GM: | Late night. I'm going to bed. I'm sure this post is full of errors, as I am extremely tired. Let me know if I screwed anything up. I will retcon according to any corrections and/or immediate actions. | |
The battle is engaged. Mab ducks behind the bar and sends a dagger into one of the troublemakers that Draglin just hit.
he dragonborn's threats and significant prowess make him an instant target among the hooligans,
"Aw...Yahr gonna get it alright!" Nearly the entire band of ruffians descends on Draglin, reducing him to a convulsing pile of scales: Breathing, but unable to move.
One man, from a corner of the room produces a nasty-looking cat-of-nine-tails, each tendril of which is tethered to dark shards of glass-like stone.
The leathery weapon slices though the air at Dante, but not nearly fast enough. The black-clad assassin uses his own flailing weapon to perry the blow, and, the chain-tethered blade having the advantage of being double-ended, makes Dante's attacker pay for the affront.
Yet another of the thugs goes after Dante. He hops up onto the bar and skips over to a nearby stool, nearly losing his footing. He manages to maintain his balance, but at the cost of his aim. His sword swings wide of the assassin, and the ruffian is left in a rather exposed position.
Virgil finds himself on the receiving end of punishment. Dante's trap, though effective, proves incapable of protecting his companion. The bladewielder powers through the deep cuts produced by the tangling snare, and scores a hit on the over-sized reptile.
A final straggler makes his way across the crowded common room, pounding max with his mace. The fighter's head begins to ring with the impact, and he sees stars.
[sblock=Auntie Mab's Actions]Move: Shift to -U,-10
Minor: Draw Dagger
Standard: Fleeting Spirit Strike
Shift: to -V,-10 (Behind the bar and crouched)
Stealth:
1s20+21=22 But success is automatic vs. Human Ruffian
Target: Human Ruffian at R,-6
Attack:
1d20+16+2(CA)-2(Cover)=33 vs. AC for 2d4+7=13 damage
[/sblock][sblock=Enemy Actions]
Human Ruffian 1
Minor: Draw mace
Standard: Dazzling Strike
Target: Draglin
Attack:
1d20+14+2(Flanking)=20 vs. AC Miss
Move: Shift to -R,-5
Human Slavehunter
Minor: Draw whip
Move: Shift to -S,-10
Standard: Obsidian-toothed Whip
Target: Dante
Dante's Disruptive Strike:
1d20+16=29 vs. AC for 2d4+11=15 damage
Attack:
1d20+13-6(Dante's DS)=18 vs. Reflex Miss
Human Knife Fighter
Minor: Draw Knife
Move: Shift to -S,-6
Standard: Dance of the Knife
Target: Draglin
Attack 1:
1d20+15+2(CA)=30 vs. AC for 1d6+8+2d6(CA)=21 damage
Shift 1: to -S,-5, and then back to -S,-6
Attack 2:
1d20+15+2(CA)=23 vs. AC Miss
Shift 2: to -Q, -8
Human Ruffian 2
Minor: Draw Mace
Move: Shift to -S,-6
Standard: Dazzling Strike
Target: Draglin
Attack:
1d20+14+2(Flanking)=30 vs. AC for 2d8+1+1d6(CA)=7 damage
Granted Shift: Waived
Human Blademaster 1
Minor: Draw blade
Standard: Dual Attack
Targets 1&2: Draglin
Attack 1:
1d20+14+2(Flanking)=36 vs. AC for 1d8+8+2d6(CA)=28 damage
Attack 2:
1d20+14+2(Flanking)=36 vs. AC for 1d8+8+2d6(CA)=28 damage
*EDIT* Draglin's IR knocks Blademaster 1 prone (damage updated in next post)
Granted Shift: Cannot shift because he is prone.
