Ignoring the arrows flying at her, Ismene advances towards the door, followed by Carlotta, sword drawn, and Thais, her hands crackling with arcane energies.
"Listen, you baboon-faced worm," she shouts.
"This is my valley, and I'm here to fight for it!"
There's a rattling sound as a door opens, and a deep voice says.
"Varko, make short work of these wenches. Take that lot with you."
There is an excited barking, and the scrape of swords being drawn, then Ismene gives one last rude gesture at the doorway, then starts running, pursued by a small knot of hobgoblins and several large, vicious-looking dogs.
[sblock=initiative]
Goldenhorn (1d20+1=14)
Zardi (1d20+1=13)
Spider (1d20+5=12)
Tyris (1d20+4=11)
Enemies (1d20+3=8)
We'll put Graval after the enemies. If Horticulture comes back before the end of this round, he'll move, otherwise he'll maintain his position.[/sblock][sblock=map]
Green areas are brush. They are difficult terrain, but provide concealment (total concealment for prone characters).
Large rocks provide cover and are difficult terrain.
Trees provide cover, as usual.
Contour lines cost an extra square of movement to cross when going uphill (except on the marked trail)
When two contour lines are in the same square, they only cost one extra square of movement.
Two contour lines in the same square also provide cover and concealment on the downhill side from observers more than five feet away from the nearest line.
The tower is two stories high with the flat roof as the third story. It is battlemented about (note the dashed lines).
The lower part of the structure has a steeply gabled roof which is difficult terrain normally, but making a DC 20 acrobatics roll for each move action will reduce it to normal terrain. You can substitute an athletics roll if you're going straight up towards the peak. The edges of the roof come down to just over 5 feet off the ground on the north and south sides. The roof's peak is only five feet below the edge of the tower.
This means that going from ground to the roof costs an extra square of movement, as does going from the gabled roof to the tower top. Going to the tower top also requires that you go from N18 to N17 or M18 to M17.[/sblock][sblock=status]Goldenhorn: L22 HP
32/32, Surges 10/10, AP 1, second wind unused
Graval: L23 HP
37/37, Surges 12/12, AP 1, second wind unused
Spider: M22 HP
33/33, Surges 9/9, AP 1, second wind unused
Tyris: M23 HP
24/24, Surges 7/7, AP 1, second wind unused
Zardi: N22 HP
42/42, Surges 11/11, AP 1, second wind unused
Archer #1 O13
No Damage Taken
Archer #2 P14
No Damage Taken
Archer #3 P15
No Damage Taken
Archer #4 O16
No Damage Taken[/sblock]