The Adventurer's Guild

My hands glow as I place them over my wounds. I regain strength and move toward the drake to strike. As I move towards him, breathing heavily, I speak to him. "Ah, so it is true. The only reason you could possibly be this upset is if you DO take after your mother."

Minor: Healing Hands/Lay On Hands (16 hp)
Move: P4
Standard: Holy Strike (+2 bonus to damage)
 

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In the air:

Brocc continues climbing up the path, and ends up in front of Sledge. He focuses his mental energy for a moment and tries to take out one of the snipers, but is apparently fatigued by his climb and misses.

The sniper is alerted to them, however, and turns around to face the heroes. As he draws a bead on Brocc, he shouts for his companion "Wilhelm! Get out here and help me...we have incoming!"

He looses his arrow at Brocc, but the little gnome is a small target, and it goes slightly wide.

The other sniper moves out of the doorway, aims and fires at Sledge, hitting him hard and knocking him over the edge of the rock he was balancing on.
GM: Spencer, roll an Acrobatics check (DC 10) to catch yourself and keep from falling. If you fail, roll 3d10 falling damage.
On the ground:

The brigand returns Nicodemus' hit, but it's blocked by the paladin's shield. He screams out in frustration and commands the drake to "Shred him!".

The drake takes flight once again, this time attempting to use his claws on both heroes as he flies past them. Neither attack connects, but they do manage to get some distance away before turning around. As they prepare for another run, the brigand shouts at Nicodemus "You will pay for your insults, shiny little human! Your armor will not protect you from the wrath of my brethren and our allies!"[sblock=Ground Map]
tower4.png

A red dot means that character is bloodied.

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.

Trees provide cover as normal.[/sblock][sblock=Aerial Map]
GM: Important: The boulder path is all difficult terrain. If you take damage while on the floating path, you will need to make a DC 10 Acrobatics check to avoid slipping over the edge. There are 9 rocks on the path, each 10 ft. higher than the previous one. So falling damage is 1d10 for each 10 ft. above ground level. If you are on the 2nd rock, it's 2d10, 3rd rock is 3d10, etc.

towerpath4.png

[/sblock][sblock=Enemy Actions]Brocc's Mind Thurst: 3(1d20) +9 = 12; 4(1d10) +6 = 10 Miss
Sniper #1 vs. Brocc: 7(1d20) +11 = 18; 3(1d10) +4 = 7 Miss
Sniper # 2 vs. Sledge: 12(1d20) +11 = 23; 7(1d10) +4 = 11 Hit for 11 damage
Drake's Flyby attack vs. Nic: 12(1d20) +8 = 20; 6(1d6) +4 = 10 Miss
Drake's Flyby attack vs. Mallick: 7(1d20) +8 = 15; 6(1d6) +4 = 10 Miss
[/sblock][sblock=Enemies]Brigand: 10 damage taken
AC-19
Fort-18
Ref-15
Will-16

Warwing Drake: Bloodied, 15 hp remaining
AC-19
Fort-18
Ref-16
Will-16

Dragonborn Snipers: (#1: 21 damage taken, #2: undamaged)
AC-19
Fort-15
Ref-18
Will-16

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

Mallick: 22/47 hp, bloodied
0/6 surges remaining
Used: Shadow Wasp Strike

Nicodemus: 37/55 hp
1/10 surges remaining
Used: Martyrs Retribution
Used: Talon Amulet

Sledge: 49/61 hp
6/12 surges remaining
Used: Bedeviling Assault[/sblock]
 

Bring your little pet down here! My blades are thirsty for more of its blood!


[sblock=Mallick's Actions]

Minor: Hunter's Quarry on Drake

Standard: Readying Twin Strike on Drake-triggered when it is next to me.

[/sblock]
 


Sledge screams "curse you lizard scum" as he tumbles to the ground.

OOC: I'm going to assume I'm now at H11 just on the ground.


