A hidden figure on the high ground of Kamroth Estate uses the elevated wood on the rear of the property to surveil Hightown and Lowtown for his bounty target or for any criminal element harming the folk of Fallcrest. He's long been aware that there is a shady events being undertaken on the estate...perhaps that is the true reason why he has been drawn to those woods on the property...hoping to find evidence of Armos Kamroth's illicit activities.
Is today that day? Four naked fellows, clearly stricken by injury and covered in blood are guided by a snowfang shifter who intermittently trades bipedal sprinting for galloping on all fours...and...a young boy in what appears to be ceremonial garb. They're hustling across the lawn toward Vorn's position in the trees.
Beyond, the Wizard Starn, of recent infamy, is being chased by Kamroth Estate security personnel, including attack dogs, handlers, and a rider who will fast gain.
VORN's abseil system is already in place to rappel down the crag on the back of the property...if only, these poor folks can make it.
MECHANICS/TERRAIN/SKILL CHALLENGES/ETC
* Illumination: Full
* Waves: Every odd round (3/5 etc), a new Enforcer Rider enters the scene in A8.
*
Resolve PRIMARY Skill Challenge:
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
✦ All 3 PCs must enter one of the 3 x squares marked * on the far right of the map to abseil down the crag to the Hightown Avenue below in order to leave the scene and gain the final 1 x Success for the SC.
*
Resolve OPTIONAL Skill Challenge:
Goal: Free any redeemable cult thralls from its fell influence.
✦ The 4 orange M's (Minion merchants) and the B (Minion boy) must enter one of the 3 x squares marked * on the far right of the map.
✦ 1 x PC who has already left the scene and 1 remaining PC adjacent to * must succeed at Group Athletics Check (Move Action DC 13) to assist the merchants and the boy in abseiling down the crag to the Hightown Avenue below in order to leave the scene and gain the final 2 x Successes for the SC.
*
Merchants (Minions): AC 14, NADs 12, Speed 4.
*
Boy (Minion): AC 16, NADs 14, Speed 6, Trait
Aid Merchants (Aura 2) - Merchants in Aura gain +1 speed and defenses.
*
Trees: Squares that are 50+ % illustrated trees are difficult terrain and grant Partial Concealment (-2 penalty to attack rolls against targets) due to light foliage. Partially illustrated squares are only color.
TREE TERRAIN STUNT:
A character in a Tree square can spend a move action to gain Total Concealment (-5 penalty to attack rolls against targets) and shift 1 sq (exception to normal difficult terrain rules).
*
Animal Ossuary Pits (hindering terrain, purple sqs): A creature that starts its turn in or adjacent to an ossuary square is slowed UtEoT. A creature that ends its turn in or adjacent to an ossuary square takes 3 damage and is immobilized until the start of its next turn.
*
Attack Dogs (small, natural, beast, skirmisher, minion): 1 HP, AC 16, Fortitude 14, Reflex 14, Will 12, Init +5, Speed 7.
*
Dog Handler (medium, natural, humanoid, controller/leader, standard): 36 HP, AC 16, Fortitude 14, Reflex 14, Will 12, Init +2, Speed 6.
*
Enforcer Rider (medium, natural, humanoid, brute, standard): HP 44, AC 14, Fortitude 14, Reflex 13, Will 13, Init +1, Speed 8 mounted (ignores ossuaries while mounted and moving but cannot end turn there, mount has 20 HP, 13 AC, 11 NADs) or 5 unmounted
*
Initiative:
Lief & Minions/Boy (L/M/B): 21
Vorn (V): 21
Rooter (or Frankenrunner) (R): Pending if deployed
Dogs (M): 13
Handlers (H): 12
Rider (R): 10
Starn (S): 6
ROUND 1
* (No Action)
VORN Battlefront Shift: Vorn shifts 3 sq to Z11.
