Return to the Tower, Round 2
The storytelling temporarily breaks apart, freeing itself from of part of Yishim's spell before reforming and tearing through the group again, hitting Toeto, the Mason, and Yishim especially hard.
GM: | Yishim could only be shifted to H20 since the area is difficult terrain (see Terrain and Lighting sblock).
Because of this, I put Sprout in his square, but 1 square up.
There was no militia in F2, so I had the one in B21 flee.
Move Fredrock to H19 since Yishim was still in H20.
Noted Pac, I'll do my best to remember that.
Salgyn didn't take the 4 damage from the Storytelling's Aura since Kaz teleported it out of there first.
Yishim healed 5 for hitting the Storytelling. | |
[sblock=Enemy Actions]
Rerisen Storytelling of Ravens:
Break and Reform: The ravens remove the
immobilized condition and shift to H16(1 square up).
Feastings Ravens(-5 Maze): Shift through Militia 1, Militia 5, Fredrock, Sprout, Eithal, Yishim, Mason's squares, end in G20(1 square up). 23 AC vs Militia 1, hit, 7 damage and 1 necrotic damage, taken by Fredrock, 13 AC vs Militia 5, miss, 24 AC vs Fredrock, hit, 9 damage and 4 necrotic damage, 13 AC vs Sprout, miss, 4 damage and 1 necrotic, no effect, 11 AC vs Eithal, miss, 4 damage, reduced to 0, 19 AC vs Yishim, hit, 7 damage and 3 necrotic damage, 17 AC vs Mason, hit, 8 damage and 3 necrotic damage.
AP:
Feasting Ravens(-5 Maze): Shift through Eithal, Yshim, Mason, Toeto, Scarm, Salgyn, and Militia 5, end in E18(1 square up). 18 AC vs Eithal, miss, 4 damage and 1 necrotic, reduced to 0, 11 AC vs Yshim, miss, 5 damage and 1 necrotic, 18 AC vs Mason, hit, 8 damage and 3 necrotic damage, 14 AC vs Toeto, miss, 5 damage and 2 necrotic, 7 AC vs Scarm, miss, 4 damage and 2 necrotic, 13 AC vs Salgyn, miss, 4 damage, 8 AC vs Militia 5, miss.
Darting Flock: 9 AC vs Eithal, miss, 4 damage reduced to 0.
Unless they are moved out of the aura before their turns start, the following attacks will occur:
Beaks and Talons(-5 vs Eithal, -11 vs everyone else): 1 AC vs Scarm, miss, 3 damage and 1 necrotic, 14 AC vs Toeto, miss, 3 damage and 2 necrotic damage, 15 AC vs Salgyn, miss, 4 damage, 11 AC vs Fredrock, miss, 3 damage, 13 AC vs Sprout, miss, 5 damage and 2 necrotic, no effect, 20 AC vs Eithal, hit, 7 damage and 1 necrotic, reduced to 3 damage. (Note: I didn't apply this damage yet on the map, its listed in () in the
Combatants sblock).[/sblock]
[sblock=Combatants]
Rerisen Storytelling of Ravens:
E19(1 square up),
78 damage taken,
marked(Eithal),
-4 to attacks that don't include Eithal,
-2 AC,
-5 to attacks,
Oath(Kaz),
PCs heal 5 hp on hit
Rerisen Storytelling of Ravens: ?? Max HP, 18 AC, ?? Fort, 17 Ref, 16 Will. Vulnerable 5 Radiant, vulnerable 5 Blast/Burst. 1/2 damage from ranged/melee. MBA -
Beaks and Talons: +9 vs AC, 1d4+6 damage + 1d4 necrotic damage, miss: 1/2 damage. Aura 1 - The Storytelling makes an MBA against any creature that starts its turn adjacent to the Storytelling.
Fredrock:
H19, 21(24) damage taken
Eithal: H21, 20(23) damage taken,
DR5
Kaz:
I14, 12 damage taken
Yishim:
G22, 22 damage taken,
bloodied
Scarm:
D18, 11(15) damage taken
Toeto:
D21,
24(29) damage taken,
bloodied
*Sprout:
H20(1 square up)
Salgyn:
E17,
4(8) damage taken
*Uyanmas:
D6
[sblock=Militia]
Militia 1:
I18
Militia 2:
D14
Militia 3:
A15
Militia 4:
B17
Militia 5:
G18
Militia 10:
C24
Militia 11:
G25
Militia 12:
D26
Militia 13:
H27
Militia 14:
B28
Militia 15:
F29
Militia: Minion, 16 AC, 13 Fort, 13 Ref, 11 Will. MBA -
Spear: +7 vs AC, 4 damage.
Militia lost:
4
Militia fled:
1[/sblock]
Mason: F23,
31 damage taken,
bloodied
Mason: 43 Max hp, 17 AC, 16 Fort, 15 Ref, 15 Will. MBA:
Mallet: +8 vs AC, 1d8+5 damage.
Status Key:
Name: Location, damage, THP, Save ends effect, EONT/SONT effect, Encounter effect[/sblock]
[sblock=Commanding NPCs]As a minor action, you may give the militia or the Mason a command, either a minor, move, or standard action. If they leave the right side of the map, they are out of the fight.
As a free action, you make take the damage for an adjacent Militia or, alternatively, when you take damage, you make make the Militia take it for you.[/sblock]
[sblock=Terrain and Lighting]
Difficult Terrain: All the gray and/or gray-green rocky areas south of the palisade are difficult terrain. The Palisade squares are all difficult terrain. Squares with wagon debris (
B11, I8, and I20 areas) are difficult terrain. N20+ is a 2 square tall cliff face with a palisade atop it(DC 15 to climb).
Light: We'll assume the militia have lanterns so light isn't an issue.[/sblock]