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<blockquote data-quote="DM_Matt" data-source="post: 3485512" data-attributes="member: 1213"><p>The convoy leaves four soldiers and the Tiger Clan guards behind. as they leave, one of the wizards casts a spell that makes the sides of the building grow green for a moment. The lead knight lights a torch on the nightmare's hooves and throws it into the building. It burns, but the fire does not spraed (apparently the result of that Thayan's Spell.</p><p></p><p>Those near the convoy manage to get ahead of it to an appointed spot. Naverone helps Maggie time and target the teleport, and though she has to drop everyone adjacently, she can put herself on top of a building and the other two adjacent to it. The team that teleports in goes behind the convoy. </p><p></p><p>Once everyone is positioned, you spring the trap, with the spellcasters opening up first. Maggie opens up by summoning a glowing staff. She point it at soldiers, sending blasts of blue first at them at high speeds, which explode on contact. 4 soldiers and the horses in fron of the carriage are killed uneventfully, but when Maggie targets the knight, however, some of the runes on his armor activate. Everyone suddenly feels excrrutiating and lasting pain (-4 to everything), and Maggie drops the spell and starts running away, to a less exposed part of the roof, and prepares to teleport away. (Modified Symbols of Pain and Fear, activated when targeted with a hostile spell)</p><p></p><p>Alethia blasts emergized diamond shards at the lead knight, who largely shrugs them off (19dmg, he saved...the nightmare too)</p><p></p><p>Barnak gathers his power, clenching his teech in pain (2 str drain), then blasting a ball of white light at the nightmare, which hits it and unravels into chains tying it to the ground. He was unable to sumon ahead of time, beucase huge air elementals and celestial griffons have a major problem being quiet.</p><p></p><p>Murdoch sends two of his most powerful blasts at the lead knight and his nightmare. The first one washes over them harmlessly, but the second hits (41dmg to the knight and the horse (the knight saved, the horse has the imp evasion special mount ability), from which you can imply that the knight is an evil outsider) the knight and the horse somewhat. Two soldiers are hit and torn to bits, though.</p><p></p><p>Dyria moves from hiding and snatches the component pouch away from one of the wizards.</p><p></p><p>Marco runs and jumps off a building, trying to jam his knife into the lead knight. The knight saw him quite clearly, however, and suddenly lashes out with his shield, parrying flying marco away, causing him to fall prone in front of the knight. </p><p></p><p>Timrin charges as the wizard who still has his spell pouch, driving his sword deep through the wizard's chest, but not killing him. Shando, coming from the other side of the street, hits the one that did lose his pouch, successfully stunning him.</p><p></p><p>(Surprise round over)</p><p></p><p></p><p>Maggie wins initiative and teleports away.</p><p></p><p>The two lesser knights raise their lances and charge to the defense of the wizards. Shando avoids his, but timrin is struck (57dmg) hard. His wizard waves his hand and Timrin hears a shout in his mind, causing him to sink to the grouns writhing in pain. (power word stun, lasts 1d4 = 4 rounds (ouch)</p><p></p><p>The lead knight does not enter melle yet. Instead, he uses the same magic as the wizard, this time on Barnak. (2d4 = 4rounds stunned)</p><p></p><p>Now the rest of you go, then the soldiers. Any different moves or will you do the same as before?</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 3485512, member: 1213"] The convoy leaves four soldiers and the Tiger Clan guards behind. as they leave, one of the wizards casts a spell that makes the sides of the building grow green for a moment. The lead knight lights a torch on the nightmare's hooves and throws it into the building. It burns, but the fire does not spraed (apparently the result of that Thayan's Spell. Those near the convoy manage to get ahead of it to an appointed spot. Naverone helps Maggie time and target the teleport, and though she has to drop everyone adjacently, she can put herself on top of a building and the other two adjacent to it. The team that teleports in goes behind the convoy. Once everyone is positioned, you spring the trap, with the spellcasters opening up first. Maggie opens up by summoning a glowing staff. She point it at soldiers, sending blasts of blue first at them at high speeds, which explode on contact. 4 soldiers and the horses in fron of the carriage are killed uneventfully, but when Maggie targets the knight, however, some of the runes on his armor activate. Everyone suddenly feels excrrutiating and lasting pain (-4 to everything), and Maggie drops the spell and starts running away, to a less exposed part of the roof, and prepares to teleport away. (Modified Symbols of Pain and Fear, activated when targeted with a hostile spell) Alethia blasts emergized diamond shards at the lead knight, who largely shrugs them off (19dmg, he saved...the nightmare too) Barnak gathers his power, clenching his teech in pain (2 str drain), then blasting a ball of white light at the nightmare, which hits it and unravels into chains tying it to the ground. He was unable to sumon ahead of time, beucase huge air elementals and celestial griffons have a major problem being quiet. Murdoch sends two of his most powerful blasts at the lead knight and his nightmare. The first one washes over them harmlessly, but the second hits (41dmg to the knight and the horse (the knight saved, the horse has the imp evasion special mount ability), from which you can imply that the knight is an evil outsider) the knight and the horse somewhat. Two soldiers are hit and torn to bits, though. Dyria moves from hiding and snatches the component pouch away from one of the wizards. Marco runs and jumps off a building, trying to jam his knife into the lead knight. The knight saw him quite clearly, however, and suddenly lashes out with his shield, parrying flying marco away, causing him to fall prone in front of the knight. Timrin charges as the wizard who still has his spell pouch, driving his sword deep through the wizard's chest, but not killing him. Shando, coming from the other side of the street, hits the one that did lose his pouch, successfully stunning him. (Surprise round over) Maggie wins initiative and teleports away. The two lesser knights raise their lances and charge to the defense of the wizards. Shando avoids his, but timrin is struck (57dmg) hard. His wizard waves his hand and Timrin hears a shout in his mind, causing him to sink to the grouns writhing in pain. (power word stun, lasts 1d4 = 4 rounds (ouch) The lead knight does not enter melle yet. Instead, he uses the same magic as the wizard, this time on Barnak. (2d4 = 4rounds stunned) Now the rest of you go, then the soldiers. Any different moves or will you do the same as before? [/QUOTE]
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