Manbearcat
Legend
Time for combat with the Fahvenaard Clan!
SG is the slave girl.
M are minions. They've got crude javelins and handaxes.
S are standards. They've also got crude javelins and handaxes.
V is the largest human you've ever seen. You would swear he has Verbeeg blood in him. Standing maybe 7.5 feet tall, with legs much bigger than your torso, he has a giant of a spear. And you're pretty sure he could grab a rock and chuck it at you, no questions asked.
BLOCKING TERRAIN
[sblock]The black areas of the map are impassable stone, floor to ceiling.[/sblock]
CHALLENGING TERRAIN
[sblock]The brown, diamond shapes are tables and chairs. Partial cover against Ranged attacks that have Line-of-Effect through it. They can be hopped up on with an Acrobatics check at the easy DC. Failure induces the prone condition at the originating square.
The 10 ft plateaus in the corners and elsewhere require an Athletics check at the medium DC to scale. Failure induces the prone condition at the originating square.[/sblock]
DIFFICULT TERRAIN
[sblock]The conical or mushroom-shaped things are rubble and shose squares are difficult terrain.
The pool of mineral water in the middle is thigh deep and difficult terrain.[/sblock]
HINDERING TERRAIN
[sblock]ORANGE SQUARES WITH YELLOW/RED STARS
Effect: A square of firepit casts bright light in a 4-square radius and dim in a 2-square radius outside of that. A creature that enters a firepit square or starts its turn there takes ongoing 7 fire damage (save ends).
RED OUTLINED SQUARES WITH UPWARD ARROWS
Effect: Jagged stalagmites are difficult terrain. A creature that enters, starts its turn adjacent to, or in, a jagged stalagmites square takes 10 damage.[/sblock]
LIMITED-USE-ATTACKS
[sblock]RED OUTLINED SQUARES WITH DOWNWARD ARROWS
Stalactite (Limited Use Attack)
Standard Action
Requirement: You must be within the range of your weapon.
Check: Dungeoneering check (moderate DC) to find the weak point in the stalactite
Success: The stalactite collapses in a burst 1.
Target: Creatures in a burst 1, centered on the stalactite square.
Attack: Weapon vs. AC 20
Hit: 1d10 + 7 damage.
BEIGE TRIANGLES ARE LEAN-TOS
Lean-To (Limited Use Attack)
Standard Action
Requirement: You must be adjacent to the lean-to.
Check: Athletics check (moderate DC) to collapse the lean-to.
Success: The lean-to collapses on an adjacent creature.
Target: One creature adjacent to the lean-to.
Attack: Level + 3 vs. Reflex
Hit: The target is blinded and slowed (save ends).[/sblock]
See Hindering Terrain (Fire) for light.
Your Skill Challenge is successful so you have infiltrated the Fahvenaard Clan's lair with stealth and without alerting attention from outsiders. You are in the opening at the South, 1 square below the 20 line. You have an opportunity to attempt to Stealth for a Surprise Round here. Anyone successful against a PP of 20 can take a Standard Action. The standard penalties apply for movement. After that, Initiative will be:
M
V
Terilion
Saerie
Bear
S (Bad Guys)
Go ahead and resolve your Stealth/Surprise and then I'll go.
EDIT - Fixed the map so each S has a number associated with it.
ROUND 1
Minion
[sblock]Move Action: 5 squares from T12 to O14.
Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Bear. Rolled 13. 27 hits. 8 damage and moves its speed back to T14 behind blocking terrain. Stealth + 13 - 5. Rolled 7. 15 total.[/sblock]
Vendrik Fahvenaard
[sblock]Move Action: Leaps and Bounds (Encounter Power). Speed + 4 and ignores difficult terrain. Moves to F13 (bottom left of V).
Minor Action: Grabs Rock.
Standard Action: Hurl Boulder + 12 vs AC on Terilion. Rolled 16. 28 hits. Terilion takes 14 damage and each enemy adjacent to the primary target (Saerie and Bear) take 3 damage.[/sblock]
You're up.
Alright, going to resolve your turn before I finish out the end of the 1st round and take my 2nd round turns.