* (No Action)
VORN Monster Knowledge (Nature):
vs Attack Dogs; r(19) +8 = 27. Meets the High DC.
Attack Dog
Small natural beast
Level 2 Minion Skirmisher XP 31
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 12, Reflex 13, Will 12 Perception+7
Speed 7
Standard Actions
(⚔)
Encircle the Quarry ✦ At-Will
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage, and the dog slides the creature 1 square.
Effect: An ally who flanks with the dog gains +4 bonus from combat advantage UtEoDNT.
Minor Actions
Spurred to Prey ✦ At-Will
Effect: The dog shifts up to half its speed.
Athletics +10
-------------------------------------
* (No Action)
VORN Monster Knowledge (Nature):
vs Dog Handler; r(11) +8 = 19. Meets the Medium DC but fails the High DC.
Dog Handler
Medium natural humanoid
Level 2 Controller (Leader) XP 125
HP 36; Bloodied 18 Initiative +2
AC 16, Fortitude 14, Reflex 14, Will 12
Speed 6
Keywords: weapon
Standard Actions
⚔
Tactical Whip (weapon) ✦ At-Will
Attack: Melee 3 (one creature); +7 vs. AC
Hit: 2d4 + 4 damage, and the target falls prone.
Effect: The handler can slide the target 1 square.
---------------------------------------
* (No Action)
VORN Monster Knowledge (Nature):
vs Enforcer Rider; r(10) +8 = 18. Meets the Medium DC but fails the High DC.
Enforcer Rider
Medium natural humanoid
Level 2 Brute XP 125
HP 44; Bloodied 22 Initiative +1
AC 14, Fortitude 14, Reflex 13, Will 13 Perception+2
Speed 6 (8 mounted)
Keywords: weapon
Trait
Equestrian
The rider ignores ossuaries while mounted and moving but cannot end turn in an ossuary.
☼
Underfoot (mounted)✦ Aura 1
Enemies within the aura grant combat advantage.
Standard Actions
(⚔)
Saber (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d12 + 5 damage.
⚔
Trample (mount) ✦ At-Will
Requirement: Must be mounted
Attack: Melee 1 (one creature); +5 vs. Fort
Hit: 1d12 + 5 damage and the target is knocked prone
Minor Actions
⚔
Kick (mount) ✦ Recharge when first bloodied
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage and the rider shifts 1 sq.
"Keep going!" LIEF yells at the boy as he sprints toward Starn, exploding from the tree line and past the wizard. He falls into a roll and comes up in a whirl, weaving in among the dogs and their handles, tearing everything in reach to shreds.
* Move: 1 sq difficult terrain, then to O16 (not difficult terrain), ending in L12.
* Standard: Move 6 sq to F16.
* (Free Action) 1 AP for Standard: Spinning Leopard Maneuver (Daily), shifting to C15, B14, A13, B12, attacking both Dog Handlers and all of the dog Minions except for the one on B10.
r(1)+6 = 7 vs Reflex (13). Miss B15 M.
r(4)+6 = 10 vs Reflex (13). Miss H1. Does half damage—r(8)+5 = 13/2. 6 Damage.
r(18)+6 = 24 vs Reflex (13). Hit
B13 M SLAIN.
r(14)+6 = 20 vs Reflex (13). Hit
B11 M SLAIN
r(15)+6 = 21 vs Reflex (13). Hit H2. r(10)+5 = 15 Damage.
* Free: Centered Flurry of Blows deals 5 Damage to
B15 M. SLAIN.
* Free: Supreme Flurry (Daily Utility), Shift to C9, Centered Flurry of Blows deals 5 Damage to
B10 M. SLAIN.
LOCATION: C9
DAMAGE: 6 to H1, 15 to H2, and B15, B13, B10, and B11
Minions dead.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0
The naked, bloodied MERCHANTS tear through the trees, barefully feeling the branches raking across them. Urged on by the BOY, they're unaware of the bowman perched above them.
