Mewness
First Post
[sblock=various stuff]Ben, Hú Lí's reflex should be 15 in her stat block.
GROMkill: Takahaan is down 2 surges. Thanks for the pic, I'll use it.
Dekana: only the blue squares are difficult. The whitish stuff is normal (it was just supposed to look like a layer of foam).
Also, you can't charge to J12 and hit #4. Although you could go there and hit #3.
I'll roll a save for Dartmoor for Takahaan's help: save vs unconsciousness (1d20=2). Hmm, maybe I shouldn't. Dartmoor is still unconscious at the start of his turn.
Update to follow.
Edit: put Castile in I12.[/sblock]
The creatures half-swim, half-scuttle out of the water and attack everything in reach, with surprisingly little effect, although one clamps onto Gelik and another onto the unconscious and unfamiliar dwarf. A third manages to pinch Castile's leg, but draws little blood.
[sblock=Special rules for this fight]The Dartmoor Irregulars are unconscious (save ends) owing to having failed the Endurance check earlier. A conscious character who is adjacent to Dartmoor may, as a standard action, attempt to wake him up, which immediately grants him a saving throw against this condition. Dartmoor also wakes up immediately if he takes damage. (Of course, once Dartmoor is awake, he automatically wakes up the rest of the Irregulars.)
Any PC can retrieve an item (theirs or someone else’s) as a minor action if he or she is adjacent to either of the grey boxes (doesn’t matter which one).
It also takes a minor action to either give an item to someone else (who wants to take it) or to take an item from someone else (who wants to hand it over).
The NPCs are unconscious and stay that way even if damaged, because they are inferior beings.
Terrain: the light blue area represents shallow water and is difficult terrain.[/sblock]
[sblock=Bugs’ actions]#1, attack Alkas, miss
#2, attack unknown dwarf, miss
#3, move to J10, attack Gelik, hit for 9
#5, charge to L5, attack Alkas, miss
#6, charge to L7, attack Alkas, miss
#7, charge to K8, attack unknown dwarf, hit for 9
#8, move to K7, attack Dartmoor, miss
#9, charge to J11, attack Castile, hit for 6
#10, charge to J12, attack Castile, miss
Way to miss a bunch of unconscious people!
Rolls:
#1 (CA) vs Alkas; #2 (CA) vs Unknown dwarf; #3 (CA) vs Gelik; #5 (charge, CA) vs Alkas; #6 (charge, CA) vs Alkas (1d20+7=12, 1d20+7=9, 1d20+7=24, 1d20+8=12, 1d20+8 =13)
#7 (CA, charge) vs Unknown dwarf; #8 (CA) vs Dartmoor; #9 (charge) vs Castile; #10 (charge) vs Castile (1d20+8=15, 1d20+7=8, 1d20+6=20, 1d20+6=11)[/sblock]
[sblock=status]PCs
Alkas (H9) HP 35/35; surges 11/13; prone, unarmed, shieldless
Castile (I12) HP 31/33; surges 11/13; shieldless
Dartmoor (J7) HP 28/28; surges 8/10; prone, unarmed, unconscious (save ends)
Hú Lí (H8) HP 24/24; surges 6/8
Noriaki (G12) HP 27/27; surges 7/9
Takahaan (I8) HP 24/24; surges 6/8; shieldless
NPCs
Aerys (H11) HP 29/29 unconscious, prone
Dwarf you’ve never seen before (J8) HP 19/28 unconscious, prone
Gelik (I9) HP 13/22 unconscious, prone
Ishirou (I6) HP 24/24 unconscious, prone
Sasha (H10) HP 23/23 unconscious, prone
Bad Guys
Eurypterid 1 (L6)
Eurypterid 2 (K9)
Eurypterid 3 (J10)
Eurypterid 4 dead
Eurypterid 5 (L5)
Eurypterid 6 (L7)
Eurypterid 7 (K8)
Eurypterid 8 (K7)
Eurypterid 9 (J11)
Eurypterid 10 (J12)
Misc
Equipment (I7, G10)
[/sblock]
[sblock=Enemy Stats: Eurypterid]Eurypterid
AC 15, Fort 13, Ref 14, Will 12; HP 1 (minion)
pincers +5 vs. AC, 6 damage (or 9 against immobilized, restrained, or helpless target)[/sblock]
GROMkill: Takahaan is down 2 surges. Thanks for the pic, I'll use it.
