The Commandant staggers from Damen's first strike. She hobbles toward the party and yanks the bolt out of her leg along the way.
The two guards at the table draw their weapons and charge at the adventurers. The first throws himself right into the thick of things, allowing himself to be almost surrounded by Beatrice, Jarel-karn, and Eithal.
"For Deias, Vahl, and the Imperium!" He strikes at Beatrice, but the swordmage throws off his aim with an errant bolt of lightning.
The second guard leaps onto the table, kicking up some dishes and goblets in the process, and moves next to Scarm. Towering over the poor kenku, he brings his longsword down in a powerful, but hapazard, strike.
Two bowmen guards file out of the room in the back, just as Jarel-karn predicted. They take aim at the same targets that their comrades in melee engaged, draw, and fire. Beatrice and Scarm are both struck by the heavy arrows.
[sblock=actions]Vahl: Walks to J8. Regenerate 5 hp.
Guard 1: Walks to M9.
Longsword vs Beatrice is interrupted by:
--Jarel-karn:
Countering Thunderclap misses Fort 1. (
1d20+13=14)
The
Longsword attack also misses AC 1.
Guard 2: Walks to N11, jumping onto the table.
Longsword vs Scarm hits AC 25 for 20 damage. Swift Parry would turn that into a miss if you'd like.
Archer 1: Walks to C12. Fails to see Damen.
Longbow vs Scarm hits AC 34 for 15 damage.
Archer 2: Walks to F14. Fails to see Damen.
Longbow vs Beatrice hits AC 27 for 18 damage.[/sblock][sblock=combatants]
Commandant Aliya Vahl
AC 30, Fortitude 27, Reflex 25, Will 26, Saving throws: +2, Regeneration 5
Vahl: 214/238 HP, dazed TENT Damen
Guards
AC 26, Fortitude 24, Reflex 22, Will 21*, Immune: Fear
Devoted to Vahl: Any time the guard is hit by an attack against its Will, the guard takes damage as normal, but ignores all other effects of the attack.
If you are adjacent to a Guard and shift or use an attack that does not include either of the Guards:
[sblock=Immediate Interrupt: Squad Tactics]The guard makes a melee basic attack against the triggering enemy. +15 vs AC. Hit: 2d8+9 damage, or 4d8+9 damage if the target is adjacent to Vahl.[/sblock]Guard 1: 106/106 HP
Guard 2: 106/106 HP
Archers
AC 24, Fortitude 22, Reflex 24, Will 21*, Immune: Fear
Devoted to Vahl: Any time the archer is hit by an attack against its Will, the archer takes damage as normal, but ignores all other effects of the attack.
If you end your turn adjacent to an Archer:
[sblock=Immediate Reaction: Fleeing Shot]The archer shifts up to 3 squares, then makes the following attack: +17 vs AC. Hit: 2d8+9 damage, and the target falls prone.[/sblock]Archer 1: 85/85 HP
Archer 2: 85/85 HP
Beatrice: 46/64
--Killer: 32/32
Damen: 69/69
Eithal: 86/86 (no level up?)
Jarel-karn: 96/96, THP?
Scarmiglione: 29/64 (or 49/64 and swift parry used), bloodied?[/sblock][sblock=terrain]It takes 2 extra squares of movement to get onto one of the tables. After getting on one, the tables are difficult terrain to move around on. While on a table, you gain a +1 bonus to melee attacks against adjacent enemies not on the table.
You can fit underneath a table while prone. You both gain and grant cover to enemies not also underneath one of the tables.
It is possible to leave the room; I just haven't drawn the rest of the fortress the map. Let me know if you want to exit the room.[/sblock][sblock=map]
[/sblock]