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Living 4th Edition
[Adventure] A scholar in need (DM:Someone, Judge: Renau1g)
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<blockquote data-quote="Someone" data-source="post: 5355419" data-attributes="member: 5656"><p>The tunnel is wide and spacious, and not too dark: light filters from holes and grates in ceiling and the upper walls, so you can navigate without sources of light. The underground journey doesn’t last even a minute, however: soon you arrive at a flight of stairs and the voices sound louder and the sound of running water is louder. Ianward peeks behind a corner and an arrow whistles past him. </p><p></p><p>“It’s them! The ones that attacked us!” says a familiar voice.</p><p>“Kill them! Don’t let them reach us!”</p><p></p><p>Taking cover behind corner and shield, Ianward can see a robed man, obviously Epigenes holding someone who cannot be other than Thogorius, who looks battered and almost unconscious. The soldier who fled from you the first battle is back; other mercenaries, armed with bows, flank the mage. And some construct beside him, shaped in the form of a large dog, emits a metallic growl.</p><p></p><p>[sblock=initiative]</p><p>Sound of Stone 24</p><p>Bones 24</p><p>Ianward 17</p><p><strong>Enemies</strong> 17</p><p>Artemis 12</p><p>Mercurial 12</p><p></p><p>Artemis and Mercurial must therefore wait until I post the bad guy's actions[/sblock]</p><p></p><p></p><p></p><p>[sblock=status]</p><p></p><p>Sound of stone: Healing surges 5/8</p><p>Bones: Action point used</p><p>Ianward: Healing surges: 11/14</p><p>Artemis: Fine</p><p>Mercurial: Healing surges 5/7</p><p>Halberdier: Fine</p><p>Archer 1: Fine</p><p>Archer 2: fine</p><p>Mage: Fine</p><p>Dog: Fine</p><p>Notes: surges missing were the needed to get you up to full HP and recharge infusions.</p><p>[/sblock]</p><p></p><p>[sblock=actions] </p><p>None yet</p><p>[/sblock]</p><p></p><p>[sblock=map]<img src="http://i118.photobucket.com/albums/o116/rowenstin/Scholar201.jpg?t=1287645237" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p>[sblock=terrain]The stair where you currently are have solid walls that prevent you from going directly south. You currently have no line of sight or effect to any enemy, and have to move through the e1 or e2 squares if you want to enter the hall.</p><p>The water is deep enough to cover you, so you’d have to swim if you fall in it.</p><p>The raised squares are 10 feet above the main floor.</p><p></p><p>There's another exit at squares M14 and N14, leading south[/sblock]</p><p></p><p>[sblock=enemy stats]</p><p>Halberdier:</p><p>AC=18, Fort 16, Ref 15, Will 14</p><p>MBA: Halberd; +8 Vs AC 1d10+3 damage and marks target.</p><p></p><p>Dog: </p><p>AC 18, Fort 16 Ref 15 Will 13</p><p>MBA: +9 Vs AC, 1d8+6 damage</p><p></p><p>Archer:</p><p>AC=15 Fort 11 Ref 13 Will 12</p><p>MBA +5 VsAC, 1d6+4 damage</p><p></p><p>Epigenes:</p><p>AC=17 Fort 13 Ref 14 Will 15</p><p>MBA +4 VS ac, 1d8 damage[/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5355419, member: 5656"] The tunnel is wide and spacious, and not too dark: light filters from holes and grates in ceiling and the upper walls, so you can navigate without sources of light. The underground journey doesn’t last even a minute, however: soon you arrive at a flight of stairs and the voices sound louder and the sound of running water is louder. Ianward peeks behind a corner and an arrow whistles past him. “It’s them! The ones that attacked us!” says a familiar voice. “Kill them! Don’t let them reach us!” Taking cover behind corner and shield, Ianward can see a robed man, obviously Epigenes holding someone who cannot be other than Thogorius, who looks battered and almost unconscious. The soldier who fled from you the first battle is back; other mercenaries, armed with bows, flank the mage. And some construct beside him, shaped in the form of a large dog, emits a metallic growl. [sblock=initiative] Sound of Stone 24 Bones 24 Ianward 17 [b]Enemies[/b] 17 Artemis 12 Mercurial 12 Artemis and Mercurial must therefore wait until I post the bad guy's actions[/sblock] [sblock=status] Sound of stone: Healing surges 5/8 Bones: Action point used Ianward: Healing surges: 11/14 Artemis: Fine Mercurial: Healing surges 5/7 Halberdier: Fine Archer 1: Fine Archer 2: fine Mage: Fine Dog: Fine Notes: surges missing were the needed to get you up to full HP and recharge infusions. [/sblock] [sblock=actions] None yet [/sblock] [sblock=map][img]http://i118.photobucket.com/albums/o116/rowenstin/Scholar201.jpg?t=1287645237[/img][/sblock] [sblock=terrain]The stair where you currently are have solid walls that prevent you from going directly south. You currently have no line of sight or effect to any enemy, and have to move through the e1 or e2 squares if you want to enter the hall. The water is deep enough to cover you, so you’d have to swim if you fall in it. The raised squares are 10 feet above the main floor. There's another exit at squares M14 and N14, leading south[/sblock] [sblock=enemy stats] Halberdier: AC=18, Fort 16, Ref 15, Will 14 MBA: Halberd; +8 Vs AC 1d10+3 damage and marks target. Dog: AC 18, Fort 16 Ref 15 Will 13 MBA: +9 Vs AC, 1d8+6 damage Archer: AC=15 Fort 11 Ref 13 Will 12 MBA +5 VsAC, 1d6+4 damage Epigenes: AC=17 Fort 13 Ref 14 Will 15 MBA +4 VS ac, 1d8 damage[/sblock] [/QUOTE]
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[Adventure] A scholar in need (DM:Someone, Judge: Renau1g)
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