ALL
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT.
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT.
With difficult terrain and the boy's Aid Merchants Aura the merchants (M) wind up at %8, %10, $9, #10. The boy is at %9.
LOCATION: %8, %10, $9, #10 (Merchants), %9 (Boy)
CURRENT DE/BUFFS: none
Seeing the naked, wounded folk being ushered away by the snowfang shifter, VORN drops from his perch in a nearby tree and heads their way. I always knew Kamroth was up to no good up here, he thinks to himself. He spots and recognizes the wizard Starn from Fallcrest, and realizes that the shifter is his companion. He watches as the shifter turns and with a flurry of movement dispatches the hunting dogs. Vorn rushes up near the group of seeming refugees. "I've an escape rigged not 25 yards away," he says to them, nocking an arrow and letting it fly. "Go and you may make it to safety!" He then nockes and fires three more arrows, leaving one of the dog handlers dead, and the second wounded. Hopefully, that'll even the odds enough for the wizard to finish off the enemy, or to make his escape.
* Move: 6 sq to T10.
* Minor: Quarry H2; Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage.
* Standard: Twin Strike (R20/40) vs H2's AC: r(17, 18) + 9 = 26, 27. Hit x 2. r(7, 4) + 2 +2 + r(5) = 20.
* No Action (Action Point for Standard): Twin Strike (R20/40) vs H1's and H2's AC: r(7) +9 = 16. Hit. H1 SLAIN. r(8) + 9 = 17. Hit. r(10) + 2 = 12 damage to H1. (BLOODIED).
LOCATION: T10
DAMAGE: 21 to H2; SLAIN. 12 damage to H1 (BLOODIED).
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0
Seeing his hounds and his companion handler decimated by the animal-like, bare-fisted warrior before him and a barrage of arrows from some unseen place in the woods, the HANDLER gives a brief thought to retreat. But he's no different than the dogs he has trained. He knows that, if he did, he'd receive worse by his own handlers and he'd be given no quarter by his enemies anyway.
So he circles into melee with the Wizard, thinking to hold the line long enough for reinforcements to arrive.
* Move: 5 sq to E13.
* Standard: Tactical Whip (M3, weapon) vs Starn's AC: r(11) +7 = 18. Hit. r(4, 1) +4 = 9 damage and Starn falls prone. Effect: The handler slides Starn 1 sq to D13.
⚔
Tactical Whip (weapon) ✦ At-Will
Attack: Melee 3 (one creature); +7 vs. AC
Hit: 2d4 + 4 damage, and the target falls prone.
Effect: The handler can slide the target 1 square.
LOCATION: E13
DAMAGE: 9 to S
CONDITIONS TO ENEMIES: S is prone and slides to D13.
CURRENT HP: 18/36
CURRENT DE/BUFFS: Bloodied.
The RIDER spurs his horse on with a loud call, a kick, and a flex of the reins. They circle Leif and attempt to trample him, the rider unstirruping a boot which Leif just evades.
When the dust settles, Leif has sprawled to avoid being mangled underfoot by thundering hooves.
* Move: 7 sq to D9 (circling to avoid OA).
* Standard: Trample (M1, mount) vs Leif's Fort: r(12) +5 +2 (CA) = 19. Hit. r(7) +5 = 12 damage and Leif falls prone.
* Minor: Kick (M1, mount) vs Leif's Ref: r(8) +5 +2 (CA) = 15. Miss.
Traits
☼
Underfoot (mounted)✦ Aura 1
Enemies within the aura grant combat advantage.
Standard Actions
⚔
Trample (mount) ✦ At-Will
Requirement: Must be mounted
Attack: Melee 1 (one creature); +5 vs. Fort
Hit: 1d12 + 5 damage and the target is knocked prone
Minor Actions
⚔
Kick (mount) ✦ Recharge when first bloodied
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage and the rider shifts 1 sq.
