The leader of the mercenaries looks woozily around. Half his force is down, and he himself is badly battered and surrounded by enemies. He growls, looks at his sword, then hands it hilt-first to Dante.
"Stand down, lads," he calls to his group.
"They've got me dead to rights, and you couldn't beat them without me."
The two remaining archers drop their bows and put their hands above their heads. The goblin hesitates a bit, then likewise puts his hands up, although he calmly sheaths his sword first.
The spellcaster smiles wistfully.
"Would ye like the staff?" she says to Eraden.
"Won't stop me, ye know, but ye can take it if ye want." But she likewise raises her hands.
[sblock=terrain features]
* The big pit filled with fish (the light green area labeled "fish" is challenging terrain. Make a DC 15 Acrobatics or Athletics roll or fall prone whenever you take a move action which moves you on to a square of terrain (you don't have to roll for each square, only once per round).
* The conveniently labeled catwalks along the side are a different sort of challenging terrain. If you have a hand free, you can move normally along them. Otherwise it's a DC 20 Acrobatics roll to avoid falling flat on the fish.
* The big boxes provide cover. They provide superior cover (& concealment) for people crouching or prone behind them, or for small characters. They can be moved (DC 15 Athletics roll to push, DC 20 to pull or slide). Also, for an extra square of movement, you can jump up on top of one.
* The curtains provide superior cover. It's one extra square of movement to go through.
[/sblock][sblock=actions]Just in case you decide to keep fighting:
Merc Leader
Save vs. Dazed etc. (1d20=20)[/sblock][sblock=status]
Archer 1 - D21 -
Minion
Archer 2 - E21 -
Minion
Archer 3 - F18 -
0/1 Unconscious
Archer 4 - XXX -
0/1 Dead
Goblin 1 - XXX -
0/29 Dead
Goblin 2 - A18 -
29/29
Mercenary 1 - XXX -
0/47 Dead
Mercenary 2 - XXX -
0/47 Dead
Mercenary Leader - H19 -
18/66 AP:1 Warlocks' Curse (Alastair), Hunter's Quarry (Dante), Dazed & All Enemies have Concealment (save ends)
Mercenary Wizard - G18 -
44/44 Warlock's Curse (Alastair), Divine Challenge (Eraden)
Abigail - C20 -
-6/27 (8/9) AP:0 Unconscious, Dying
Alastair - G12 -
8/24 (7/7) AP:0
Dante - I19 -
12/22 (4/6) AP:0
Virgil - I20 -
10/22 (2/2)
Eraden - G16 -
22+2/28 (9/11) AP:0
Talks-to-the-Moon - A10 -
12/29 (9/9) AP:0
[/sblock][sblock=map]
[/sblock][sblock=enemies]
Archers: AC 13, Fort 13, Ref 14, Will 13
* Archer's Dodge: +4 AC vs. Opportunity Attacks
* None of the archers is currently wielding a melee weapon, therefore none will take Opportunity Attacks.
Goblins: AC 17, Fort 13, Ref 15, Will 12
* OA: Shortsword +6 vs. AC, 1d6+2 damage
* The remaining goblin has put away his sword and therefore will not take Opportunity Attacks.
Mercenary Wizard: AC 17, Fort 14, Ref 16, Will 16
* OA: Quarterstaff: +5 vs. AC, 1d8 Damage
Mercenary Leader: AC 18, Fort 15, Ref 14, Will 14
* OA: Longsword: +7 vs. AC, 1d8+6 damage, and the target is marked TENT
* The Mercenary Leader is no longer in posession of his sword and therefore will not take Opportunity Attacks.[/sblock]