Sledge gets up tosses his throwing hammer at the drake and mutters curses about his sexual preference.

[sblock=actions]move: stand up
minor: switch weapon to throwing hammer
standard: attack drake with hammer
[/sblock]
 
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GM: Hilarious! Yeah, you could land at either H11 or G11. Keep in mind that either of those squares puts you on the pile of rubble, so it's difficult terrain.
 

"We both know they only reason you're here now is because your mom thought you were too ugly to eat."

Ready action: Holy Strike.
Trigger: Rider comes within melee range
 

In the air:

Brocc is unable to help Sledge keep his footing, so he turns back to the snipers and glares angrily at them. Sniper #1 shrieks as he grabs his head, and almost loses his footing. The arrow he was holding goes clattering onto the rocks below, but the sniper barely manages to hold his ground. Once steadied, he and his comrade both fire their arrows at the gnome. Both arrows sink deep into Brocc's shoulder, but the nimble little gnome is just able to steady himself despite the pain.

On the ground:

Meanwhile, the drake barrels towards Nicodemus and Mallick. It looks as if he is going to try and claw both of you again, but at the last moment the dragonborn leaps off of the drake's back and lands behind Nicodemus. The drake slashes Mallick twice with his powerful claws as he flies by, while the dragonborn is finally able to get past Nic's armor and wound him. "We'll see how you fare against me now, shiny!" he growls at the paladin.
GM: Jonathan and Mark, roll your opportunity attacks against the drake!
[sblock=Ground Map]
tower5.png

A red dot means that character is bloodied.

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.

Trees provide cover as normal.[/sblock][sblock=Aerial Map]
GM: Important: The boulder path is all difficult terrain. If you take damage while on the floating path, you will need to make a DC 10 Acrobatics check to avoid slipping over the edge. There are 9 rocks on the path, each 10 ft. higher than the previous one. So falling damage is 1d10 for each 10 ft. above ground level. If you are on the 2nd rock, it's 2d10, 3rd rock is 3d10, etc.

towerpath5.png

[/sblock][sblock=Rolls]Brocc's Dishearten: 4(1d20) +9 = 13; 13(1d20) +9 = 22; 4(1d6) +6 = 10 Hit Sniper 1 for 10 damage, -2 to attack rolls until EONT
Sniper #1 Save: 9(1d20) +6 = 15
Sniper #1 longbow vs. Brocc: 10(1d20) +12 -2 = 20; 4(1d10) +4 = 8 Hit for 8 damage
Sniper #2 longbow vs. Brocc: 16(1d20) +11 = 27; 4(1d10) +4 = 8 Hit for 8 damage
Brocc's saving throw: 10(1d20) +2 = 12
Flyby vs. Mallick: 13(1d20) +9 = 22; 18(1d20) +9 = 27; 4(1d6) +4 = 8; 3(1d6) +4 = 7 Hit twice for 15 total damage
Flail vs Nic: 14(1d20) +8 = 22; 8(2d6) +5 = 13 Hit for 13 damage[/sblock][sblock=Enemies]Brigand: 10 damage taken
AC-19
Fort-18
Ref-15
Will-16

Warwing Drake: Bloodied, 15 hp remaining
AC-19
Fort-18
Ref-16
Will-16

Dragonborn Snipers: (#1: Bloodied, 21 hp remaining, -2 to attacks #2: undamaged)
AC-19
Fort-15
Ref-18
Will-16

**Dragonborn gain a +1 racial bonus to attack rolls when bloodied.**[/sblock][sblock=Status]Brocc: 12/38 hp, bloodied
3/6 surges remaining
Used: Distract

Mallick: 7/47 hp, bloodied
0/6 surges remaining
Used: Shadow Wasp Strike

Nicodemus: 24/55 hp, bloodied
1/10 surges remaining
Used: Martyrs Retribution
Used: Talon Amulet

Sledge: 37/61 hp
6/12 surges remaining
Used: Bedeviling Assault[/sblock]
 

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