The Adventurer's Guild

In the air:

The remaining dragonborn sniper, after watching his comrade fall to his death, furrows his brow and says grimly "You'll pay for that, little man." He draws and fires, hitting Brocc square in the chest.
GM: Chris, roll an acrobatics check vs. falling (DC10). If you miss, roll 1d10 falling damage and you land prone on the rock below you at H11. Then roll an additional acrobatics check (DC10 again). If you fail again, then roll an additional 3d10 falling damage, and you'll land prone on the rock heap at G11.


On the ground:

As Sledge rushes forward to assist Nicodemus, the dragonborn reflexively brings his flail up to block, stopping the dwarf from causing any damage. He then retaliates and hits Sledge with his flail, causing a deep gash across the dwarf's chest that bleeds profusely.

"Ah, you brought a wee friend to play, eh shiny? You'll still have to deal with me yourself, boy!" He shifts backwards to keep you from ganging up on him.
GM: Note: Keep in mind that Q3 is difficult terrain

Mallick puts away his swords and draws out his bow. Nocking an arrow, he lets it fly at the brigand, but his utter exhaustion and the sweat in his eyes keeps him from hitting his target.
[sblock=Ground Map]
tower7.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.

towerpath7.png

[/sblock][sblock=Rolls]Longbow vs. Brocc (1d20+11=31, 1d10+4=13) Crit for 14 damage! (Brocc)
Heavy Flail vs. Sledge (1d20+8=23, 2d6+5=10) Hit for 10 damage (Sledge)
Longbow vs. Dragonborn Brigand (1d20+6=11, 1d10+2=8) Miss (Brigand)[/sblock][sblock=Enemies]Brigand: 29 damage taken
AC-19
Fort-18
Ref-15
Will-16

Dragonborn Sniper #2: 11 damage taken
AC-19
Fort-15
Ref-18
Will-16

**Dragonborn gain a +1 racial bonus to attack rolls when bloodied.**[/sblock][sblock=Status]Brocc: 7/38 hp, bloodied
2/6 surges remaining
Used: Distract

Mallick: 7/47 hp, bloodied, Total Defense (+2 to all defenses)
0/6 surges remaining
Used: Shadow Wasp Strike

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

Sledge: 27/61 hp, bloodied
6/12 surges remaining
Used: Bedeviling Assault[/sblock]
 

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As the brigand shifts away it provides an opening for Sledge
[sblock=actions]my "combat challange" automatically marks foes I attack and allows me a mellee basic attack against shifting marked foes
[/sblock]
 



I watch as the dragon born dodges Sledge's attacks and while he's distracted, I move between him and a large stone. I push off the rock with my hand giving me leverage to drive my sword deep into his scales.

When my sword stabs him, I immediately feel relief and energized to finish this over sized Gecko.

Move: Q3
Minor: None
Standard: Bolstering Strike (+2 temp hp if hit)
 

Brocc stagger from the force of the arrow, falls over the edge bouncing off one of the floating stones before falling even further.

[sblock=status]
19 damage total (4 + 15)
-12hp
[/sblock]
 
Last edited:

GM: OH NOES! Brocc has been knocked off the floating path and is lying prone on the mound of rocks at G11. He made his first save, but he is not out of danger yet. He is at -12 hp. If he hits -19 hp, he dies.

He will keep making death saving throws until one of you stabilizes him. Here are the relevant rules entries.
[sblock=Death and Dying]Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any additional damage you take continues to reduce your current hit point total until your character dies.

Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each round. The result of your saving throw determines how close you are to death.
Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die.
10–19: No change.
20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges, your condition doesn’t change.

Death: When you take damage that reduces your current hit points to your bloodied value expressed as a negative number, your character dies.[/sblock][sblock=Healing the Dying]When you are dying, any healing restores you to at least 1 hit point. If someone has stabilized you using the Heal skill but you receive no healing, you regain hit points after an extended rest.

HEALING A DYING CHARACTER

Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point.

Become Conscious: As soon as you have a current hit point total that’s higher than 0, you become conscious and are no longer dying. (You are still prone until you take an action to stand up.)[/sblock][sblock=Heal Skill]FIRST AID
Make a Heal check to administer first aid to a subject.

Action: Standard action. The subject must be adjacent to the creature performing first aid.
DC: The DC depends on which of the following tasks the creature attempts.

Grant Second Wind (DC 10): The subject can use its second wind, if available, without taking an action. The subject doesn’t gain the defense bonus normally granted by second wind, but still gains any other benefits associated with its second wind, such as a benefit granted by a class feature or a feat.

Grant a Saving Throw (DC 15): The subject can either make a saving throw immediately or gain a +2 bonus to a saving throw at the end of its next turn.

Stabilize the Dying (DC 15): If the subject is dying, the subject stops making death saving throws until it takes damage. Being stabilized does not change the subject’s current hit point total.[/sblock]
 

In the air:

Having cleared the path, the remaining dragonborn sniper turns his attention back to the ground battle. He picks the closest target (the dwarf) and fires. The shot bounces off a piece of floating debris in the air.

On the ground:

Mallick once more flings an arrow at the brigand, but once more misses him. Seeing that his ability to aim is severely degraded, he changes tactics and runs over to Brocc to see if he can assist him. He is weak and weary, but begins climbing the mound of rubble to get to the gnome. As soon as he sees that Brocc is badly injured, he calls back to his companions. "Guys! Brocc's hurt really bad! Are either of you any good at healing?"

The brigand smiles at Nicodemus and Sledge and says "I can see the fear in your eyes, lads! Surrender and we may let one of you live to clean up after our drakes!"

The smile fades just a bit as Sledge blocks the brigands flail, but the dragonborn keeps fighting.
GM: Man, my rolls suck today.

[sblock=Ground Map]
tower8.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.

towerpath8.png

[/sblock][sblock=Rolls]Sniper #2 Longbow vs. Sledge (1d20+11=17, 1d10+4=10) Miss (Sledge)
Mallick vs. Brigand (1d20+6=8, 1d10+2=10) Miss (Brigand)
Brigand vs. Sledge (1d20+8=10, 2d6+5=9) Miss (Sledge)[/sblock][sblock=Enemies]Brigand: 36 damage taken
AC-19
Fort-18
Ref-15
Will-16

Dragonborn Sniper #2: 11 damage taken
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, Dying
2/6 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: 27/61 hp, bloodied
6/12 surges remaining
Used: Bedeviling Assault[/sblock]
 



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