TikChik's mandibles click,
"Well, I might as well lose another arm. Somebody's got to punch a hole in those clankers."
The thri-kreen charges headlong into the crowd of constructs doing considerable damage as he goes. One blade slices deep into the iron dog on the right, while the other nearly severs the hind leg of the construct on the left.
The charge is not without a cost, however. The metal beasts strike back, badly wounding the ranger who manages to retreat to crumbled corner of the building to take cover behind the well.
This turns out to be a good move, because no sooner does he duck behind the well, than he feels the air hum with an arrow that barely misses his head.
Arrows continue to rain down from the third floor of the tower, and from this and Gensai's echoing call of indecision, it is apparent that wherever he has gone, he has not reached the archers yet.
Fenwick cradles Hankel in an attempt to keep him alive. So far the dwarf has not stopped breathing, but he remains unconscious.
[sblock=Hankel's and TikChik's Actions]
Hankel:
Free: Death Save
1d20=14 Success!
TikChik:
Minor: Snarling Wolf Stance (Until stance ends when an enemy hits/misses TikChik with a close or melee attack, he can make an MBA against it as an OA. He can then shift 3 squares but must not end that shift adjacent to any enemy.)
Standard: Attacks on the run
Granted move: F17, E18(DT), D18, C17
Target 1: Iron Defender 3 as he moves into E18
Attack 1:
1d20+15=29 vs. AC for 3d10+11=26 damage
Target 2: Iron Defender 4 as he moves into E18
Attack 2:
1d20+15=18 vs. AC for (3d10+11)/2=16 damage
Iron Defender 2 OA: 1d20+16-2(Chilling Cloud)=31 vs. AC for 1d8+6=10 damage
Iron Defender 3 OA: 1d20+16-2(Chilling Cloud)=34 vs. AC Crit for 14 damage
Iron Defender 4 OA: 1d20+16-2(Chilling Cloud)=33 vs. AC for 1d8+6=8 damage
TikChik's OA:
Target: Iron Defender 3
Attack:
1d20+15=30 vs. AC for 1d10+11=21 damage
Granted Shift: to C20 (away from stairs)
Free: Dwarven Drakescale Daily Power: Regain 17hp
Move: to C24
[/sblock][sblock=Enemy Actions
Skeleton Archer 6:
Standard: Longbow
Target: TikChik
Attack:
1d20+13-2(Cover from Well)=22 vs. AC Miss
Move: -A18
Iron Defender 1:
Move: to B21
Standard: Charge to C23
Target: TikChik
Attack:
1d20+16=36 vs. AC Crit for 14 damage
TikChik's Granted MBA:
1d20+15=23 vs. AC Miss
Iron Defender 2:
Move: to G18
Standard: Bite
Target: Riardon
Attack:
1d20+16=25 vs. AC Miss
Iron Defender 3: Ready Action[sblock=Insight DC 15 (rolled)]
Bite vs. First Creature to move or shift adjacent
BTW: You can also look at Iron Defender 4's readied action[/sblock]
Iron Defender 4: Ready Action[sblock=Insight DC 15 (rolled)]
Bite vs. First Creature to move or shift adjacent[/sblock]
Skeleton Archer 1:
Standard: Longbow
Target:
Sheng
Attack:
1d20+13=33 vs. AC Crit for 18 damage
Skeleton Archer 2:
Standard: Longbow
Target:
Sheng
Attack:
1d20+13=17 vs. AC Miss
Skeleton Archer 3:
Standard: Longbow
Target:
Riardon
Attack:
1d20+13=24 vs. AC Miss
Skeleton Archer 4:
Standard: Longbow
Target:
Riardon
Attack:
1d20+13=15 vs. AC Miss
Skeleton Archer 5:
Standard: Longbow
Target:
Sheng
Attack:
1d20+13=27 vs. AC for 1d10+8=11 damage
[/sblock][sblock=Status]Riardon:
H18 53/64HP 1AP
8HS
Gensai:
B16(Second Floor) 43/81HP 1AP
12HS
TikChik:
C24 20/70HP 0AP
8HS Bloodied
Sheng:
E23 27/66HP 1AP
7HS Bloodied
Fenwick:
G24 33/73HP 1AP
9HS Bloodied
Hankel:
F24 0/32 Unconscious, 1 failed save
Skeleton Archer 1:
C19 On battlement above76/76 Cover
Skeleton Archer 2:
C20 On battlement above76/76 Cover
Skeleton Archer 3:
C21 On battlement above76/76 Cover
Skeleton Archer 4:
C22 On battlement above76/76 Cover
Skeleton Archer 5:
C24 On battlement above76/76 Cover
Skeleton Archer 6:
-A18 76/76
Skeleton Soldier: I17Dead
Skeleton Soldier: I19Dead
Skeleton Soldier: H19 Dead
Skeleton Soldier: K18 Dead
Marrowshriek Skeleton:
??? 148/242HP
Iron Defender 1:
C23 115/115HP
Iron Defender 2:
G18 115/115HP
Iron Defender 3:
D17 32/115HP Bloodied -2 to attacks while in D17-F19
Iron Defender 4:
D19 71/115HP-2 to attacks while in D17-F19[/sblock][sblock=Map]
[/sblock][sblock=Terrain]The well is of an unknown depth (until someone looks in). It can be climbed with an extra square of movement, but moving out of its square requires a DC 20 Acrobatics check or the creature must save vs. falling into the well.
The bone piles and rubble areas are difficult terrain.[/sblock][sblock=Hankel's Stats]
[/sblock][sblock=Enemy Stats]X5
4X
4X
[/sblock][sblock=The Second Floor]
GM: | [MENTION=85539]Tenchuu[/MENTION]: I'm going to wait for you to post an actual move based on your decision, so that I can weave the story accordingly. | |
[sblock=Stang's Stats]
[/sblock][sblock=Picture of Stang]
[/sblock]Around the pommel is a dwarven script[sblock=Script]
Translation: When it is my turn, I will show you my power.
[/sblock][sblock=Maps][sblock=Close Up]
[/sblock][sblock=Wide View]
[/sblock][/sblock][sblock=Other points of interest on this floor]
In the southwest corner of the corridor, the decayed body of a dwarven sentry lies above a stack of barrels, the contents of which are either dried up or well aged. One can only tell by trying.[sblock=Dead Dwarf on Barrels]
[/sblock][sblock=Insight DC 15]The bodies look to have been dead and undisturbed for over one hundred years.[/sblock]Further down the wall to the east, another sentry lies rotting on the floor, though his armor seems to be none the worse for wear.[sblock=Dead Dwarf in Full Armor]
[/sblock]At the far end of the corridor, the southeast corner of the wall has been blown out as if by some horrid magic.
To the north, a small hallway proceeds into another area of the lighthouse, perhaps to the stairs.[/sblock]
GM: | Choices:
- Examine some of the other points of interest on this floor
- Try to find your way upstairs and clear out the archers on the roof.
- Attempt to light the beacon.
- Go downstairs and help your comrades.
Remember your overall objectives (see above)
| |
[/sblock]