ROUND TWO - Complete
As the first barrage of stones mostly fall well short or wide of their target, the escaped slaves (and slavers) realize that
someone knows of their entrance into Mine Shaft B and is none too happy about it.
[sblock=Initiative Count]
Note: Horran and Kesh are not part of the initiative count. They act at the end of the round and only move or defend themselves.
18 - Zimno
16 - Korg
15 - Amica
8 - Brandis
4 - Unknown Enemy (Enemies)[/sblock]
[sblock=Actions, Round Two]
ZIMNO
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Move Action:
Fey Step: Teleport 5 squares forward.
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Standard Action:
Charge (2sq) + Melee Basic Attack (Scimitar) against A2 (?): MISS!
KORG
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Free Action:
Summon Spirit Companion] "next to Zimno".
OOC:
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We'll put it to Zimno's right unless someone has a strong preference for something else.
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Move Action: Moves 2 squares.
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Standard Action:
Spirit Infusion: Grants Zimno a
Melee Basic Attack with a +2 bonus to the attack roll and a +3 bonus to the damage roll. The spirit companion disappears.
ZIMNO
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Free Action (Granted):
Melee Basic Attack (Scimitar) against A2:
HITS for 14 damage!
AMICA
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Standard Action:
Dishearten centered on the square behind A2, targeting A1, A2, and A3:
HITS all three targets for 9 damage! A1, A2, and A3 take a -2 penalty to attack rolls until the end of Amica's next turn. A2 is
BLOODIED.
BRANDIS
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Move Action: Moves 5 squares to behind cover. Due his
Shadow Walk effect, because of his movement, Brandis gains
concealment until the end of his next turn.
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Minor Action:
Warlock's Curse on A3.
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Standard Action:
Eldritch Blast against A3: MISS!
ADHERENTS
A1]: DELAYS
A2]:
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Standard Action:
Melee Basic Attack (Claw Rake) against Zimno: MISSES
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Move Action: Shifts 1 square diagonal.
A1]:
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Standard Action:
Melee Basic Attack (Claw Rake) against Zimno: MISSES
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Move Action: Shifts 1 square sideways.
A3]:
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Move Action: Shifts 1 square backward.
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Standard Action:
Ranged Basic Attack (Sling) against Korg:
HITS for 4 damage!
A4]:
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Move Action: Shifts 1 square backward.
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Standard Action:
Ranged Basic Attack (Sling) against Brandis: MISSES
[/sblock]
OOC:
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Korg's light illuminates squares within 30ft of the rubble pile (where most of your characters stand at the beginning of this round). On the map: the "triangles" indicate difficult terrain and also provide cover if you are in the square or on the opposite side of the square from an enemy. The PCs are the "hexagons" and the enemies you can see are the "circles". Korg's illumination ends just before the enemies' current squares, so the enemies are in shadowy illumination, unless you have low-light vision, in which case you can see them normally.
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Zimno snarls when the foes make themselves know. Suddenly his is there and rushing the nearest. His blade comes up short, however.
The creature Zimno charges rears back, snarling and gnashing its teeth at the swordmage.
Korg steps forward, pleading spirits of stone an battle to help Zimno.
Zimno, bolstered by Korg, slashes again. He hits one of the skittish creatures, badly injuring it.
Amica opens her mouth in dismay as Zimno teleports closer and runs in to do melee. She quickly dismisses her first idea, and instead concentrates on the three creatures she can see. She thinks back on her time as a slave, and all that helpless hopelessness she'd felt. The black, self-defeating despair. She let hat flow through her and directed it into a telepathic explosion amidst the creatures at the end of the hall!
The creatures rear back, frightened of Zimno and the powerful psionic forces at his back!
Brandis steps up to the next set of rocks and tosses a bolt of eldritch power at one of the creatures. Again, it was not well-aimed.
Two of the strange beings, despite the fear instilled in them, engage the swordmage, reaching out tentatively with their warped claws. Both attacks miss. Two others move away from the melee and sling stones towards the interlopers. Korg, with the light, is tagged with a small stone, while another errant stone misses the shadow Brandis.