As Yishim retreats, he is by some elementals. Well, that's his problem, now. And also the janitor's.
In the back street they hear the archer who fell cursing violently.
-''Broke my ankle. Arrrgh!''
Hopefully he's gonna limp out of here.
The dragon is more persistent. He wildly rakes Owen body, nearly killing him and then gains altitude for safety. He furiousls vomits another giant lightning on the heroes that engulf Owen, Dante and the mysterious automaton. Owen falls unconscious and the automaton is destroyed.
The boss is in a killing mood but is hampered by several layers of magic at the moment and wildly misses Halcyon.
But the worst threat at this point are the archers; they launch a volley that is deadly accurate; Mikara and Sound of Stone are grievously wounded. Queen, on the other hand, barely notices that an arrow flied through her.
GM: | The fight was balanced at the utmost limit of what 12 PC can handle. I actually calculated a maximum of XP to add to the fight based on each of your level, so with a level 3 pc leaving, I had to remove some opposition. Not ideal, but that's the best I can do. Hope I didn't remove too much or not enough, that's hard to gauge in mid-fight. | |
GM: | Some of you are getting lax with the rolls... Remember, include Attack and Target.
Try to detail the bonus as much as possible too. For example, Owen shouldn't roll a +11 attack bonus... He had 1d20+8+2+1 for the last attack, though. It's easier for me to track. | |
GM: | Satus High Light
Lenard, Halcyon, Queen and Aedan have CA against the boss and adjacent fire elemental (swarm of locust)
Aedan is hidden from the archer shooting down at SoS.
| |
[sblock=Actions]
Dragon
Standard:
Claws vs Owen (1d20+10=27, 1d4+5=7, 1d20+10=25, 1d4+5=7) 14 dmg on owen
Interrupt by Owen
COmbat Challenge vs Dragon shifting (1d20+8+2=17, 1d10+4=5) miss
AP
Breath
Reflex 1: Owen 2ante 3:Summoning (1d20+8=11, 1d20+8=10, 1d20+8=21, 2d6+4=15) 7 on Owen and Dante, 15 on automaton (destroyed)
Boss (Immobilized)
Chain Yank vs Halcyon (1d20+8-4-2=8, 1d10+4-6=3) miss
Fire elementals
Fire elemental 1:Halcyon 2:Artemis (1d20+4=18, 1d20+4=11)
Archers
Archers 1:Sound of Stone 2:Mikara 3:Queen (1d20+7=25, 1d10+4=13, 1d20+7=22, 1d10+4=7, 1d20+7=22, 1d10+4-4=2) Whoa!
[/sblock]
[sblock=S&S]
Wyrmling: 15/96, cursed (Art.), Quarry, marked (owen), AP spent
Big Boss: 141/185 immobilized, -4 attack TENT, marked (Dante)
Swordman Q25: 23/40
Fire Elemantal O22: 2/27 Marked (Halcyon)
Fire Elemental J26: 9/27
Aedan: 17/27 AP spent, hidden 27
Artemis Hark: 3/24 -1H
Dante: 8/27
Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent
Halcyon: 8 (3) /29 AP&SW spent
Lenard: 13/28 Ap spent
Mercurial: 12/24 -2H, AP&SW spent
Mikara: 3/39, AP spent
Owen: -4/28 AP spent
Queen: 20/30 WS
Sound of Stone: 5/24 AP&SW spent
Gang Leader (Sinruth, Hobgoblin)
Perception 13
HP 185; Bloodied 92
AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12
OA: Chain Trip (standard; requires spiked chain, at-will) Weapon
reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Wyrmling
Perception 14
HP 96; Bloodied 48
AC 18; Fortitude 17, Reflex 17, Will 16
Resist 5 lightning
OA: Claw (standard, at-will)
+10 vs AC; 1d4+5 damage.
Hobgoblin toadies
Perception 11
HP 1; a missed attack never damages a minion.
AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12
OA: Longsword (standard, at-will) Weapon
+6 vs AC; 5 damage.
Phalanx Soldier:
The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Archers
Perception 21
HP 32; Bloodied 16
AC 15; Fortitude 11, Reflex 13, Will 12
OA: Short Sword (if drawn)
+5 vs AC; 1d6+4 damage.
Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6
Perception 11
AC 14, Fortitude 12, Reflex 14, Will 13
Frozen in Place
Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.
OA: Slam (Fire)
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: Ongoing 5 fire damage (save ends).
Lesser Water Elemental
Perception 10
HP 29; Bloodied 14 Initiative +2
AC 15, Fortitude 14, Reflex 13, Will 12
Sensitive to Cold
Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn.
OA: Slam
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 damage, and ongoing 5 damage (save ends).
Swordmen
Perception 12
HP 40; Bloodied 20
AC 18; Fortitude 18, Reflex 14, Will 14
OA: Short sword
+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn
[/sblock]