[Ok, I've updated everything according to the new posts! Map's up and I'll make this one short and sweet! Sorry for the delay... I arrived on Saturday, but I've been sick again. Winter's here and my room was improvised, to say the least... Cold got the best out of me... :/]
MAP UPDATED
[Legends stretch for a page, but I kept it like this for time's sake.]
https://docs.google.com/document/d/1fyc0nwHsb96NWjzXgsx0fPqYKd2EKPuv2nZ9RCZMK4w/edit
BATKNIGHT
Fast attacks are enough to cut his enemies down under the cover of darkness. True, his last strike was empty, but the others were enough to bring the matrons down, bleeding and screaming! Only their corpses cover the area, his armor covered in their blood! Around himself, the knight overhears the cries of war, and confusion strikes him: drow soldiers reatreat, not because they chose to flee, but because they decided to attack the matrons! They scream 'betrayal' and the women respond with cries of 'sacrilege'!
Soon afterwards, an explosion can be heard. He doesn't see what's happening, but the sounds are clear: destruction rains from the sky, targeting allies and foes at the same time!
[All adjacent casters down!]
ARDUNIEL
The runes find the shortest way towards the caster. She doesn't even see them coming! Distant lights explode against her body as the runes bruise and weaken her. She's left bending over her own staff, almost dead for all accounts, as Arduniel lands right in the middle of the fight! Around him, fire rains copiously from the skies, and he realizes that many allies and enemies are blinded by the explosion. Fire scorches the grass and hits the very first trees at the edges of the woods, and the soldiers on both sides struggle as their bodies catch on fire, instigated by the ruinous storm!
On the other side of the battlefield, Aranel clashes down like a comet, increasing the flash from the rain! Arduniel quickly realizes how destructive this battle can become, if it goes beyond this area and into Alessia!
[One - almost dead - caster and a warrior under a rain of fire! Since he was outside the area when the rain began, no damage taken.]
ALICE
Alice's arms grow larger as she moves across the fiery battlefield, protecting her companion knights from blind swings of her enemies. She moves around the northern cliffs and towards the closest caster she can see. Her keen vision is enough to grant her safe passage, her blinded foes none the wiser. Jumping forward, she realizes the matron is already bruised - she could see Arduniel's runes descending upon her. Quickly and pragmatically, she stretches her long arms, working on a decisive, precise attack against the creature! Before anyone can notice, the matron falls down, bleeding from her neck in an agonizing posture! Alice's precision is impressive, and grants her a subtle takedown!
[Yup, the caster's down! I moved her to AG-0, since she'd profit from the distance and stay away from darkness... Feel free to move her around. Also, check the end of the map for the legend!]
ZYARA
The monk stops in front of the soldier and, as the half-blinded drow motions to defend himself, her body spins, taking down the Sluagh instead! The creature falls flat on its back, spitting blood upwards as her foot falls over his ribs! He cracks, unable to breath, and gasps for air right before dying...
But Zyara does not have time to contemplate the scene. A soldier approaches, and as he does, her legs spin, bringing him down; the same happens to a second one, and as her body spins and turns, she manages to bring both down, stomping one's head and the other's neck...
[Three kills!]
MOSS
The spriggan doesn't even notice Moss passage. He focuses on figthing the knights, instead, and with a roar shambles towards them. The small dragon slides around and jumps against the Sluagh, making quick way of him! His strength is so great that he breaks the creature's balance, bringing it down as the neck cracks within the dragon's jaws!
[Another one down! No need to wait or re-write! In fact, I'm glad to see how into the fight everyone is!
Again, sorry for the delay! Back to normal, now!]
[Ok, I still need @Shayuri's actions and Aranel's location - I'll place her as soon as you give me her position! [MENTION=6801311]KahlessNestor[/MENTION], Daxio has another action this turn as well. Also, don't worry about the battle flow! As fights get more sensitive, I'll make sure we get a very specific view of the battlefield, so we can work strategies with greater precision! Please, check map and posts and give me your feedback on things! This is the first time I do such a massive battle on pbp!]