LOCATION: D9
DAMAGE: 12 to L
CONDITIONS TO ENEMIES: L is prone and in Underfoot Aura.
CURRENT HP: 44/44
CURRENT DE/BUFFS: Kick on cooldown, mounted.
STARN is looking over his shoulder expecting a dog to catch him any second when Lief explodes onto the scene and the dogs go down. Unfortunately he doesn't react quickly and one of the handlers cuts him off, suddenly tripping him with a lash of his whip. Luckily Starn avoids being entangled, but he's now stationary with an opponent blocking his escape! He quickly regains his feet and instinctively hurls the assailant back with a burst of psychic magic. Then, gathering his wits for a second he decides he needs to finish this enemy ASAP, as clearly the entire estate will be upon him in moments if he's pinned down. He quickly directs bursts of his most powerful thunder magic at both of the two hostile figures he can see close by. While the whip-bearing dog handler dodges the worst of the attack he's still knocked back even further and encased in a globe of unstable lightning which threatens more harm. The other figure, a rider, takes the second hit squarely and his mount reels back away from Lief. He too is encased by threatening peals of thunder.
* Move: Stands up.
* Standard: Beguiling Strands (CBl5; enemies, charm, enchantment, psychic) vs H2's Will: r(20). Crit. H2 takes 6 psychic damage and is pushed 3 squares to H16.
* No Action (AP for Standard): Rolling Thunder (R10, 1 or 2 creatures, conjuration, thunder) vs H2's and R1's Ref: r(4) +7 = 11. Miss H2. r(15) +7 = 22. Hits R1. r(7) +6 = 13 thunder damage to R1 and 6 (half) to H2. H2 slides 1 sq to I17. R1 slides 3 sq to D6. Effect: Thunderball in I17 and D6 under each.
LOCATION: D13
DAMAGE: 12 to H2. 13 to R1
CONDITIONS TO ENEMIES: H2 force move to I17. R1 force move to D6. Thunderball under each of H2 and R1.
CURRENT HP: 19/28
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0
H2 6/36 Thunderball under H2
R1 31/44 Thunderball under R1, Kick on cooldown
ROUND 2
LEIF Delays until after Vorn goes.
VORN sees the others moving to escape. He dashes forward, keeping to the trees. "This way!" He fires at the remaining handler, putting him down, then turns his sights onto the rider. He pauses for a moment to line up the shot and then lets fly. He's glad to hear the cry of pain from the rider, but the man doesn't fall from his horse. "Come on," he urges the others. "There are more riders coming!"
* Move: 6 spaces to Q10
* Standard: Twin Strike (R20/40) vs H2's AC: r(19) + 9 = 28. Hit x 1. r(6) + 2 +r(3) = 11.
H2 SLAIN. Second shot vs. R1's AC: r(11) + 9 = 20. Hit x1. r(7) + 2 = 9 damage to Rider 1,
BLOODIED; TRIGGGERS KICK TO REFRESH.
* Minor: Make Rider 1 my Quarry.
LOCATION: Q10
DAMAGE: 8 to
H2; SLAIN. 9 damage to R1 (
BLOODIED).
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Minor Concealment.
AP: 0
LIEF sees the enemy momentarily scattered and ensorcelled with Starn's arcane lightning, realizes more riders must be on the way, and makes a break for it. "C'mon!" he yelps at the wizard as scrambles to his feet and runs toward the trees.
* Move: Stand up.
* Standard: Move 6 sq to I11.
* Minor: Takes out his sling.
LOCATION: I11
DAMAGE: none
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0
The naked, bloodied MERCHANTS tear through the trees, barefully feeling the branches raking across them. Urged on by the BOY, they head to the precipice and wait for their rescuers to help them in getting down and fleeing this horror..
ALL
* Move: Move all to ^6 through ^10.