Dekana: only the blue squares are difficult. The whitish stuff is normal (it was just supposed to look like a layer of foam).
Also, you can't charge to J12 and hit #4. Although you could go there and hit #3.
I'll roll a save for Dartmoor for Takahaan's help: save vs unconsciousness (1d20=2). Hmm, maybe I shouldn't. Dartmoor is still unconscious at the start of his turn.
Update to follow.
Edit: put Castile in I12.[/sblock]
The creatures half-swim, half-scuttle out of the water and attack everything in reach, with surprisingly little effect, although one clamps onto Gelik and another onto the unconscious and unfamiliar dwarf. A third manages to pinch Castile's leg, but draws little blood.
[sblock=Special rules for this fight]The Dartmoor Irregulars are unconscious (save ends) owing to having failed the Endurance check earlier. A conscious character who is adjacent to Dartmoor may, as a standard action, attempt to wake him up, which immediately grants him a saving throw against this condition. Dartmoor also wakes up immediately if he takes damage. (Of course, once Dartmoor is awake, he automatically wakes up the rest of the Irregulars.)
Any PC can retrieve an item (theirs or someone else’s) as a minor action if he or she is adjacent to either of the grey boxes (doesn’t matter which one).
It also takes a minor action to either give an item to someone else (who wants to take it) or to take an item from someone else (who wants to hand it over).
The NPCs are unconscious and stay that way even if damaged, because they are inferior beings.
Terrain: the light blue area represents shallow water and is difficult terrain.[/sblock]
[sblock=Bugs’ actions]#1, attack Alkas, miss
#2, attack unknown dwarf, miss
#3, move to J10, attack Gelik, hit for 9
#5, charge to L5, attack Alkas, miss
#6, charge to L7, attack Alkas, miss
#7, charge to K8, attack unknown dwarf, hit for 9
#8, move to K7, attack Dartmoor, miss
#9, charge to J11, attack Castile, hit for 6
#10, charge to J12, attack Castile, miss
Way to miss a bunch of unconscious people!
Rolls:
#1 (CA) vs Alkas; #2 (CA) vs Unknown dwarf; #3 (CA) vs Gelik; #5 (charge, CA) vs Alkas; #6 (charge, CA) vs Alkas (1d20+7=12, 1d20+7=9, 1d20+7=24, 1d20+8=12, 1d20+8 =13)
#7 (CA, charge) vs Unknown dwarf; #8 (CA) vs Dartmoor; #9 (charge) vs Castile; #10 (charge) vs Castile (1d20+8=15, 1d20+7=8, 1d20+6=20, 1d20+6=11)[/sblock]
[sblock=status]PCs
Alkas (H9) HP 35/35; surges 11/13; prone, unarmed, shieldless
Castile (I12) HP 31/33; surges 11/13; shieldless
Dartmoor (J7) HP 28/28; surges 8/10; prone, unarmed, unconscious (save ends)
Hú Lí (H8) HP 24/24; surges 6/8
Noriaki (G12) HP 27/27; surges 7/9
Takahaan (I8) HP 24/24; surges 6/8; shieldless
NPCs
Aerys (H11) HP 29/29 unconscious, prone
Dwarf you’ve never seen before (J8) HP 19/28 unconscious, prone
Gelik (I9) HP 13/22 unconscious, prone
Ishirou (I6) HP 24/24 unconscious, prone
Sasha (H10) HP 23/23 unconscious, prone
Bad Guys
Eurypterid 1 (L6)
Eurypterid 2 (K9)
Eurypterid 3 (J10)
Eurypterid 4 dead
Eurypterid 5 (L5)
Eurypterid 6 (L7)
Eurypterid 7 (K8)
Eurypterid 8 (K7)
Eurypterid 9 (J11)
Eurypterid 10 (J12)
Misc
Equipment (I7, G10)
[/sblock]
[sblock=Enemy Stats: Eurypterid]Eurypterid
AC 15, Fort 13, Ref 14, Will 12; HP 1 (minion)
pincers +5 vs. AC, 6 damage (or 9 against immobilized, restrained, or helpless target)[/sblock]
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