The Adventurer's Guild

Sledge charges the second drake ramming and striking at the same time
[sblock=action]move J8
minor = mark drake2
standard = bull charge [/sblock]
 

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GM: Geez, you guys did 64 damage in 1 round. Nice job!
With Sledge's devastating attack, the drake falls to the ground dead. You've gotten the attention of the drake on the roof, and he obviously eyes you as a threat. With a deafening screech, it takes to the air, swooping down and making claw attacks against Sledge and Mallick. The dwarf's plate armor is barely able to deflect the piercing claws, but the ranger is not so lucky.

The drake banks to the right, and lands on the edge of the fence. It turns back to the heroes and screeches loudly at them once again.

Nicodemus can hear shouting and muffled screams from within the cottage, but neither door nor window is opened. (Can you blame them?)

The drake on the barn is ignoring the entire situation, and continues trying to get to the animals inside. It has already pulled off some of the roof. You can make out the braying of a donkey, and the terrified screeching of at least a dozen other animals within.[sblock=Rolls]Flyby attacks vs. Sledge & Mallick (1d20+8=19, 1d6+4=7, 1d20+8=25, 1d6+4=10) Miss (Sledge), Hit for 10 damage (Mallick)[/sblock][sblock=Map]
drakes1.png

The door to the farmhouse is at J5, the double-doors to the barn are at P8 and Q8. They are made from old timbered wood and have a break DC of 20 (Strength check, standard action).

The windows can be forced open with a DC 15 Strength check as a standard action. Open windows provide superior cover to those inside. It costs 2 squares of movement to climb through an open window.

Fence: It costs 2 squares of movement to climb over the fence.

Walls: These 6-inch thick walls are made from heavy timbers. They can be climbed (Athletics DC 15) or broken (DC 25).[/sblock][sblock=Enemies]Drake 1 - Dead
Drake 2 - uninjured
Drake 3 - uninjured

Warwing Drakes are large enough to hold a rider, but these drakes are rider-less and appear to be feral.
AC-18
FORT-17
REF-15
WILL-16[/sblock][sblock=Status]Brocc - uninjured
Mallick - 37/47
Nicodemus - uninjured
Sledge - uninjured[/sblock]
 


GM: You could move to the corner of the barn in one move action. To climb, it takes 2 squares of movement for each 5 ft. of height, and the barn wall is 10 ft. tall.

Climbing a wall requires a DC 15 athletics check.
 

OOC: OK that's what I'll do. I'll move to the corner of the barn in one move action and then next turn I'll try to climb and attack (if feasible).
 

GM: Don't forget you can also use your standard action as a move to climb this round if you like. Also, I would recommend moving to M11, so that when you climb you'll be in an open spot on the roof.
 


sledge attacks the drake on the fence

[sblock=actions]move: k5
minor: mark drake
standard: Bedeveling assault
Effect:once per round when an ally hits target with melee attack I get to make a free action basic melee with combat advantage[/sblock]
 

I turn to attack the beast on the fence.

[sblock]

Move: k5
Standard: invigorating smite
Minor: only if hit - divine strength +3 to damage

[/sblock]
 

Nicodemus' hit distracts the Drake allowing Sledge to strike again.

[sblock=action]free action due to Nicodemus' hit,
basic melee [/sblock]
 

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