1) Negative. The fire is not difficult terrain.
2) V passed his save on the first Power Strike Slide (9 + 2 = 11) so he is prone. That means Terilion's attack hits.
3) On the second Slide against him from PS, he fails his ST (3 + 2 = 5). He's prone and in the fire - 7 OG fire (save ends). However, that also means he is out of the Bear's grapple as he is now out of his reach.
4) S3 failed his first save so he is in the fire. Your second slide auto-moves him to F10 as I'm not going to eat prone for no reason.
5) 85 damage in on S (with vuln all 5 EotNT and 7 fire OGSE). He is Bloodied.
Ok, onto the battle!
S1
[sblock]Move Action: Move to E14.
Move as Standard Action: Clear the Ground: 10 vs Fort on Terilion and Bear. 1 and 10. Misses Terilion, but just hits Bear due to his disease. He's pushed 2 squares into the Hindering Terrain of the Jagged Stalagmite. You can make a save to fall prone where you are. Otherwise, you're in the Difficult Terrain of I14 and you take 10 damage at the start of your turn.[/sblock]
S2
[sblock]Standard Action: Hurling Charge: S3 uses Javelin + 12 vs AC on Terilion. If its attack hits, S3 charges as a free action and uses Handaxe + 12 vs AC. 15 and 10. Javelin hits for 13 damage and Handaxe misses. S3 in E12.[/sblock]
S3
[sblock]7 ongoing fire damage.
Move Action: Move to S8.
Standard Action: Hurling Charge: S3 uses Javelin + 12 vs AC on Saerie. If its attack hits, S3 charges as a free action and uses Handaxe + 12 vs AC. 15 and 2. Javelin hits for 15 damage and Handaxe misses. S3 in H10.
End of turn: Rolled a 5 vs OG 7 fire. Failed Saving Throw.[/sblock]
Round 2
Minion
[sblock]Move Action: Move to P15.
Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Saerie. Rolled 4. Miss but moves to J18.[/sblock]
Vendrik Fahvenaard
[sblock]7 + 5 = 12 ongoing fire damage.
Move Action: * Stands up from prone.
Standard Action: For the Clan! V uses Skewering Spear + 12 vs AC on Terilion. Rolled 18. 30 hits. Terilion takes 13 damage and S2 uses Handaxe + 12 vs AC on Terilion. Rolled 6. 18 misses.
Action Point: For the Clan! V uses Skewering Spear + 12 vs AC on Terilion. Rolled 9. 21 misses. S2 uses Handaxe + 12 vs AC on Terilion. Rolled 3. 15 misses.
Minor Action: Cunning Spear + 10 vs Will on Saerie. Rolled 17. Saerie slides 3 squares to J13 (adjacent to Jagged Stalagmites which means 10 damage at the start of your turn). If you pass your saving throw, you can be prone in J12.
End of turn: Saving Throw vs Fire is irrelevant as he is still in there![/sblock]
* EDIT - Forgot V was prone so had to retcon some of his turn. Actually turns out better for him to just stay in the fire anyway!
Gotcha. See below.
S1
[sblock]Move Action: Circle Terilion and move to G17 for Combat Advantage on charge attack of Hurling Charge.
Standard Action: Hurling Charge: S1 uses Javelin + 12 vs AC on Terilion. If its attack hits, S1 charges as a free action and uses Handaxe + 12 vs AC. Rolled 1. Miss.[/sblock]
S2
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 1. No recharge.
Move Action: Circle Terilion and move to G15 for Combat Advantage against Terilion.
Standard Action: Handaxe + 12 (+2 CA) vs AC on Terilion. Rolled 13. 27 hits. 15 damage.[/sblock]
S3
[sblock]7 ongoing fire damage.
Hurling Charge recharge check (4, 5, or 6). Rolled 4. Recharges.
Move Action: Clear the Ground: 10 vs Fort on Saerie and Bear. 20 and 10. Hits Saerie and misses Bear. Saerie is either prone where she is or pushed 2 squares south and adjacent to Jagged Stalagmites (10 damage at the start of her turn). Let me know if you pass the saving throw or not.