[MENTION=6847138]Charlotte of Oz[/MENTION] [MENTION=24380]Neurotic[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=1231]Kaodi[/MENTION] [MENTION=87106]MetaVoid[/MENTION]
MINI-SHEETS!
[sblock]
DROW FOOTMAN
The bulk of the Underworld's armies on Alessia. They use light armor and melee weapons, an uncommon choice for such an evasive people...
BAB: +2
CMB: +2
CMD: 15
AC: 17 (touch 12, flat-footed 13)
DAMAGE: Scimitar (1d6+1); Halberd (1d10+1)
HP: 20
SAVE: Fort +2 Ref +2 Will -1/+2 vs. enchantment
SPECIAL: dancing lights; fairy fire; darkness; poison (DC 13, unconscious for 2d4 hours; cure 1 save)
DROW CASTER
Drow maidens and women, sent to support the armies in their wars. Not as powerful as their matron counterparts, but still considered dangerous casters.
BAB: +2
CMB: +1
CMD: 13
AC: 18 (touch 12, flat-footed 13)
DAMAGE: Ritual Bloodblade (1d6+3)
HP: 30
SAVE: Fort +0 Ref +1 Will +3/+5 vs. enchantment
SPECIAL: protection from good; cure light wounds; delay poison; bestow curse; dispel magic; circle against good; cure serious wounds; fire fall; summon III
SPRIGGAN
The cursed spirits of the Autumn Land, distant cousins to the gnomes, protect their groves with jealousy and violence. An ancient pact with the queen of the Dark Fey led them to fight alongside the Drow.
BAB: +4
CMB: +2
CMD: 15
AC: 18 (touch 14, flat-footed 16)
DAMAGE: Massive club (1d8+3/1d10+3)
HP: 22
SAVE: Fort +5 Ref +5 Will +1
SPECIAL: growth; spriggan magic (+1 concentration and DC against their own species' magic); spriggan skills
SHADOW DEMON (SLUAGH)
Named shadow demons, the Sluagh have been called from the Autumn Lands to serve as spies for the Dark Fey. Their cruel nature and insatiable appetite makes them easy to ensnare and recruit.
BAB: +6
CMB: +4
CMD: 19
AC: 18 (touch 14, flat-footed 16)
DAMAGE: Claws (1d6+3); bite (1d4+2)
HP: 30
SAVE: Fort +3 Ref +8 Will -1
SPECIAL: shadow form (becomes immune to normal damage); invisibility; telekinesis (DC 19)
GREEN KNIGHTS
The main line of allied warriors, the Green Knights are the living embodiment of heroism. Many Fey join their ranks in defense of Alessia.
BAB: +3
CMB: +2
CMD: 13
AC: 18 (touch 10, flat-footed 11)
DAMAGE: Longsword (1d8+2)
HP: 20
SAVE: Fort +3 Ref +2 Will +2
SPECIAL: protection from evil; cure light wounds; bless
SATYRS
The festive satyrs are less used to war than the Knights, but they lend their support with clever incantations and ranged attacks.
BAB: +3
CMB: +4
CMD: 15
AC: 17 (touch 13, flat-footed 15)
DAMAGE: Short bow(1d6+3); Short sword (1d6+1); horns (1d6+1)
HP: 25
SAVE: Fort +2 Ref +4 Will -1
SPECIAL: charm person; sleep; suggestion
DRUIDS
Those who commune with nature. |They serve alessians by stimulating crop growth and mediating the relationship between the Fey and the Ents of the surrounding woods.
BAB: +1
CMB: +2
CMD: 13
AC: 16 (touch 10, flat-footed 11)
DAMAGE: Ent staff (1d6+2)
HP: 15
SAVE: Fort +0 Ref +1 Will +5
SPECIAL: aspect of the falcon; call animal; charm animal; flaming sphere; iron skin; call lightning.
[/sblock]