The Adventurer's Guild


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As the battle starts, you hear the distinctive sounds of clanking chains on stone from the top of the tower, followed by an all-too-familiar screech that you recognize as that of a Warwing Drake. Moments later, a drake takes to the sky from the tower battlements. This drake is much like the tamed drakes you met earlier, but this one is carrying a rider. He begins a circling attack run towards you, but he is too far away to reach you this round.

Sniper #1 fires his longbow and hits Sledge squarely. As the arrow sinks in, you can see the same blood-red poison that Gix applied to his flail is also coating the arrow. The sniper then stands up, and looks like he is preparing to start climbing the boulder path.

Sniper #2 fires from the darkness of the tower doorway and misses Mallick.

Gix, though bloodied and on fire, lashes out at the dwarf once again with his flail. The distractions prove too much, however, and Sledge parries the flail with his own axe.

The dragonborn does manage to take a step back and pat out the flames that the paladin's sword had ignited on his armor.

[sblock=Map]
tower1o.png


Sniper 1 is about 75 ft. above the ground, lying prone on a floating piece of rubble.
Sniper 2 is in the tower entrance on the bottom floor. They both have superior cover. (-5 to ranged attacks)

Any square on the ground that contains 25-50% debris is considered Difficult Terrain.
Any square on the ground that contains more than 50% debris requires a DC 15 Athletics check to climb.[/sblock][sblock=Enemy Actions]Sniper 1 Longbow vs. Sledge (1d20+11=23, 1d10+4=9, 1d20+6=11) Hit for 9 damage (Sledge) Ongoing 5 poison damage
Sniper 2 Longbow vs. Mallick (1d20+11=15, 1d10+4=6, 1d20+6=9) Miss (Mallick)
Gix Heavy Flail vs. Sledge (1d20+9=13, 3d6+5=16) Miss (Sledge) (The Combat Advantage he had against Sledge is canceled out by Nic's previous hit.)
Gix's saving throw vs. ongoing fire damage (1d20=10) Gix saves vs. Fire[/sblock][sblock=Enemies]Gix: 70 damage taken, bloodied
AC-19
Fort-18
Ref-15
Will-16

Dragonborn Snipers:
AC-19
Fort-15
Ref-18
Will-16

Dragonborn Brigand:
AC-19
Fort-18
Ref-15
Will-16

Warwing Drake:
AC-19
Fort-18
Ref-16
Will-16

**Dragonborns gain a +1 racial bonus to attack rolls when bloodied.**[/sblock][sblock=Status]Brocc: 28/38 hp
3/6 surges remaining

Mallick: 43/47 hp
0/6 surges remaining

Nicodemus: 53/55 hp
2/10 surges remaining
Used: Martyrs Retribution
Used: Talon Amulet

Sledge: 30/61 hp, ongoing 5 poison damage, bloodied
6/12 surges remaining
Used: Bedeviling Assault[/sblock]
 

OOC:
Because I have "combat challenge" any marked enemy that shifts provokes opportunity attacks from me


As Gix backs up Sledge spots an opening and attacks
 

Sledge pauses only for a second as his wounds heal then heads towards the floating path and pauses again to ready himself in case of an attack.
calling out to his comrades "I'm heading toward the tower"


OOC: Ignore all the attacks below


[sblock=actions] minor: second wind +30 hp uses 2 surges
move: M7
Standard: ready basic melee
trigger: when drake or rider comes within striking distance

[/sblock]
 
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GM: By the way, it doesn't matter for this attack, but for future reference: your bonus for OA's against your marked opponent equals your Wisdom modifier, NOT your modifier plus half level. So the bonus is 1, not 3.

Either way, you still hit him this time, just wanted to clarify it for the future.
 


GM: Sniper #2 is 100 ft in the air, inside the doorway of the floating tower. Sniper #1 is about 75 ft. in the air, on the floating rubble path that leads up to the tower. See this post from a few days ago for a map.

You could ready an action (just a suggestion) or re-position yourselves, because there is a drake and his rider heading your way. Or you could make your way to the bottom of the path at F7 and start climbing. The drake is currently at about 50 ft in the air.

Also, your save vs. poison will count for the retconned post - you don't have to roll it again.
 


GM: It takes 2 move to move into a single square of difficult terrain, so with a move of 5 you can only move into 2 squares of difficult terrain. Moving out of DT into a normal square only costs 1, however.

Other options: Using two move actions grants you a total speed of 10, so you can move into 5 squares of DT.

Also, here's the compendium entry on running. We haven't used this at all before, to my knowledge:

You can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic— you have to lower your guard to make your best speed, and you can’t attack very well.

RUN: MOVE ACTION

Speed + 2: Move up to your speed + 2. For example, if your speed is normally 6, you can move up to 8 squares when you run.

–5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn.

Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn.
 

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