Standard Action: Handaxe + 12 vs AC on Bear. Rolled 18. 30 hits. 19 damage.
End of turn: Rolled a 7 vs OG 7 fire. Failed Saving Throw again.[/sblock]
Round 3
Minion
[sblock]Standard Action: Skirmishing Strike + 14 vs AC on Terilion. Rolled 7. Miss but moves to C13.
Move Action: Moves to C13 (cover vs ranged attacks with LoE through table).[/sblock]
I need to know the results of Saeries saving throw (is she prone adjacent to him or pushed adjacent to the hindering terrain) before I take V's turn. Let me know.
EDIT - Saving throw passes. On your Fox's Cunning, I assume you mean I11. You can't get to I10 with Fox's Cunning - shift 1 from H12. If you mean I11, then S3 doesn't shift before he attacks you with Handaxe. Otherwise, he can shift 2 to get adjacent.
Vendrik Fahvenaard
[sblock]Cunning Spear (Recharge 5, 6). Rolled 4. No recharge.
7 ongoing fire damage.
Standard Action: For the Clan! V uses Skewering Spear + 12 vs AC on Saerie. Rolled 12. 24 hits. Saerie takes 12 damage.
* Immediate Reaction Fox's Cunning by Saerie hits for 22 damage. Vendrik Fahvenaard dies.
** No Action: Incite Savagery - Vendrik Fahvenaard's allies gain vulnerable 3 to all damage and a + 5 to damage rolls until the end of the encounter.
S2 shifts one or two squares adjacent to Saerie (or stays put) and uses Handaxe + 12 vs AC on Saerie. Rolled 13. 25 hits. 20 damage.[/sblock]
S1
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 3. No recharge.
Move Action: Moves to L14.
Minor Action: Draw Javelin.
Standard Action: Javelin + 12 on Terilion. Rolled 5. 17 misses.[/sblock]
S2
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 2. No recharge.
Standard Action: Charge and Handaxe + 12 (+1) vs AC on Saerie. Rolled 13. 26 hits. 17 damage.[/sblock]
S3
[sblock]7 + 3 ongoing fire damage.
Standard Action: Handaxe + 12 on Bear. Rolled 4. 16 misses.
Move Action: Escape Grab attempt + 8. Rolled 3. 11 fails.
End of turn: Rolled 11 vs OG 7 fire. Passed Saving Throw.[/sblock]
Round 4
Minion
[sblock]Move Action: Move to G12
Standard Action: Skirmishing Strike + 14 vs AC on Saerie. Rolled 3. Miss but moves back to C13 behind the cover of the table.[/sblock]
3s are wild


Exactly what they will do, you don't know. But their iniative is end of the round, after your guys, but before the 3 Ses.
Saving Throws for Hindering Terrain:
S2 is 7. Failed. He dies at the start of his turn due to 10 + 3 damage in.
S3 is 10. Passed. He is prone and grabbed by Bear in his origin square and very Bloodied. The first damage expression is correct so 21 damage in.
Clanless Minions 1, 2, 3.
[sblock]Each move into the room and Charge Bear. + 11 (+ 1) vs AC. The CM 2 has CA with S3 so another + 2. Rolled 16, 8, 4. First two hit for 7 * 2 = 14 damage.
They end in G12, H12, I12 respectively.[/sblock]
S1
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 5. Recharges.
Minor Action: Draw Javelin.
Standard Action: Hurling Charge: S1 uses Javelin + 12 vs AC on Bear. If its attack hits, S1 charges as a free action and uses Handaxe + 12 vs AC. Rolled 18. Javelin hits Bear for 21 damage. 8 temp and 13 real. Handaxe + 12 vs AC on Bear. Rolled 6. Misses. Ends in I 11.[/sblock]
S3
[sblock]Move Action: Stands up.
Standard Action: Handaxe + 12 (+ 2 CA) vs Bear. Rolled 12. 26 hits. 19 damage.[/sblock]
Bear is bloodied.
