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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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<blockquote data-quote="BenBrown" data-source="post: 5627062" data-attributes="member: 1642"><p>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]<strong>Archer #1</strong></p><p>Move: to L16</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3114496/" target="_blank">Short Bow vs. Goldenhorn (1d20+8-2=16)</a> miss</p><p></p><p><strong>Archer #2</strong></p><p>Move: to M16</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3114495/" target="_blank">Short Bow vs. Spider (1d20+8-2=14)</a> miss</p><p></p><p><strong>Archer #3</strong></p><p>Move: to N16</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3114494/" target="_blank">Short Bow vs. Spider (1d20+8-2=21)</a> 4 damage</p><p></p><p><strong>Archer #4</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3114486/" target="_blank">Short Bow vs. Spider (1d20+8-2=14)</a> miss[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChurchOnTimeTowerRound1.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Green areas are brush. They are difficult terrain, but provide concealment (total concealment for prone characters).</p><p>Large rocks provide cover and are difficult terrain.</p><p>Trees provide cover, as usual.</p><p></p><p>Contour lines cost an extra square of movement to cross when going uphill (except on the marked trail)</p><p>When two contour lines are in the same square, they only cost one extra square of movement.</p><p>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.</p><p>The tower is two stories high with the flat roof as the third story. It is battlemented about (note the dashed lines).</p><p>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.</p><p>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 <span style="color: Lime">32/32</span>, Surges 10/10, AP 1, second wind unused</p><p><span style="color: DarkSlateGray">Graval</span>: L23 HP <span style="color: Lime">37/37</span>, Surges 12/12, AP 1, second wind unused</p><p>Spider: N17 HP <span style="color: Lime">29/33</span>, Surges 10/10, AP 1, second wind unused</p><p>Tyris: M23 HP <span style="color: Lime">24/24</span>, Surges 7/7, AP 1, second wind unused</p><p>Zardi: N22 HP <span style="color: Lime">42/42</span>, Surges 11/11, AP 1, second wind unused</p><p></p><p>Archer #1 L16 <span style="color: Lime">Minion</span></p><p>Archer #2 M16 <span style="color: Lime">Minion</span></p><p>Archer #3 N16 <span style="color: DarkSlateGray">0/1</span> dead</p><p>Archer #4 O16 <span style="color: Lime">Minion</span>[/sblock]</p></blockquote><p></p>
[QUOTE="BenBrown, post: 5627062, member: 1642"] 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][b]Archer #1[/b] Move: to L16 Standard: [url=http://invisiblecastle.com/roller/view/3114496/]Short Bow vs. Goldenhorn (1d20+8-2=16)[/url] miss [b]Archer #2[/b] Move: to M16 Standard: [url=http://invisiblecastle.com/roller/view/3114495/]Short Bow vs. Spider (1d20+8-2=14)[/url] miss [b]Archer #3[/b] Move: to N16 Standard: [url=http://invisiblecastle.com/roller/view/3114494/]Short Bow vs. Spider (1d20+8-2=21)[/url] 4 damage [b]Archer #4[/b] Standard: [url=http://invisiblecastle.com/roller/view/3114486/]Short Bow vs. Spider (1d20+8-2=14)[/url] miss[/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChurchOnTimeTowerRound1.gif[/IMG] 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 [COLOR="Lime"]32/32[/COLOR], Surges 10/10, AP 1, second wind unused [COLOR="DarkSlateGray"]Graval[/COLOR]: L23 HP [COLOR="Lime"]37/37[/COLOR], Surges 12/12, AP 1, second wind unused Spider: N17 HP [COLOR="Lime"]29/33[/COLOR], Surges 10/10, AP 1, second wind unused Tyris: M23 HP [COLOR="Lime"]24/24[/COLOR], Surges 7/7, AP 1, second wind unused Zardi: N22 HP [COLOR="Lime"]42/42[/COLOR], Surges 11/11, AP 1, second wind unused Archer #1 L16 [COLOR="Lime"]Minion[/COLOR] Archer #2 M16 [COLOR="Lime"]Minion[/COLOR] Archer #3 N16 [COLOR="DarkSlateGray"]0/1[/COLOR] dead Archer #4 O16 [COLOR="Lime"]Minion[/COLOR][/sblock] [/QUOTE]
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