[sblock=Wil's Triggers]
Virtue of Prescience Triggers for L12 attack on Kruk.
[/sblock]Startled by the sudden attack, the wounded archer took aim at Kruk, but he sliped on a chunk of ice while taking aim, causing the attack to miss the the guard to fall down.
"Sir! we are under attack!" the prone acher yelled.
"In formation!" an order was shouted from behind the wall.
"Open the gate." Kane could hear many footfalls on the other side of the wall.
The second archer took aim at Kruk, and his aim was true. Wil, sensing the attack, cried out,
"Kruk! West Archer!" The dwarf, reacting to Wil's warning, side stepped, slashing the bolt in two in mid air.
The two outlaws moved together, jumping over the edge of the wall into snowdrifts. The snow broke their fall, but also stopped them in their tracks. With a bit of a struggle, each stood.
[sblock=Mechanics]
Archer L25
Standard: Bullseye Bolt vs Kruk (AC)
Attack:
1d20+14=22 Miss
Damage: 3d8+3=0
Effect: Jinxed - Falls Prone
Archer L12
Standard: Bullseye Bolt vs Kruk (AC)
Attack: 1d20+14=28 Hit
Effect: Virtue of Prescience triggers, blocking attack.
Damage: 3d8+3=0
Outlaw L10
Move: to M10 ...
Acrobatics:
1d20+3=14 Fail -- fall prone and end move.
Standard: Get up.
Outlaw L27
Move: to M27 ...
Acrobatics:
1d20+3=10 Fail -- fall prone and end move.
Standard: Get up.
[/sblock][sblock=Status]
Wil Rando: Y21
61/61 HS 10/10 AP 2 MW 2/2,
+1 AC/Ref-Shift-TENT,
Kane: M13
77/77 THP
0/5 HS 11/11 AP 2,
prone
Kruk: W18
80/80 THP
0/9 HS 12/12 AP 2,
Carolina: X18
54/54 HS 7/7 AP 2,
Charina: Z22
59/59 HS 7/7 AP 2,
Enemies:
Human Archer: L12
62/62 Bolts(19/20),
Human Archer: L25
10/62 Bolts(19/20),
Prone,
Bloodied,
Superior Cover
Human Outlaw: M10
87/87 Bolts(20/20),
Human Outlaw: M27
87/87 Bolts(20/20),
???
[/sblock][sblock=map]
[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline
2. The wall and gate are made of wood, 12' tall.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.
3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .
Human Outlaw
Medium natural humanoid, human
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
Halberd (standard, at-will) Weapon
Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn.
Pushback Strike (standard, recharge 5,6 ) Weapon
Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +11 vs AC; 1d8+4 damage.
Alignment Unaligned Languages Common
Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .
[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship
Wind's Will captained by
Captain Levenbrech, and mated by
Porse and
Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (
link to the leads gathered).
4. Went to the temple of Netari, where the new priest,
Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about
Hellview (
background reference for players).
5. Dealing a mortal blow to the Priest, he says
Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "
will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of
Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found
Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine.
[/sblock]