Round 5
Minion
[sblock]Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Bear. Rolled 13. Hits for 9 damage.[/sblock]
@Binks. You're up.
I've got you guys at:
Bear 16 HP (1 surge left).
Saerie 20 HP (1 surge left).
Terilion 9 HP.
That what you have?
SG is the slave girl.
M are minions. They've got crude javelins and handaxes.
S are standards. They've also got crude javelins and handaxes.
V is the largest human you've ever seen. You would swear he has Verbeeg blood in him. Standing maybe 7.5 feet tall, with legs much bigger than your torso, he has a giant of a spear. And you're pretty sure he could grab a rock and chuck it at you, no questions asked.
BLOCKING TERRAIN
[sblock]The black areas of the map are impassable stone, floor to ceiling.[/sblock]
CHALLENGING TERRAIN
[sblock]The brown, diamond shapes are tables and chairs. Partial cover against Ranged attacks that have Line-of-Effect through it. They can be hopped up on with an Acrobatics check at the easy DC. Failure induces the prone condition at the originating square.
The 10 ft plateaus in the corners and elsewhere require an Athletics check at the medium DC to scale. Failure induces the prone condition at the originating square.[/sblock]
DIFFICULT TERRAIN
[sblock]The conical or mushroom-shaped things are rubble and shose squares are difficult terrain.
The pool of mineral water in the middle is thigh deep and difficult terrain.[/sblock]
HINDERING TERRAIN
[sblock]ORANGE SQUARES WITH YELLOW/RED STARS
Effect: A square of firepit casts bright light in a 4-square radius and dim in a 2-square radius outside of that. A creature that enters a firepit square or starts its turn there takes ongoing 7 fire damage (save ends).
RED OUTLINED SQUARES WITH UPWARD ARROWS
Effect: Jagged stalagmites are difficult terrain. A creature that enters, starts its turn adjacent to, or in, a jagged stalagmites square takes 10 damage.[/sblock]
LIMITED-USE-ATTACKS
[sblock]RED OUTLINED SQUARES WITH DOWNWARD ARROWS
Stalactite (Limited Use Attack)
Standard Action
Requirement: You must be within the range of your weapon.
Check: Dungeoneering check (moderate DC) to find the weak point in the stalactite
Success: The stalactite collapses in a burst 1.
Target: Creatures in a burst 1, centered on the stalactite square.
Attack: Weapon vs. AC 20
Hit: 1d10 + 7 damage.
BEIGE TRIANGLES ARE LEAN-TOS
Lean-To (Limited Use Attack)
Standard Action
Requirement: You must be adjacent to the lean-to.
Check: Athletics check (moderate DC) to collapse the lean-to.
Success: The lean-to collapses on an adjacent creature.
Target: One creature adjacent to the lean-to.
Attack: Level + 3 vs. Reflex
Hit: The target is blinded and slowed (save ends).[/sblock]
See Hindering Terrain (Fire) for light.
Your Skill Challenge is successful so you have infiltrated the Fahvenaard Clan's lair with stealth and without alerting attention from outsiders. You are in the opening at the South, 1 square below the 20 line. You have an opportunity to attempt to Stealth for a Surprise Round here. Anyone successful against a PP of 20 can take a Standard Action. The standard penalties apply for movement. After that, Initiative will be:
M
V
Terilion
Saerie
Bear
S (Bad Guys)
Go ahead and resolve your Stealth/Surprise and then I'll go.
EDIT - Fixed the map so each S has a number associated with it.
ROUND 1
Minion
[sblock]Move Action: 5 squares from T12 to O14.
Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Bear. Rolled 13. 27 hits. 8 damage and moves its speed back to T14 behind blocking terrain. Stealth + 13 - 5. Rolled 7. 15 total.[/sblock]
Vendrik Fahvenaard
[sblock]Move Action: Leaps and Bounds (Encounter Power). Speed + 4 and ignores difficult terrain. Moves to F13 (bottom left of V).
Minor Action: Grabs Rock.
