Round 8, concluded
Ibram replaces his sword and pulls out a small crossbow, loading it.
Aurak, badly wounded, tightens his defenses.
The sole remaining bandit takes a look at the foes arrayed against him, and decides that living suits him better than dying. He turns and runs at top speed, disappearing into the deeper forest behind the cabin.
[sblock=ooc]Ibram switches to his crossbow and loads it.
Rocco fails to die.
Aurak wasn't actually prone; my mistake. So he has a move action left if you feel like spending one. He takes total defense.
bandit 3 double runs, moving into the forest at A31. He has total concealment from all of you (and vice versa) due to more than 5 squares of lightly obscured terrain. But you do know what square he's in; he ran in a straight line and made a lot of noise. Also, he grants CA due to running. So if you want to take a pop at him, it's -5 for total concealment, +2 from CA, and possibly -2 for a range increment. I count the range as 17 squares from where Cyr is, and he's the closest of you.
The bandit is going to keep running, so combat is effectively over (unless you feel like chasing him), but we need to stay in rounds until Rocco's fate is resolved. Someone needs to heal him, e.g. with a potion, since I think you're out of other healing resources, or make a DC 15 heal check to stabilize him, before he fails 2 more death saves.
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[sblock=status and initiative]
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Myri unconscious
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Issa dead
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Elalaran dead
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Bandit 1 dead
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Bandit 2 dead
- Bandit 3 unharmed
- Ibram 7/30 HP, 9/11 surges, 1 failed death save
- Rocco 0/31 HP, 9/12 surges, 1 failed death save, prone, dying
- Silphyus 18/28 HP +5 temp, 8/9 surges
- Cyr 7/22 HP 6/7 surges, dazed TENT
- Kryath 26/26 HP, 8/8 surges
- Aurak 1/27 HP, 9/11 surges, +2 def tsnt
Resources Used:
- Cyr: AP, Silent Malediction, Memory of a Thousand Lifetimes, Blades of Astral Fire, Channel Divinity, Second Wind
- Ibram: AP, Echoing Roar, Majestic Word x2, Thunder's calling, second wind, Dire Radiance
- Rocco: AP, second wind
- Myri: shadow jaunt, AP, Cursebite
- Issa: shadow jaunt, AP, Cursebite
- Kryath: Ice Javelins, breath weapon, Ray of the Moon
- Aurak: Lay on Hands x2, Divine Strength, Valorous Smite, second wind
- Silphyus: AP, second wind, vampiric embrace, Memory of a Thousand Lifetimes
[/sblock]
[sblock=Enemy stats]Human bandits: AC <= 24, 11 < Reflex <= 19
[/sblock]
[sblock=map and terrain notes]
Squares that are more than half covered in vegetation are difficult and lightly obscured terrain. Entering such a square costs 2 squares of movement. Creatures in obscured terrain have concealment, and if there are five or more squares of obscured terrain between you and a target, that target has total concealment from you.
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