Day Six, Early Evening, Halfpoint Hall
Filip listens carefully to your suggestions. Defensive walls he explains have been considered. But they are not viable given the sheer length of wall required to encircle the town. Traps and local barricades to funnel the gnolls towards the traps is something they could do, he notes. Ideally, he would like Warris to stay and oversee their construction. But he does not push the issue. Especially after the decision is made to take the fight to the gnolls.
"It will be dangerous. The gnolls can smell you a mile away and track your scent days after you have passed. Once they suspect that you are in the hills, I expect that they will make no small effort to hunt you down. Are you sure that you want to do this?"
Filip wipes his brow.
It has become uncommonly hot in the hall. Holtson has lit the third brazier and is standing warming his hands in front of the fire. No, not in front of ... they are in the fire. Red hellish flames caress his arms. He notices your gaze and smiles, a smile full of wicked sharp teeth. The flames in each of the three braziers turns deep hellish red. You smell sulphur. Raw energy of the Abyss boils out of the three braziers carrying with it a dozen boney toothy imps. "Get the spawn of the Crone!" growls the thing that was Holtson. Squealing with glee they scatter around the hall, hurling flames, half of them at Filip, a boiling maelstrom of flame directed at the heart of the defence of Halfpoint. The rest of the Imps direct their efforts at you.
What do you do?
[sblock=OOC]Half of the Imps target Filip. Surely no-one can survive such an assault unassisted?
As for the rest of the Imps: Roll D6. On a 5 or 6 you are targeted by an Imp. If so, before you do anything else:
DD: Roll+DEX
10+ You evade the flames.
7-9 You can evade the flames if you choose to. But one of the others in the hall is struck and incapacitated. You choose who and name them: roll 1d6 damage. Newstone, Earthwood and Westweir (the area commanders), Hornstone (the quartermaster), Manus (from Hegistead), Fletcher (the hunter), Sworntree (the Light) or Rolff. Otherwise take the damage yourself.
6- Suck it up.
Imp: Horde, Planar, Intelligent, Organized
Flame gout (d6 damage, ignores armour) 7 HP, 1 Armour
Close, Near, Far.
Over to you. You along with everyone else is positioned somewhere around the central table.
Holtson is near in terms of range.
The iMps do their best to remain outside melee range. They are not stupid, and they are fast. To engage in melee, Roll 1d6:
1 no Imps are within reach.
2-4, you can close on an IMP, but first DD (DEX) to avoid their gouts of fire.
5-6, Stupid IMP never saw you coming. You can Hack and Slash at will. If you take damage from an IMP during H&S, its only claws and teeth: 1d6 does not ignore armour.[/sblock]