Standard Action: Hurl Boulder + 12 vs AC on Terilion. Rolled 16. 28 hits. Terilion takes 14 damage and each enemy adjacent to the primary target (Saerie and Bear) take 3 damage.[/sblock]
The Fahvenaard Clan reacts with the speed and ferocity of a pack of tigers. Battle cries resound. Spears, javelins and rocks are their weapons. Their leader does not waste the time to grieve for the dead. He throws himself into the fray and exhorts his men to violence!
You're up.
Quick question. Is the fire difficult terrain? If so, then they characters who can't shift out of the fire will have to move instead and will provoke an OA. If it is difficult terrain, then I want to keep S3 adjacent to me. If it isn't difficult terrain and he is in the fire in G10 after the first Power Strike, then I want to slide him another square away from me into F10 so he has to spend a move to get to me.
Alright, going to resolve your turn before I finish out the end of the 1st round and take my 2nd round turns.
1) Negative. The fire is not difficult terrain.
2) V passed his save on the first Power Strike Slide (9 + 2 = 11) so he is prone. That means Terilion's attack hits.
3) On the second Slide against him from PS, he fails his ST (3 + 2 = 5). He's prone and in the fire - 7 OG fire (save ends). However, that also means he is out of the Bear's grapple as he is now out of his reach.
4) S3 failed his first save so he is in the fire. Your second slide auto-moves him to F10 as I'm not going to eat prone for no reason.
5) 85 damage in on S (with vuln all 5 EotNT and 7 fire OGSE). He is Bloodied.
Ok, onto the battle!
S1
[sblock]Move Action: Move to E14.
Move as Standard Action: Clear the Ground: 10 vs Fort on Terilion and Bear. 1 and 10. Misses Terilion, but just hits Bear due to his disease. He's pushed 2 squares into the Hindering Terrain of the Jagged Stalagmite. You can make a save to fall prone where you are. Otherwise, you're in the Difficult Terrain of I14 and you take 10 damage at the start of your turn.[/sblock]
S2
[sblock]Standard Action: Hurling Charge: S3 uses Javelin + 12 vs AC on Terilion. If its attack hits, S3 charges as a free action and uses Handaxe + 12 vs AC. 15 and 10. Javelin hits for 13 damage and Handaxe misses. S3 in E12.[/sblock]
S3
[sblock]7 ongoing fire damage.
Move Action: Move to S8.
Standard Action: Hurling Charge: S3 uses Javelin + 12 vs AC on Saerie. If its attack hits, S3 charges as a free action and uses Handaxe + 12 vs AC. 15 and 2. Javelin hits for 15 damage and Handaxe misses. S3 in H10.
End of turn: Rolled a 5 vs OG 7 fire. Failed Saving Throw.[/sblock]
Round 2
Minion
[sblock]Move Action: Move to P15.
Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Saerie. Rolled 4. Miss but moves to J18.[/sblock]
Vendrik Fahvenaard
[sblock]7 + 5 = 12 ongoing fire damage.
Move Action: * Stands up from prone.
Standard Action: For the Clan! V uses Skewering Spear + 12 vs AC on Terilion. Rolled 18. 30 hits. Terilion takes 13 damage and S2 uses Handaxe + 12 vs AC on Terilion. Rolled 6. 18 misses.
Action Point: For the Clan! V uses Skewering Spear + 12 vs AC on Terilion. Rolled 9. 21 misses. S2 uses Handaxe + 12 vs AC on Terilion. Rolled 3. 15 misses.
Minor Action: Cunning Spear + 10 vs Will on Saerie. Rolled 17. Saerie slides 3 squares to J13 (adjacent to Jagged Stalagmites which means 10 damage at the start of your turn). If you pass your saving throw, you can be prone in J12.
End of turn: Saving Throw vs Fire is irrelevant as he is still in there![/sblock]
* EDIT - Forgot V was prone so had to retcon some of his turn. Actually turns out better for him to just stay in the fire anyway!
The fury of the leader of the Fahvenaard Clan is the stuff of legend. Bloodied, battered, high flames licking at his waist, he howls in the midst of a primal bloodlust. His clan follows him and their enemies do know pain on this day.
