Under the Chipped Flask, Round 6
The badly-injured ogre looks at the newly-healed Earth and shouts, "
'Dis ain't worth it!" before squeezing his bulk through the doorway and running for the stairs.
The last thug, wounded himself and his leader fled, nimbly sprints through the door and past his boss, double-timing it up the stairs.
GM: | Neurotic: Illarion can't see the Ogre from where he's at due to the X-shaped wall in the center. You can see Thug 3 so I'll just switch your two attacks(hit the Thug, miss the Ogre).
The enemy have fled. You can pursue them if you wish - the ogre is still stuck at the base of the stairs - but you do have three allies dying at the moment. If you pursue, will go into another round, if you let them go, I'll assume you stabilize all your allies and the group can take a short rest. | |
[sblock=Enemy Actions]
Ogre Boss: Squeeze to S16, move off the map.
Thug Swordsman 1: Run off the map.[/sblock]
[sblock=Combatants]
Ogre Boss:
Fled,
129 damage taken,
bloodied
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA:
Ogre Smash: +7 vs AC, 1d12+7 damage and push 2.
Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura.
'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.
Thug Swordsman 1:
Fled,
16 damage taken
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA:
Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack.
Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed:
3
Earth:
P22,
28 damage taken,
4 THP,
bloodied,
DR10
Illarion:
F23,
+1 AC
Mab:
O13,
37 damage taken,
bloodied,
dying,
unconscious,
prone
Devinihm:
Q11,
32 damage taken,
bloodied,
dying,
unconscious,
prone,
DR4
Raijin:
P7,
36 damage taken,
bloodied,
dying,
unconscious,
prone,
+2 AC,
1 death save failed
Xander:
P25,
6 damage taken,
DR5
Status Key
Combatant: Location, damage effects, EONT/SONT effects, encounter effects[/sblock]
[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.
All the doors are open a crack so it's a free action to push them open.
The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]