LOCATION: ^6, 7, 9, 10 (Merchants), ^8 (Boy)
CURRENT DE/BUFFS: none
The RIDER spurs his horse on toward his initial quarry; the Wizard Starn. Undeterred by the peal of thunder that wracks the rider and forces the horse to rear, Starn is left sprawling like Lief to avoid his skull being crushed by the horses mighty hooves!
* Move: 8 sq to E13 (circling to avoid OA).
TRIGGERS STARN THUNDERBALL; r(16) +7 = 23. HIT. 5 THUNDER DAMAGE TO R1.
* Standard: Trample (M1, mount) vs S's Fort: r(9) +5 +2 (CA due to Underfoot Aura) = 16. Hit. r(4) +5 = 9 damage and S falls prone. (
BLOODIED).
* Minor: Kick (M1, mount) vs S's Ref: r(4) +5 +2 (CA) = 11. Miss.
LOCATION: E13
DAMAGE: 9 to S (
BLOODIED).
CONDITIONS TO ENEMIES: S is prone and in Underfoot Aura.
CURRENT HP: 17/44
CURRENT DE/BUFFS: Kick exhausted, mounted.
STARN delays until after Vorn and Lief go...
A new ENFORCER RIDER appears on the field, galloping toward the violators of Kamroth Estate!
R1 17/44 Kick exhausted
R2 44/44
ROUND 3
LIEF hears Starn go down and pivots back without looking, running then rising into a leaping kick at the rider. That only snaps a rib, but the claws raking across him tear the rider’s throat out.
* Move: 3 sq to F13.
* Standard: Crane’s Wing attack on R1. r(16)+6 = 22 vs Fort (13). Hit. r(8)+5 = 13 Damage.
* Free: Centered Flurry of Blows deals 5 Damage to
R1. SLAIN.
LOCATION: F13
DAMAGE: 18 to R1,
SLAIN.
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0
VORN watches as the shifter kills the first rider, helping his wizard friend. He realizes that the speed of the horses will make escape difficult, unless the riders can be slowed down. He's not close enough to help the wizard directly, so he dashes from one treeline to another, using the cover to his advantage. He takes aim and fires at the new rider, hitting him solidly with his first shot, but missing with his second. Hopefully, the wizard has some trick left up his sleeve!
* Minor: Enter Skirmishing Stance
* Move: 5 sq to O6
* Standard: Twin Strike (R20/40) vs R2's AC: r(13) + 9 = 22. Hit x 1. r(6) + 2 + r(2) = 10. Second shot vs. R2's AC: r(3) + 9 = 12. Miss.
LOCATION: O6
DAMAGE: 10 to R2.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Minor Concealment; +2 to AC and REF from Skirmishing Stance
AP: 0
STARN is hears the thundering gallop of another horseman entering the fray. The Wizard picks himself from the ground, raises his tome skyward and calls forth a field of shadows that grasp hungrily at the horseman and its steed, halting its gallop to a labored trot.
* Move: Stands up.
* Standard: Grasping Shadows (ABu1; enemies, illusion, psychic) vs R2's and its Horse's Will: r(18, 4) +7 = 25, 11. Hit both. r(5) +6 = 11 psychic damage and R2 and Horse are slowed UEoSNT. Effect: Grasping Shadows zone UEoSNT (won't impact things).
LOCATION: D13
DAMAGE: 11 to R2 and Horse (Horse has 9/20 HP remaining)
CONDITIONS TO ENEMIES: R2 and horse are slowed UEoSNT.
CURRENT HP: 10/28
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0
The RIDER spurs his labored horse through the field of grasping shadows and toward the Wizard. He lifts his saber high to deliver a felling blow!...when a bird explodes from his peripheral, nearly dismounting the enforcer from his saddle!
Omens be with Starn of Septarch Tower!
* Move: 2 sq to C10 (slowed).
* Standard: Charge 2 sq to C12 and MBA Saber (M1, weapon) vs S's AC: r(1). Crit Miss.
