alastair, wounding him. The gnome responds to this by vanishing from sight.
The mercenary leader finally looses his own crossbow bolt, this one at Eraden. It doesn't even scratch his armor.
[sblock=terrain features]
* The big pit filled with fish (the light green area labeled "fish" is challenging terrain. Make a DC 15 Acrobatics or Athletics roll or fall prone whenever you take a move action which moves you on to a square of terrain (you don't have to roll for each square, only once per round).
* The conveniently labeled catwalks along the side are a different sort of challenging terrain. If you have a hand free, you can move normally along them. Otherwise it's a DC 20 Acrobatics roll to avoid falling flat on the fish.
* The big boxes provide cover. They provide superior cover (& concealment) for people crouching or prone behind them, or for small characters. They can be moved (DC 15 Athletics roll to push, DC 20 to pull or slide). Also, for an extra square of movement, you can jump up on top of one.
* The curtains provide superior cover. It's one extra square of movement to go through.
[/sblock][sblock=actions]
Mercenary #1 - Move: to A17, Athletics:(1d20+4=9), Standard->Move: Stand Up
Mercenary #2 - Move: to G18 Standard: Crossbow vs. Azuras:(1d20+9=25), Free: drop crossbow, Minor: draw sword
Archer #1 - Standard: Shoot at Abigail--5 damage
Archer #2 - Standard: Shoot at Talks-to-the-Moon--3 damage
Archer #3 - Standard: Shoot at Dante--miss
Archer #4 - Move: shift to I20, Standard: Shoot at Dante
Rolls: (1d20+8=23, 1d20+8=27, 1d20+8=12, 1d20+8=9)
Goblin #1 - Move: to J21, Standard: Shoot at Dante: Shortbow vs. Dante (1d20+6=12)
Goblin #2 - Move: to B19, Standard: Shoot at Abigail: Shortbow vs. Abigail (1d20+6=10)
Mercenary Wizard - Move: to H18, Standard: Cloud of Daggers in G9 vs. Alastair: (1d20+7=24) Damage (1d6+4=5) cloud remains TENT. Any creature that enters or starts its turn in the cloud takes 2 damage.
Alastair - Fade Away as a reaction.
Mercenary Leader - Standard: crossbow vs. Eraden: (1d20+6=10), Minor: reload crossbow
[/sblock][sblock=status]
Archer 1 - C19 - No Hits Taken
Archer 2 - E20 - No Hits Taken
Archer 3 - I20 - No Hits Taken
Archer 4 - J19 - No Hits Taken
Goblin 1 - J21 - No Hits Taken
Goblin 2 - B19 - No Hits Taken Warlock's Curse (Alastair)
Mercenary 1 - A17 - 17 damage Warlock's Curse (Alastair), Hunter's Quarry (Dante), -4 to attack TE Alastair's NT
Mercenary 2 - G18 - 13 damage
Mercenary Leader - F19 - No Hits Taken AP:1
Mercenary Wizard - H18 - No Hits Taken
Abigail - A16 - 13/27 (6/6) AP:1 +1 AC from resistive infusion
Alastair - G9 - 24/24 (7/7) AP:0 Invisible TENT
Dante - K18 - 19/22 (6/6) AP:1
Virgil - K19 - 19/22 (2/2) AP:1
Eraden - G16 - 24/28 (10/11) AP:1 Prone, +1 AC from resistive infusion
Talks-to-the-Moon - A10 - 23/29 (9/9) AP:1
[/sblock][sblock=map]
Mercenaries:
AC 18, Fort 16, Ref 15, Will 14
Archers:
AC 13, Fort 13, Ref 14, Will 13
Goblins:
AC 17, Fort 13, Ref 15, Will 12
Mercenary Wizard:
AC 17, Fort 14, Ref 16, Will 16
Mercenary Leader:
AC 18, Fort 15, Ref 14, Will 14
[/sblock]
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