The Adventurer's Guild


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Brocc moves to a more defensible position, then turns his attention to the drake.

[sblock=Brocc's Action]
move to Q2
standard dishearten vs drake #1 (psychic, –2 to attack EOMNT) vs Will
[/sblock]
 

The drake takes to the air again, slashes both Nicodemus and Sledge with his claws, and retreats back to the top of the cottage.

The other drake has managed to pull enough of the roof of the barn apart, and has reached one of his legs inside. He is clawing about furiously trying to snatch up one of the animals within.[sblock=Rolls]Flyby Attack 1 (1d20+8-2=23, 1d6+4=9) Hit for 9 damage (Nicodemus)
Flyby Attack 2 (1d20+8-2=21, 1d6+4=5) Hit for 4 damage (Sledge)[/sblock][sblock=Map]
drakes2.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 - 54 damage, bloodied, -2 to attack (from Brocc)
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 - 46/55
Sledge - 57/61[/sblock]
 

[sblock="Mallick's Actions"]

Move: Climbing the Wall to N11

Minor: Hunter's quarry on Drake 3

Standard: Jaws of the Wolf

[/sblock]

Total Damage: 44 (max Damage) + 7 (Hunter's Quarry/Crit Damage) = 51 damage total.
 
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I try to open the door of the house. (minor?)

If locked, I'd like to break it down.

[sblock]

Minor: Check door
Standard: (if locked, knock it down)
Move: Go inside.

[/sblock]

Free Action: I call out to those inside. I'm coming in to get you out of here! I'm a friend.
 


Well boys, we're doing a fine job. However, if you're looking to actually domesticate one of these fellows, we might need to lighten things up a bit. Does anyone have a net?
 



Total Damage: 44 (max Damage) + 7 (Hunter's Quarry/Crit Damage) = 51 damage total.

GM: I was a bit confused by this, so I looked up the math and consulted some rulebooks (and some clarifications on Wizard's site). Here's how the damage should break down:

You rolled a crit with your Lifedrinker Scimitar. Max damage for that weapon and that power is 30. (2d8+6 maxed out plus Hunter's Quarry 1d8 maxed out).
Since you rolled a crit, you get to add an additional 1d6 necrotic damage (which you roll) AND an extra 1d8 because the weapon has the "High Crit" property (which you also roll).

So the total for that attack would be 30 + 1d6 necrotic + 1d8.

For the other attack (Magic Scimitar), you just need to roll 2d8+6 regular damage.

So, if will go ahead and roll 3d8 + 1d6 + 36, you will have your total damage. Which is probably a whole lot. Which may even drop the drake outright!

If it does, the rest of your characters have to be suitably impressed with Mallick crawling onto the roof and dropping a drake in one move.
 

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