[sblock=stonegod]Yeah you don't have to worry about drowning. In fact, if you'd like, I'll let you simply walk under water where it's deep. Still difficult terrain, but you only have to roll Athletics against the current if you end your turn in deep water.[/sblock]
Dane pats off the eletrical burns off his new armor and his face scrunches up with rage.
If yah didn't like mi sing, just say.
Cova' mi, dwaf gonna in!
Dane charges for the river bank as fast as his stubby, beat up legs can take him then bounds across the river to the otherside. He lets out an
ARG! as his arms and legs flail in the air. It is an ugly sight to see. But he lands on the otherside and scampers around the rock where the h'ork is.
He spys a hobgoblin on the other side of the rock, wielding two scimitars and leather armor. He quickly blocks Dane's path and slices done on the dwarf's shield.
[sblock=Actions] Double run. Jump L11 to Q15. End movement at R17.
Athletics (Jump) (1d20+9=29)
I like the new mapping system. Nice upgrade

.
**Thanks. I stole the map and made some minor edits. Don't worry, my lovely artistic skills will appear later.
However, I don't quite understand how you got that far without moving through the large boulder. I'm placing you at R16 since the hobgoblin moves anyway.
Held Action from Hobgoblin. Move and attack Dane.
14 vs AC, Miss**[/sblock]
Georg grunts and he draws in a breath, holds it and yanks out the arrow. He moves towards a boulder and conjures a large ball of flame across the river. It rolls into the side of the half-orc, burning the creature and threatening with its intense heat. The half-orc yowls in pain.
Be careful, there may be more of them! He moves for cover behind the boulder
[sblock=mechanics] A crit

Well can't use my shield or staff there, but note them in my mini-stats Scorpius. Maybe I can kill the ones on the other side, even if it uses up my daily
**noted**
Minor: Second Wind (Heals 10 and gives me Rune Scribed Soul +1/+4)
Standard: Flaming Sphere in O18
1d20+9=22 (vs Half-Orc Ref) for 2d6+10=14 fire damage. Any creature starting adjacent to the sphere takes
1d4+6=7 fire damage
Move: Walk to G12
[/sblock]
-----------------------------------------
Initiative
Round 1
21; Rurdev; E8; 51/51
18; George; G12; 32/40 +5 thp; Rune Scribed Soul +1/+4; Acted
18; Hadrak; J11; 45/52; +1 to defenses TENT; Acted
17; Raiyek; H6; 56/56; Acted
9; Dane; R16; 52/60; Acted
9; Enemies
Half-orc; P17; 9/38 hp;
Bloodied
Wizard; U5;
Hobgoblin; R17;
7; Incarnation; C6; 45/53
Stats
Half-Orc
R 15
[sblock=Map]
[/sblock]
Flaming Sphere: O18; Any creature starting adjacent to the sphere takes 7 fire damage
Boulders and trees block line of sight. They also can give cover. Athletics 15 to climb. Climbing a tree gives you cover. Being in top of a rock gives cover if you crouch or go prone.
The striped squares in the river are deep water. They require an Athletics 17 (as part of a move action) to swim across. Fail by 4 or less and you are pulled one square toward the bottom of the map and your move actions is ended. Fail by 5 or more, and in addition you also sink 1 square, loosing a healing surge. Make a DC 21 Endurance Check if you are bloodied. Fail on three times before a success and you will drown.
All water square are considered difficult terrain and require two movement per square even with a successful Athletics check.