Tessa moves back toward Wil, targeting the same Kobold the bard attacked with a cloud of daggers. The attack did not kill the beast, but drew more blood.
"Away with you, wolf!" The wounded slinger turned to the adjacent Wolf and fired a bullet. But the slinger slipped on the blood pool at its feet and hit the ground. Cursing, it slowly got back to its feet.
The Skirmisher hissed and struck with its spear, cutting Kane again. The warrior was now completely covered with blood, but still standing. With light feet, it shifted away, and then retreated into the east building.
The slinger near the east building door fired at Kane, but the bullet bounced off his armor harmlessly. It too retreated into the building.
Wil saw movement out of the corner of his eye. He looked into the central building and watched the dragonshield drop his shield and grab a large chest on the table inside. He moved toward the door, apparently trying to escape with it.
[sblock=Mechanics]
Tessa
Move: O8 to N7 to M6 to L6 to K6 to J6 to I6
Standard: Cloud of Daggers on C11
Attack:
1D20 + 4 => 19 Hit
Damage:
1D6 + 4 => 5
Slinger C11
Effect: 2 damage from CoD.
Standard: Attack Wolf
Attack:
1D20 + 6 => 10 Miss
Effect: Falls Prone from Jinx Shot
Move: Get Up
Skirmisher E16
Standard: Attack kane
Attack:
1D20 + 6 => 21 Hit
Damage:
1D8 => 6
Minor: Shift to D16
Move: D16 to C16 to B16 to A16 to -A16 to -A17 to -A18
Slinger A16
Standard: Kane
Attack:
1D20 + 6 => 14 Miss
Move: to -A21
Slinger C9 (Unconscious one)
Save unconscious:
1D20 => 2
Save slowed:
1D20 => 15
Effect: Condition Slowed ends.
Dragonshield
Free: drop shield
Move: to K14
Minor: Pick up chest
Standard: move to K9
[/sblock][sblock=Status]
Wil Rando (20): K7
4/28 HS 8/10 AP 0
Majestic Word used twice. SW Used. Bloodied,
Tessa Tressd'n (20): I7
11/23 THP
3/3 HS 6/7 AP 1
Bloodied
Hergunna (20): E7
13/31 HS 6/9 AP 0
Bloodied
Kane (20): F16
12/35 THP
0/6 HS 4/10 AP 0
Bloodied Second Wind Used
Stanng (20): I16
7/25 THP
3/3 HS 6/10 AP 0
Bloodied, Shifted (+2 dmg, +2 regen)
Summoned Pack Wolf (20): B10 7/15
Inside Main Building:
Kobold Dragonshield (6) - K9
13/36 THP
0/5 Bloodied,
Disarmed
To the North:
Kobold Slinger (2) - -A21
7/24,
Bloodied
Kobold Slinger (2) - C11
2/24 ,
Bloodied
Kobold Slinger (2) - C9
24/24 Unconscious,
Prone
Kobold Skirmisher (2) - -A18
18/27
Dead:
Kobold Slinger (2) - B15 0/24, Dead
Kobold Skirmisher (2) - F7 -1/27, dead
Kobold Skirmisher (2) - Q11 -4/27 Dead
Kobold Skirmisher (2) - O10 -6/27 Dead
Guard Drake (6) - L9 -3/48
Guard Drake (6) - J10 -1/48 Dead
Kobold Dragonshield (6) - H10 -13/36 THP
0/5 DEAD
Kobold Dragonshield (6) - J11 -20/36 THP
0/5 DEAD (now pulp)
Kobold Wyrmpriest (6) - K12 -6/36 DEAD (and burning)
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Dragonshield
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Kobold Slinger
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12;
Speed 6
Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Kobold Skirmisher
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8 damage.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
[/sblock][sblock=So, what happened?]
1. C11 has 2 hp left, but Tessa's cloud will dissipate before its next turn, so it won't die from that.
2. C9 is still unconscious, but no longer slowed.
3. Slinger and Skirmisher are inside the east building.
4. I'm just telling you, the west building is empty.
5. Dragonshield is trying to get away with the treasure chest. Be careful Wil, he could use it as an improvised weapon.
[/sblock][sblock=Map/movement]You can still move outside the range I am zoomed to on the map. Ex., anyone could move straight west to L1 if she wanted to. I've just zoomed in to make it easier to read the map.
Also, keep in mind, as you move, you may make map areas more visible, and there may be other obsticles there.
[/sblock][sblock=Rules for moving the Bed]
It's not super heavy, but it's big and bulky, and the weight is awkwardly distributed, given your relative size. So, make a strength check.
00-05 - Doesn't move
06-10 - Moves 1 square
11-20 - Moves 2 squares
21-30 - Moves 3 squares
31-40 - Moves 4 squares
41-50 - Moves 5 squares
51-60 - Moves 6 squares
If two or more players team up to move the bed, add the strength rolls together. At the end of the move players should be at squares adjacent to the opposite ends of the bed (So, 1 player should end at head or foot of bed. 2 players, 1 should be at head, other at foot). You can shift 2 to an adjacent (to the bed) square as a free action.
[/sblock]