Saerie and her companion are reeling. Terilion, pressed from all sides, stands his ground and gives some of what he gets back to the enemy.
FYI - If V attacks Saerie, I'm using Fox's Cunning on him. Rolled 10. 24 should hit. 22 damage and shift to I10.
Gotcha. See below.
S1
[sblock]Move Action: Circle Terilion and move to G17 for Combat Advantage on charge attack of Hurling Charge.
Standard Action: Hurling Charge: S1 uses Javelin + 12 vs AC on Terilion. If its attack hits, S1 charges as a free action and uses Handaxe + 12 vs AC. Rolled 1. Miss.[/sblock]
S2
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 1. No recharge.
Move Action: Circle Terilion and move to G15 for Combat Advantage against Terilion.
Standard Action: Handaxe + 12 (+2 CA) vs AC on Terilion. Rolled 13. 27 hits. 15 damage.[/sblock]
S3
[sblock]7 ongoing fire damage.
Hurling Charge recharge check (4, 5, or 6). Rolled 4. Recharges.
Move Action: Clear the Ground: 10 vs Fort on Saerie and Bear. 20 and 10. Hits Saerie and misses Bear. Saerie is either prone where she is or pushed 2 squares south and adjacent to Jagged Stalagmites (10 damage at the start of her turn). Let me know if you pass the saving throw or not.
Standard Action: Handaxe + 12 vs AC on Bear. Rolled 18. 30 hits. 19 damage.
End of turn: Rolled a 7 vs OG 7 fire. Failed Saving Throw again.[/sblock]
Round 3
Minion
[sblock]Standard Action: Skirmishing Strike + 14 vs AC on Terilion. Rolled 7. Miss but moves to C13.
Move Action: Moves to C13 (cover vs ranged attacks with LoE through table).[/sblock]
I need to know the results of Saeries saving throw (is she prone adjacent to him or pushed adjacent to the hindering terrain) before I take V's turn. Let me know.
EDIT - Saving throw passes. On your Fox's Cunning, I assume you mean I11. You can't get to I10 with Fox's Cunning - shift 1 from H12. If you mean I11, then S3 doesn't shift before he attacks you with Handaxe. Otherwise, he can shift 2 to get adjacent.
Vendrik Fahvenaard
[sblock]Cunning Spear (Recharge 5, 6). Rolled 4. No recharge.
7 ongoing fire damage.
Standard Action: For the Clan! V uses Skewering Spear + 12 vs AC on Saerie. Rolled 12. 24 hits. Saerie takes 12 damage.
* Immediate Reaction Fox's Cunning by Saerie hits for 22 damage. Vendrik Fahvenaard dies.
** No Action: Incite Savagery - Vendrik Fahvenaard's allies gain vulnerable 3 to all damage and a + 5 to damage rolls until the end of the encounter.
S2 shifts one or two squares adjacent to Saerie (or stays put) and uses Handaxe + 12 vs AC on Saerie. Rolled 13. 25 hits. 20 damage.[/sblock]
The mighty leader of the raiders that have been pillaging Terilion's community becomes more beast than mine. Burning flesh. Primal growls. Blood and sweat flying. A murderous gleam in his eye more animal than human.
Ultimateily it is his ferocity that is his undoing against the cunning bladework of the elven warrior he is locked in battle with. He brings his mighty spear down upon her, a thrust that should be a killing blow. The elf has fought a hunder giants in the feywild and their movements are well-known to her. She deflects the blow with the guard of her blade and as it rolls off of her, the opportunity presents itself and her blade naturally moves from its parry to a clean slash across the belly of the giant man. His guts are laid wide open. He should pass without a second thought. Her instincts get a scale armored vambrace up at the last second to absorb a killing blow from a handaxe but she barely registers the action. She is transfixed by the hulking man's ability to defy death.
Though He falls to a knee, he keeps his spear in his hand and holds his guts together in the other. As the flames lick across his knotted beard, he smiles a disturbing smile. Through gritted teeth he shouts "I go to the spirit realm to hunt next to The Lord of All Beasts. Send me their spirits so I might hunt them for all eternity. And...feast...feast on their flesh here..."
