"Not so fast, dogface!" Before Gloom can escape, he is brought down by one of the thugs.[sblock=Before Gloom's Move to -U,-7]
Human Ruffian 4 OA: 1d20+14=33 vs. AC for 2d8+1=17 damage
Granted Shift: to -Q,-7
Gloom Free Action: Iron Wolf Warrior
Target: Human Ruffian 4
Attack:
1d20+17=33 vs. AC for 1d12+10=21 damage
[/sblock]
OOC:
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Summary:
- Gloom's marks supercede Draglin's
- Gloom falls unconscious.
- Gloom's Crescent moon is never used.
- All of glooms marks end.
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OOC:
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@dimsdale : By the time Max moves to -T,-5, Gloom has slid Blademaster 2 to -R,-4. I'm going to assume that Max moves to -S,-5 to engage Blademaster 2 at -R,-4. Let me know if you would rather he do something else.
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In a blur, Mab vaults onto the bar flinging several stelletos at once, which find their mark in the Knifewielder, woudning him severly. Before he has time to react, she ducks back down behind a bar, putting a finger to her lips, indicating that the bartender had better not reveal her location.[sblock=Auntie Mab's Actions]
Move: Climb up on the bar at -Y,-6
Standard: Gloaming Cut
Target: Human Knife Fighter
Attack:
1d20+16+2(Blinded)=28 vs. AC for 1d4+2+2d8(SA)=18 damage
Granted Shift: Down off of the bar (behind the bar) at -Y,-7
Free: Drop prone behind the bar
Stealth: 1d20+21=28
[/sblock]The young dagger-rogue deftly ignores Mab and steps twoard Dante, a much more visible target,
"Hello! Let's take a look behind that mask, shall we?" Knives cut deep into Dante, but he still manages to avoid a second blow. The escape is bittersweet, however, because it leaves his companion exposed.
The knife fighter attacks Virgil, but the lizard is too quick, and slithers away from the blow.
Seeing Gloom fall, the others quickly go after the retreating ranger,
"Hey! Where are you going!? I just got started!" Draglin sees the bandits running after Dante and manages to make one of them pay for ignoring him. The passing blow, though powerful, cannot prevent the assault.
Dante demonstrates skill in avoiding most, but not all, of the blows. The exchange leaves him spent.[sblock=Enemy Actions]
Human Knife Fighter
Free: Peerless Tumbler Recharge:
1d6=2 Fail!
Move: to -X,-4
Standard: Dance of the Knife
Target 1: Dante
Attack 1:
1d20+15=35 vs. AC (Crit!) for 1d6+12=16 damage
Dante's Snarling Wolf Stance IR: 1d20+16=22 vs. AC Miss
Granted shift: to -T,-1
Human Knife Fighter's Granted Shift: to -V,-4
Target 2: Virgil
Attack 2:
1d20+15=22 vs. AC Miss
Dante is too far away to MBA.
Human Slavehunter
Move: Shift to -Q,-3
Standard: Charge: to -S,-1
Target: Dante
Attack:
1d20+15+1(Charge)=23 vs. AC Miss
Human Blademaster 2
Move: Shift to -Q,-3
Standard: Charge to -S,0
Target: Dante
Attack:
1d20+14+1(Charge)=18 vs. AC Miss
Free: Save vs. OG 5
1d20=1 (Figures) Fail!
Human Ruffian 1:
Move: Shift to -P,-3
Standard: Charge to -S,-2
Target: Dante
Attack:
1d20+14+1(Charge)=33 vs. AC for 2d8+1=8 damage
Granted Shift: -T,-2
Human Ruffian 4
Standard: Charge to -S,-2
Target: Dante
Draglin's OA: 1d20+15=24 vs. AC for 1d6+13=16 damage
Attack:
1d20+14+1(Charge)=24 vs. AC Miss (Think I called him HR1 on IC)
[/sblock]
OOC:
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@Iron Sky :I realize that I took a liberty in shifting Dante for you as part of his SWS, based on direction you gave (positive direction) earlier in the game. The move seemed in character to me, but if you think he'd go a different direction, let me know.
