OOC:
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It's been 5 days and Modest hasn't posted, so I'll be NPCing him this round again.
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The thunder explosion and its ramifications settle in,
"Damn!"
Nyar sets his jaw. Green and yellow electricity circles his wand before lightning shoots out and blasts the spear holder, knocking him back.
The wand still pulses with power as a vortex of wind and lightning forms underneath the hobgoblin with the halberd and lifts him straight up.
"Bearn! Can you finish off that lizardman while he is down? Dalvach can you heal Bearn and keep him up?"
[sblock=actions] Move: Shift to O22.
Standard:
Empowering Lightning versus Hobgoblin Spear: ([16, 8], [3, 7, 6])
Roll Lookup So hit Reflex 24 for 16 damage. He is also pushed one square.
Free:
Wand of Accurary (+3 to next attack, +5 damage for use after Empowering Lightning)
AP:
Pinioning Vortex versus Hobgoblin Halberd: 1d20+8+3, 2d6+6+5 ? ([20, 8, 3], [2, 5, 6, 5])
Roll Lookup Crit! extra damage: 1d8 ? [2] = (2)
Roll Lookup . So then hits Hobgoblin Halberd Fortitude 31 for 25. He is up 10 feet, dazed, immobilized and grants CA to allies. [/sblock]
Baern takes a deep breath and roars loudly.
GRRRAAAAAAAA! The rangers sweeps his twin waraxes around at the Lizardman. He keeps Tooth up between them in a defensive posture.
[sblock=OOC]
Move: Shift to N20 quarry lizardman
Minor: Second Wind for +3 defenses
Standard: Twin Strike against lizardman
1d20+9=22 vs AC for 1d12+3=11 damage, Miss (13) with second and 1d6=5 quarry damage
Coup De Grace 15 first hit, 15 second hit, 6 quarry, 4 crit weapon, 5 crit weapon = 45
[/sblock]
Nyar pauses after the lightning and mini tornado and sees the stone golem standing still.
"Hey! Guardian! Don't just stand there! Go capture one of those two! I bet the fat tiefling knows who is in charge!"
Turning his head this way and that, guardian decides for some strange reason that the target in the arena is better then running after the elf in the press of people.
He runs toward the edge of the platform, holding the end of the rope and simply dropping down, only catching the edge with his hands arresting his momentum once and then dropping again, trailing the rope. Amazingly, the rope catches the blades and thugs back for a moment before snapping, slowing the fall of the behemot for barest of moments.
It hits the ground with a crash and plume of dust obscures it from the view. It then barrels toward the thiefling hitting it with that strange halberd of his.
[sblock=Actions]
Move: 2 squares to T13; 2 squares of his reach down into the abbys and dropping down for 6 squares
Athletics climbing; Acrobatics for avoiding damage; (1d20+10=15, 1d20+3=10)
Fall damage (3d10 - 5=16) -
ouch! 5 above the average
Standard: get up
AP:
Charge vs Thiefling's AC; Damage (1d20+10+1=28, 1d10+5=14) - non-lethal, end up in P9
Free: Mark the thiefling
Minor: If this doesn't drop the thiefling use Form of the winter herald to slow him - the idea being, no shifting on difficult terrain and if he triggers OA and is hit, he'll be slowed.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
[/sblock]
Releasing her full-blade from it's resting place, Veruza rushes headlong into the crowd, almost forgetting the danger she was putting herself in, almost. She carefully kept her back against the furthest wall from the pit, and held her sword ready in front of her.
[sblock=OOC]
Minor wield full blade
Standard, ready action, Sonnlinor's Hammer, Intended Target; first hostile attacker, Trigger; when first hostile attacker strikes Veruza. 20 vs AC, 14 damage, and the next attack the target makes before the end of Veruza's next turn takes a -4 penalty to the damage roll.
Roll Lookup
Move as close to Audrey as possible, while staying in the stands, and away from the edge. (I think this is Q1, but if the crowd has left, Veruza may be able to make it to S1)
[/sblock]
Dalvach moves up and attacks the Lizardman on the ground, hoping he can help out Baern in the process.
The Lizardman stirs to consciousness. The Hobgoblin with the Halberd yells at the Lizardman and encourages it
"Get up and fight!". It then savagely slashes Baern across the chest, flinging his unconscious body across the arena.
"You're next." it snarls at Dalvach and it moves around and slashes him across the shoulder. The Hobgoblin smiles a toothy grin when he connects.
The portcullis to the north starts to rise at the Tiefling's last command. The Tiefling pulls out Flashbang Powder and throws it into Cairn's face.
"Bye, bye, sucker." he cackles before slipping away in the smoke. As Cairn wipes his eyes, he cannot see the Tiefling at first. The rest of the team sees the Tiefling run through the gates to the north
"Drop the gates!" he yells and the portcullis suddenly drop downs with a loud bang.
[sblock=OOC]
Darvach moves to O17 and Coup De Grace's Lizardman for 17 and gives Baern 6 temporary hit points.
Hit for 15 +2 for crit
Lizardman wakes up.
save vs. unconscious 16
Hobgoblin with Halberd hits Baern for 23. It gives Lizardman 10 temporary hit points. It hits Dalvach for 10.
16+mods to hit Baern, 23 damage
14+mods to hit Dalvach, 10 damage
Tiefling throws Flashbang Powder at Cairn and moves behind the portcullis. He has superior cover from behind it (i.e. -5 to PC attack rolls)
Flashbang Powder vs. Cairn 23 Fort, Stealth 17+mods
Enemy Round 3
Cairn; P9; 39/63; +1 AC, resist 5 cold, each square within 2 squares of Cairn is difficult terrain for his enemies
Nyar; P22; 26/33; 5 temp hit points
Baern; K21; 0/47;
Bloodied, unconscious, prone, dying
Enemies;
Lizardman; N18; 62;
Bloodied, Quarried by Baern, prone
Hobgoblin Spear; K18; 67; dead
Hobgoblin Halberd; P16; 35;
Tiefling; N3; 55;
Bloodied, marked by Cairn, superior cover
Elf; gone; 3; fled
Audrey; S13; 26;
Bloodied, prone, possibly dead or dying
Dalvach; O17; 20/43;
Bloodied
Veruza; Q1; 40/40;
Baern's init goes first since he is unconsious. I need a death saving throw for him. It's the PC's turns.
White boxes are doors or portcullises. Wavy lines are curtains. The walls are 35 ft and lined with spikes, except on the platform. That's 40 ft and lined with spikes.
Climb DC for Walls is 16. Or 10 with a rope. 22 to get over the spikes safely.
[/sblock]