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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6786349" data-attributes="member: 6696971"><p><strong>ROUND 4</strong></p><p></p><p>All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn).</p><p></p><p><strong><strong><em>Otthor</em></strong></strong></p><p></p><p>[sblock]10 OG psychic damage</p><p></p><p>Standard Action: Thunder Cage on MIBs +25 vs Fort. Rolled 12. Hits. 2d10 (12) + 17 thunder damage = 29. Effect: 1d10 + 17 if leaves sq before SoNT</p><p></p><p>Minor Action: Arcane Strike MBA + 28 (+2 CA and +1 guardian) vs Ref on MIBs. Rolled 6. hits. 2d8 (6) + 17 = 23 cold damage. </p><p></p><p><span style="color: #ffa500">MIBs uses Tail Smash (immediate reaction - AW) vs Otthor + 24 (-2) vs Ref. Rolled 13. Misses.</span></p><p></p><p></p><p>No Action: Unseen Hand on MIBs. 10 force damage and and slide 3 squares toward hindering terrain of fire. This triggers TC secondary effect.</p><p></p><p><span style="color: #FFA500">1) TC Effect: 1d10 (2) + 17 = 19 thunder damage.</span></p><p><span style="color: #FFA500"></span></p><p><span style="color: #FFA500">2) MIBs ST vs hindering terrain 13 + 5 passes. Prone adjacent.</span></p><p></p><p>End of Turn: ST vs 10 OG psychic damage. 18 passes.[/sblock]</p><p></p><p></p><p><strong><em>Saerie (Rawr and Lucky)</em></strong></p><p></p><p>[sblock]Standard Action: Into Harm’s Way +26 (+2 CA) vs Will. Rolled 16. 2d6 (4) +10 + 5d6 (18) = 32 damage and slide target 2 sq back adjacent to Rawr. Otthor MBA as FA:</p><p></p><p><span style="color: #FFA500">Free Action - Otthor MBA + 28 (+2 CA + 1 guardian) vs Ref on MIBs. Rolled 4. Hits. 2d8 (7) + 17 = 24 cold damage.</span></p><p></p><p>Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 7. Misses.</p><p></p><p>Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 14, 2d12 (13) + 9 dam == 22 damage. MIBs dead.[/sblock]</p><p></p><p>[HR][/HR]</p><p></p><p>Saerie shouts a battlecry to finish the beast and unleashes a bewildering torrent steel and perfect footwork, distracting the creature to its ruin. Otthor and Rawr match her ferocity with thunderous magic, bladework too swift for the staggered creature to follow. A beastial roar from their bear companion and savage mauling and shaking of the beast in his bloody muzzle finishes the affair. The giant, infernal, aberrant lizard falls hard to the frozen earth, shaking the ground beneath the refugees and the combatants. When it lies still and the battlefield draws quiet, everyone waits for a moment to celebrate, unsure if the day has been won. Then, one person's cry urges on the others and suddenly an entire city is gathering in the square to exalt in their very survival. </p><p></p><p>The celebratory uproar is quickly quenched when a runner from the outer wall comes in panting...</p><p></p><p>"(Huff, huff)...green (huff, huff)...green mists...(huff, huff)...they're everywhere...(huff, huff)...they're coming!"</p><p></p><p>The merriment gives way to hushed dismay. A once-human voice cries out from far away in utter agony. Another quickly follows "FALL BACK!...DON'T LET IT TOUCH YOU! RUN!"</p><p></p><p>[HR][/HR]</p><p></p><p>Get your Dungeon World characters up to 9th level. We're going back to that system after this conflict is ended.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6786349, member: 6696971"] [B]ROUND 4[/B] All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn). [B][B][I]Otthor[/I][/B][/B] [sblock]10 OG psychic damage Standard Action: Thunder Cage on MIBs +25 vs Fort. Rolled 12. Hits. 2d10 (12) + 17 thunder damage = 29. Effect: 1d10 + 17 if leaves sq before SoNT Minor Action: Arcane Strike MBA + 28 (+2 CA and +1 guardian) vs Ref on MIBs. Rolled 6. hits. 2d8 (6) + 17 = 23 cold damage. [COLOR=#ffa500]MIBs uses Tail Smash (immediate reaction - AW) vs Otthor + 24 (-2) vs Ref. Rolled 13. Misses.[/COLOR] No Action: Unseen Hand on MIBs. 10 force damage and and slide 3 squares toward hindering terrain of fire. This triggers TC secondary effect. [COLOR=#FFA500]1) TC Effect: 1d10 (2) + 17 = 19 thunder damage. 2) MIBs ST vs hindering terrain 13 + 5 passes. Prone adjacent.[/COLOR] End of Turn: ST vs 10 OG psychic damage. 18 passes.[/sblock] [B][I]Saerie (Rawr and Lucky)[/I][/B] [sblock]Standard Action: Into Harm’s Way +26 (+2 CA) vs Will. Rolled 16. 2d6 (4) +10 + 5d6 (18) = 32 damage and slide target 2 sq back adjacent to Rawr. Otthor MBA as FA: [COLOR=#FFA500]Free Action - Otthor MBA + 28 (+2 CA + 1 guardian) vs Ref on MIBs. Rolled 4. Hits. 2d8 (7) + 17 = 24 cold damage.[/COLOR] Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 7. Misses. Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 14, 2d12 (13) + 9 dam == 22 damage. MIBs dead.[/sblock] [HR][/HR] Saerie shouts a battlecry to finish the beast and unleashes a bewildering torrent steel and perfect footwork, distracting the creature to its ruin. Otthor and Rawr match her ferocity with thunderous magic, bladework too swift for the staggered creature to follow. A beastial roar from their bear companion and savage mauling and shaking of the beast in his bloody muzzle finishes the affair. The giant, infernal, aberrant lizard falls hard to the frozen earth, shaking the ground beneath the refugees and the combatants. When it lies still and the battlefield draws quiet, everyone waits for a moment to celebrate, unsure if the day has been won. Then, one person's cry urges on the others and suddenly an entire city is gathering in the square to exalt in their very survival. The celebratory uproar is quickly quenched when a runner from the outer wall comes in panting... "(Huff, huff)...green (huff, huff)...green mists...(huff, huff)...they're everywhere...(huff, huff)...they're coming!" The merriment gives way to hushed dismay. A once-human voice cries out from far away in utter agony. Another quickly follows "FALL BACK!...DON'T LET IT TOUCH YOU! RUN!" [HR][/HR] Get your Dungeon World characters up to 9th level. We're going back to that system after this conflict is ended. [/QUOTE]
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