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[sblock=status]
Gloom
-R,-7 -12/81HP 11/11HS 0AP
Unconscious Dying
Draglin
-R,-5 51/74HP 5/9HS 1AP, Rain of Steel (1d6+4 damage to enemies starting turns adjacent to Draglin, rolled during Draglin's turn)
Dante
-T,-1 21/67HP 6/6HS 0AP
Bloodied
Virgil
-U,-5 85/94 2/2HS
Auntie Mab
-Y,-7 47/60HP 7/7HS 0AP
Max
-S,-5 53/67HP 8/8HS 1AP
Human Ruffian 1
-T,-2 62/96HP Dazzling Strike
Human Ruffian 4
-T,-3 17/96HP Bloodied Dazzling Strike
Human Slavehunter
-S,-1 77/103HP
Human Knife Fighter
-V,-4 7/214HP Bloodied 0AP Must Recharge Peerless Tumbler
Human Blademaster 2
-S,0 16(11)/94HP Bloodied Ongoing 5 (Save Ends)
Human Ruffian 3 -U,-5 -18/96HP Dead
Human Blademaster 1 -12/94HP Dead
Human Ruffian -22/96HP Dead
[/sblock][sblock=Map]
[/sblock][sblock=Terrain: Please Read][sblock=Furniture]
- This will be treated as difficult terrain, but Creatures that are hit while standing in a square that is more than 1/4 occupied by a piece of furniture are subject to a DC 18 athletics check. Failure means that the creature falls prone in a random square adjacent to the piece of furniture and takes 1d6 points of damage.
- Dropping (or falling) prone behind furniture gives you total concealment and superior cover against any creature on the opposite side of the furniture. From any angle, it provides normal cover, but no concealment. From the same side, you are simply prone.
- Chairs and stools can be moved 1 square as a minor action, but tables and benches require a standard action. Moving anything further than one square expends a standard action and a move action. (I'm going to assume that everyone here is strong enough to move a table so no strength check
).
- Chairs, stools, food, plates, cutlery, and mugs can be used as improvised weapons requiring a minor action to pick them up.
[/sblock][sblock=The Bar]More accurately, squares -v,-10 through -V,-6 and -W,-6 through -Z,-6.
- Hurdling the bar takes a 2 square jump check (Athletics DC 20), but, if successful, it allows a creature to continue its move without counting the square hurdled.
- Failure means that you fall prone on top of the bar taking 1d6 points of damage (see Furniture).
- Creatures can climb over the bar in 2 squares of movement (4 if you count the bar stools. Remember that bar stools are difficult terrain and are not included in this cost).
[/sblock][sblock=Wall Torches]
- These can be used as improvised weapons.
- To remove a torch requires a minor action.
- Hitting with a torch does 1d4 fire damage.
- If a torch is used as a ranged weapon, it can possibly set fire to something. On a roll of 1 with a d6, the target square becomes a zone in which any creature passing through the zone takes 1d4 fire damage. Every round thereafter, a 1d4 is rolled. On a roll of 1, the zone grows to an adjacent square.
[/sblock][sblock=Bystanders]
- Bystanders are the ones without illuminated bases.
- Bystanders are unarmed, and were either curious as to the outcome of the fight, but unwilling to engage, or they were trapped in the bar before they could get out,...or they are asleep in a drunken stupor, unaware of what is happening.
- For every bystander hit (whether you do it or not), the party loses 100XP (after doubling) from the encounter total.
- For every bystander killed (whether you do it or not), the party loses an additional 400XP(after doubling) from the encounter total.
[/sblock][sblock=Kitchen]
- The kitchen is behind a bar with a stove/oven visible and stairway leading up (Remember you're looking for a cellar). The oven is hot. Being pushed or slid into it deals you 1d6 damage.
- The rest of the kitchen is not yet viewable from your vantagepoint.
[/sblock][sblock=Door to the Northwest]
- You are, as of yet, uncertain where this door leads.
- Breakdown requires a DC 20 strength check.
- Picking requires a DC 20 Thievery check.
- Opening (or trying it) requires a minor action.
[/sblock][sblock=Stairway to the Southwest]This stairway leads
up. (Remember you're looking for a cellar).[/sblock][/sblock][sblock=Enemy Stats][sblock=Human Ruffian]
[/sblock][sblock=Human Knife Fighter]
[/sblock][sblock=Human Slavehunter]
[/sblock][sblock=Human Blademaster]
[/sblock][/sblock]