BenBrown
First Post
The archers continue loosing arrow after arrow at Ismene until the nearest one notices something on the roof. He gives a brief strangled shout, turns and shoots, followed by his fellows who move into a better position and do the same. Only one shaft strikes, and the goblin that loosed it is soon eliminated from the battlefield as Spider rushes across the roof, vaults the battlements and buries his sword in the hapless creature's skull.[sblock=Enemy Actions]Archer #1
Move: to L16
Standard: Short Bow vs. Goldenhorn (1d20+8-2=16) miss
Archer #2
Move: to M16
Standard: Short Bow vs. Spider (1d20+8-2=14) miss
Archer #3
Move: to N16
Standard: Short Bow vs. Spider (1d20+8-2=21) 4 damage
Archer #4
Standard: Short Bow vs. Spider (1d20+8-2=14) miss[/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: L18 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: N17 HP 29/33, Surges 10/10, 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 L16 Minion
Archer #2 M16 Minion
Archer #3 N16 0/1 dead
Archer #4 O16 Minion[/sblock]
Move: to L16
Standard: Short Bow vs. Goldenhorn (1d20+8-2=16) miss
Archer #2
Move: to M16
Standard: Short Bow vs. Spider (1d20+8-2=14) miss
Archer #3
Move: to N16
Standard: Short Bow vs. Spider (1d20+8-2=21) 4 damage
Archer #4
Standard: Short Bow vs. Spider (1d20+8-2=14) miss[/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: L18 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: N17 HP 29/33, Surges 10/10, 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 L16 Minion
Archer #2 M16 Minion
Archer #3 N16 0/1 dead
Archer #4 O16 Minion[/sblock]