Move: Waived
Human Blademaster 2
Minor: Draw blade
Move: to -V,-5
Hunter's Thorn Trap: 8 damage and immobilized
Standard: Dual Attack
Targets 1&2: Virgil
Attack 1:
1d20+14=33 vs. AC for 1d8+8=9 damage
Attack 2:
1d20+14=21 vs. AC Miss
*EDIT* Dante's MBA does 16 damage (damage updated in next post)
Granted Shift: Can't. He's immobilized
Human Ruffian 3
Minor: Draw mace
Move: -W,-6 (Using 2 squares to get onto the bar)
Standard: Charge -V,-7 to -U,-6
Target: Dante
Attack:
1d20+14=21 vs. AC Miss
Human Ruffian 4:
Minor: Draw mace
Move: to -R,-7
Standard: Dazzling Strike
Target: Max
Attack:
1d20+14=29 vs. AC for 2d8+1=9 damage
Granted Shift: to -Q,-6
[/sblock][sblock=status]Gloom
-T,-8 81/81HP 11/11HS 1AP
Draglin
-T,-7 -10/74HP 9/9HS 1AP
Unconscious
Dante
-T,-6 67/67HP 6/6HS 1AP
Virgil
-U,-5 85/94 2/2HS
Auntie Mab
-V,-10 60/60HP 7/7HS 1AP
Max
-S,-7 58/67HP 8/8HS 1AP Dazed
Human Ruffian 1
-R,-5 88/96HP Dazzling Strike Marked by Draglin Cannot see Mab
Human Ruffian 2
-S,-6 53/96HP Dazzling Strike Marked by Draglin Dante's Quarry, Cannot see Mab
Human Ruffian 3
-U,-6 96/96HP Needs to roll Athletics DC 15 if Attacked
Human Ruffian 4
-Q,-6 96/96HP Dazzling Strike
Human Slavehunter
-S,-10 88/103HP
Human Knife Fighter
-Q,-8 206/214HP 1AP Marked by Draglin
Human Blademaster 1
-U, -4 86/94HP Prone, Marked by Draglin
Human Blademaster 2
-V,-5 86/94HP Immobilized UEO Dante's NT, Marked by Draglin
[/sblock][sblock=Map]
[/sblock][sblock=Terrain: Please Read][sblock=Furniture]
- This will be treated as difficult terrain, but Creatures that are hit while standing in a square that is more than 1/4 occupied by a piece of furniture are subject to a DC 18 athletics check. Failure means that the creature falls prone in a random square adjacent to the piece of furniture and takes 1d6 points of damage.
- Dropping (or falling) prone behind furniture gives you total concealment and superior cover against any creature on the opposite side of the furniture. From any angle, it provides normal cover, but no concealment. From the same side, you are simply prone.
- Chairs and stools can be moved 1 square as a minor action, but tables and benches require a standard action. Moving anything further than one square expends a standard action and a move action. (I'm going to assume that everyone here is strong enough to move a table so no strength check
).
- Chairs, stools, food, plates, cutlery, and mugs can be used as improvised weapons requiring a minor action to pick them up.
[/sblock][sblock=The Bar]More accurately, squares -v,-10 through -V,-6 and -W,-6 through -Z,-6.
- Hurdling the bar takes a 2 square jump check (Athletics DC 20), but, if successful, it allows a creature to continue its move without counting the square hurdled.
- Failure means that you fall prone on top of the bar taking 1d6 points of damage (see Furniture).
- Creatures can climb over the bar in 2 squares of movement (4 if you count the bar stools. Remember that bar stools are difficult terrain and are not included in this cost).
[/sblock][sblock=Wall Torches]
- These can be used as improvised weapons.
- To remove a torch requires a minor action.
- Hitting with a torch does 1d4 fire damage.
- If a torch is used as a ranged weapon, it can possibly set fire to something. On a roll of 1 with a d6, the target square becomes a zone in which any creature passing through the zone takes 1d4 fire damage. Every round thereafter, a 1d4 is rolled. On a roll of 1, the zone grows to an adjacent square.
[/sblock][sblock=Bystanders]
- Bystanders are the ones without illuminated bases.
- Bystanders are unarmed, and were either curious as to the outcome of the fight, but unwilling to engage, or they were trapped in the bar before they could get out,...or they are asleep in a drunken stupor, unaware of what is happening.
- For every bystander hit (whether you do it or not), the party loses 100XP (after doubling) from the encounter total.
- For every bystander killed (whether you do it or not), the party loses an additional 400XP(after doubling) from the encounter total.
[/sblock][sblock=Kitchen]
- The kitchen is behind a bar with a stove/oven visible and stairway leading up (Remember you're looking for a cellar). The oven is hot. Being pushed or slid into it deals you 1d6 damage.
- The rest of the kitchen is not yet viewable from your vantagepoint.
[/sblock][sblock=Door to the Northwest]
- You are, as of yet, uncertain where this door leads.
- Breakdown requires a DC 20 strength check.
- Picking requires a DC 20 Thievery check.
- Opening (or trying it) requires a minor action.
[/sblock][sblock=Stairway to the Southwest]This stairway leads
up. (Remember you're looking for a cellar).[/sblock][[/sblock][sblock=Enemy Stats][sblock=Human Ruffian]
[/sblock][sblock=Human Knife Fighter]
[/sblock][sblock=Human Slavehunter]
[/sblock][sblock=Human Blademaster]
[/sblock][/sblock]