With that, he collapses into the consuming fire. A riot of cascading howls and menacing growls usher forth from the men he led and they clang their weapons on the stone or together. Surely those toiling in the main plaza can hear it.
S1
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 3. No recharge.
Move Action: Moves to L14.
Minor Action: Draw Javelin.
Standard Action: Javelin + 12 on Terilion. Rolled 5. 17 misses.[/sblock]
S2
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 2. No recharge.
Standard Action: Charge and Handaxe + 12 (+1) vs AC on Saerie. Rolled 13. 26 hits. 17 damage.[/sblock]
S3
[sblock]7 + 3 ongoing fire damage.
Standard Action: Handaxe + 12 on Bear. Rolled 4. 16 misses.
Move Action: Escape Grab attempt + 8. Rolled 3. 11 fails.
End of turn: Rolled 11 vs OG 7 fire. Passed Saving Throw.[/sblock]
Round 4
Minion
[sblock]Move Action: Move to G12
Standard Action: Skirmishing Strike + 14 vs AC on Saerie. Rolled 3. Miss but moves back to C13 behind the cover of the table.[/sblock]
3s are wild



As the battle rages, three men appear at the entrance to the Fahvenaard's domain. Perhaps this is a normal occurence. Perhaps this clan has regular raucous celebrations or ceremonial battles. Regardless, these men are clearly artisans and general laborers, not warriors. All three show up in dirtied aprons, perhaps a tanner, a cook, and a metalworker. None show up with weapons, prepared for battle. They try to take in what they see before them and their faces (Passive Insight) show little more than gross consternation. Whatever words they exchange cannot be made out over the sounds of ringing steel and battlecries.
Exactly what they will do, you don't know. But their iniative is end of the round, after your guys, but before the 3 Ses.
Saving Throws for Hindering Terrain:
S2 is 7. Failed. He dies at the start of his turn due to 10 + 3 damage in.
S3 is 10. Passed. He is prone and grabbed by Bear in his origin square and very Bloodied. The first damage expression is correct so 21 damage in.
Clanless Minions 1, 2, 3.
[sblock]Each move into the room and Charge Bear. + 11 (+ 1) vs AC. The CM 2 has CA with S3 so another + 2. Rolled 16, 8, 4. First two hit for 7 * 2 = 14 damage.
They end in G12, H12, I12 respectively.[/sblock]
S1
[sblock]Hurling Charge recharge check (4, 5, or 6). Rolled 5. Recharges.
Minor Action: Draw Javelin.
Standard Action: Hurling Charge: S1 uses Javelin + 12 vs AC on Bear. If its attack hits, S1 charges as a free action and uses Handaxe + 12 vs AC. Rolled 18. Javelin hits Bear for 21 damage. 8 temp and 13 real. Handaxe + 12 vs AC on Bear. Rolled 6. Misses. Ends in I 11.[/sblock]
S3
[sblock]Move Action: Stands up.
Standard Action: Handaxe + 12 (+ 2 CA) vs Bear. Rolled 12. 26 hits. 19 damage.[/sblock]
Bear is bloodied.
Round 5
Minion
[sblock]Minor Action: Draw Javelin.
Standard Action: Skirmishing Strike + 14 vs AC on Bear. Rolled 13. Hits for 9 damage.[/sblock]
Your words seem to reach the Clanless artisans for a moment. They don't appear inclined toward aggresion. But only a moment. Their eyes draw back and they speak in unison "THEY THREATEN US! DESTROY THEM!". With awkward strides they lope toward your bear companion, swinging fists, bellows, cooking implements. Whatever is at hand.
The Fahvenaard clan still aligned against you engage a desperate assault. A stray blow draws superficial blood and illicits a roar in defiance from the proud creature. He is surrounded, fending off blow after blow, clearly slowing from the effort. But he will not relent.
@Binks. You're up.
I've got you guys at:
Bear 16 HP (1 surge left).
Saerie 20 HP (1 surge left).
Terilion 9 HP.
That what you have?
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