(⚔)
Saber (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d12 + 5 damage.
LOCATION: C10
DAMAGE: na
CONDITIONS TO ENEMIES: S is in Underfoot Aura.
CURRENT HP: 23/44 (Horse is 9/20)
CURRENT DE/BUFFS: Slowed UEoSNT, mounted.
R2 23/44 (Horse is
9/20) Slowed UEoSNT, mounted.
ROUND 4
VORN sees that Starn is in trouble. He sprints forward between the ossuaries, calling out to the wizard. "Get on your feet, Starn! I'll try and hold them off." Vorn then sidesteps away from the ossuaries, and fires a shot at the horse caught in the shadows. As the horse dies, Vorn curses... he'd much rather have taken the rider out, but he knows he needs to slow the enemy down.
* Move: 6 spaces to I8
* Standard: Nimble Strike vs R2's Horse's AC: r(18) + 9 = 27. Hit x 1. r(9) + 1 + r(6) = 16 (
SLAIN).
TRIGGERS R2 FORCED DISMOUNT TO PRONE; LOSES TRAITS EQUESTRIAN AND UNDERFOOT AURA, STANDARD ACTION TRAMPLE, MINOR ACTION KICK. V shifts 1 sq to H8
* Minor: Inspiring Word to Starn. Healing surge (7) + r(3) = 10 HP back.
LOCATION: H8
DAMAGE: 16 to R2's
Horse. SLAIN.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: +10 HP to Starn, +2 to AC and REF from Skirmishing Stance
AP: 0
LIEF thrills, at the death of the horse—he's never seen an animal that large die, and his inner predator is jealous of the archer. He tears his attention away from the beast and screams "Run!" at Starn as he does just that, sprinting between ossuary pits and weaving among the trees.
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to N8.
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to V10.
* Minor: Put sling away.
LOCATION: V10
DAMAGE: none
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: grants CA and takes -5 penalty ATK UBoNT
AP: 0
STARN calls upon a word of power to activate his cloak which then folds around him like a protective suit of armor. Without regard for the prone, saber-wielding enforcer in clash-range, Starn hauls toward the wood and the crag beyond it!
* Minor: Activate Cloak of Resistance Daily; Resist 5 All UEoSNT.
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to L16.
TRIGGERS R2 OA SABER (M1, WEAPON) VS STARN AC: r(10) +7 -2 (prone) +2 (CA) = 17. HIT. r(5) +5 - 5 (RESIST FROM COR) = 5 DAMAGE TO STARN.
* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to T16.
LOCATION: T16
DAMAGE: none
CONDITIONS TO ENEMIES: none; slowed on R2 ends.
CURRENT HP: 15/28
HEALING SURGES: 7/8
CURRENT DE/BUFFS: grants CA and takes -5 penalty ATK UBoNT
AP: 0
The RIDER picks himself off the ground and hurtles toward the bowman in front of him...he thinks he's heard of a vigilante sniper who stalks the woods in and around Fallcrest. Perhaps this is him? Perhaps the fear of such a notion is what causes the Rider's saber to go wide. Perhaps it was Vorn's well-honed reflexes slipping the blow.
* Move: Stand from prone
* Standard: Charge 4 sq to G10 and MBA Saber (M1, weapon) vs V's AC: r(8) +7 = 15. Miss.
LOCATION: G10
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 23/44 (Horse is 9/20)
CURRENT DE/BUFFS: Slowed UEoSNT, mounted.
A new ENFORCER RIDER appears on the field, galloping toward the violators of Kamroth Estate!
R2 23/44 Horse is slain, loses all Mount abilities.
R3 44/44
ROUND 5
CALLING IT A COMBAT HERE. VORN HAS HIGH AC, MULTIPLE WAYS TO GET OUT OF TROUBLE, AND GROUP CHECK ATHLETICS SUCCESS. PCS AND NPCS LEAVE THE SCENE.