Showdown: Round 3
As
Lorth bleeds,
Corran pulls forth his weapon and raises it high above his head. With a shout to the Host, he brings the weapon down---only to have it bounce off an invisible force. Its only then that it sinks in.
"A shield! He's protected by a magical shield!" [Lorth fails to stabilize. AC 19 (w/ AP) misses. Spellcraft check succeeds]
The wizard grimaces at the announcement. With the breastplate and the magical protection, hitting the foe directly would be difficult. He needed the shifter monk! Diving for Lorth's bag, he finds the potion and pours it down Lorth's throat. The shifter's eyes fly open, his wounds closed.
[Fully healed]
The artificer flies over the bridge, down the treasure hall, and the flight of stairs. He can now see the room the two other guards must have been in. A simple sitting room, with a few decorations. But the main prize: The unopened door, that if Aldus is right, leads to the homunculi. But would they still be hostile?
The two heavies continue to swing their weapons. The one in the fog is disoriented, and its swing goes nowhere.
[Failed due to concealment] The other reaches for Corran's shoulder again, but the priest just barely manages to duck under the grab. The malevolent tingle singes!
[Miss]
Unable to find a better vantage,
Balnibar presses his attack. Instead of helping directly, he jabs repeatedly, trying to assist Lorth. The tactic seems to work.
[Brute distracted (aid another)]
Chuckling maniacally, the brute easily brings his sword down on the prone Lorth. The wound is less this time, but stings terribly nevertheless.
[Lorth hit; 5hp]
Showdown: Round 4
Ground floor (left) and Upper floor (right)
L: 15 [5/10hp]
C: 22 [8/9hp]
G: 21 [1/4hp]
M: 19 [7/7, 5 nonlethal]
C: 18
H: 18 [slightly wounded both]
R: 12 [Fleeing, one killed]
B: 10 [6/9hp, 3 nonlethal]
L: 8 [slightly wounded]
Map Key:
B: Balnibar,
C: Cheep,
C: Corran, C: Missile construct,
G: Genithar, H: Angry Heavy,
L: Lorth,
L: Brute leader,
M: Mathew, R: Wiry Thugs.
Conditions: The entire room is considered difficult terrain. Smoky region provides concealment to those on the other side, but can be moved into.
Dark Red Border: Dying,
Lime Border: Entangled,
Red Border: Disabled, Transparent: Unconscious,
Yellow Border: Frightened, White Border: Staggered
[Round 4 actions]