Match One: The Assault on Anakabar, Round 1
Though almost a third of their number fall before they are even able to act, the goblins rush in with cries of
"Rikroc, Rikroc, Rikroc!"
One of the sorcerers aims a gnarled stick at Corragan and sends him reeling with a blinding flash, even as the other sorcerer summons a roiling, dark cloud that swirls amidst the party, hindering their attacks.
The goblins rush the walls from all sides, several gaining entry while others scrabble futilely against the walls, several landing blows and arrows that are relatively weak on their own, but threatening with the sheer numbers of goblins attacking. Two goblins fall screaming into the boiling waters as they try to run across the narrow stone wall leading to the Bluffhold and die horribly.
Then Warlord Rikroc blasts a horn, the sound echoing and reverberating in Commonside, suddenly causing Ignatz and Sha'kar to see a goblin where Dina stands and take swings at her. While the party members are attacking each other the goblins nearby attack as well, injuring Dina more.
Half the city is already threatening to fall if the goblins can keep their footholds in Northside, Commonside, Merchantside, and Outtown...
GM: | @Faraque , running imposes -5 to attack rolls and makes you grant CA. Fortunately, 17 AC still hits.
Everyone please post your statblocks at the end of each post and track any resources you've used on them so I don't have to - it can take a couple hours to run each turn as it is.
Note: The goblin at K7 is outside the walls. It's not entirely clear on the map, so I'll just clear it up now.
PCs are up in any order! | |
[sblock=Enemy Actions]
Goblin Sorcerer 1:
Blinding Flash(Range 10):
14 Fort vs Corragan's
13 Fort(+2 Cover), hit,
11 damage and Corragan is
blind until the end of the Goblin's next turn. Move to F16.
Goblin Sorcerer 2:
Doom Cloud(Burst 3 in 10): All PCs take
-2 to attack rolls while in the zone. Move to O11.
Goblin Assaulter 1: Move to G7. Climb wall:
Athletics 20 vs
DC 15, success. Move to I9.
Goblin Assaulter 3: Move to L5. Charge to K7,
Battle Axe(+1 charge):
CRIT vs Sha'kar,
5 damage and
push 1.
Goblin Assaulter 4:
Goblin Tactics(when missed by Sha'kar): Shift to S9. Run to N9, climb wall:
Athletics 12 vs
DC 15, fail. Climb wall:
Athletics 11 vs
DC 15, fail.
Goblin Assaulter 5: Run to F11, climb wall:
Athletics 7 vs
DC 15, fail. Climb wall:
Athletics 10 vs
DC 15, fail.
Goblin Assaulter 6: Run to G17. Move to J17.
Acrobatics 5 vs
DC 15, fail, fall into water,
5 fire damage,
dead.
Goblin Assaulter 8: Move to J3. Charge to K3,
Battle Axe(+2 CA, +1 charge):
16 AC vs Rilissa's
19 AC, miss.
Goblin Shield Bearer 3: Run to H15. Move to J17.
Acrobatics 4 vs
DC 15, fail, fall into water,
5 fire damage,
dead.
Goblin Shield Bearer 4: Run to F13, climb wall:
Athletics 20 vs
DC 15, success.
Short Sword(-5 run, +2 CA):
13 AC vs Corragan's
16 AC, miss. Corragan is
marked until the end of the goblin's next turn.
Goblin Shield Bearer 5: Run to N8. Climb wall:
Athletics 20 vs
DC 15, success. Move to L11.
Goblin Shield Bearer 6: Move to O10.
Total Defense:
+2 defenses until the start of the goblin's next turn.
Goblin Shield Bearer 8:
Short Sword(+2 CA):
CRIT vs Rilissa,
4 damage. Rilissa is
marked until the end of the goblin's next turn. Shift to N2.
Goblin Sniper 2:
Shortbow(+2 CA):
23 AC vs Corragan's
AC 18(+2 cover), hit,
5 damage. Move to G18.
Goblin Sniper 3:
Shortbow(+2 CA):
24 AC vs Rilissa's
19 AC, hit,
5 damage. Move to O9.
Goblin Warmonger Rikroc: Move to C3.
Battle Cry(Burst 1 in 10): 1
6 Will vs Ignatz'
11 Will, hit,
13 Will vs Dina's
15 Will, miss,
21 Will vs Sha'kar's
14 Will, hit. Ignatz and Sha'kar make
Basic Attacks of Rikroc's choice.
Ignatz MBA(-2 Doom Cloud): 1d20+4=
9 AC vs Dina's
17 AC, miss. Sha'kar's MBA(-2 Doom Cloud): 1d20+0=
19 AC vs Dina's
17 AC, hit, 1d8=
4 damage. Goblins in the aura granted MBAs: Assaulter 1's
Battle Axe(+2 CA):
21 AC vs Dina's
17 AC, hit,
5 damage. Assaulter 3's
Battle Axe(2 CA):
21 AC vs Dina's
19 AC(+2 cover), hit,
5 damage and
push 1. Rikroc falls prone.
Reinforcement Roll:
13 vs
DC 20, fail. Reinforcement now
DC 19.
[/sblock]
[sblock=Combatants]
-Party-
Corragan:
H12,
12/28hp,
blinded,
marked(Shield Bearer 4),
-2 attacks
Sha'kar:
K9,
25/30hp,
-2 attacks
Rilissa:
L2,
18/27hp,
grants CA,
marked(Shield Bearer 8)
Ignatz:
J7,
-2 attacks
Dina:
J9,
10/24hp,
-2 attacks
-Enemy-
All enemies have
Goblin Tactics(Immediate Reaction, when missed by an attack): the Goblin shifts 1 square.
Goblin Warmonger Rikroc:
C3, 37/46hp,
concealment,
prone
Goblin Warmonger: 46 HP, AC 18, Fort 16, Ref 17, Will 16.
MBA: +9 vs AC, 1d8+6 damage.
Goblin Sorcerer 1:
F16
Goblin Sorcerer 2:
O11, +1 AC/Ref
Goblin Sorcerer: 46 HP, AC 17, Fort 14, Ref 15, Will 16.
MBA: +8 vs AC, 1d6+7 damage and slide 1.
Goblin Sniper 2:
G18
Goblin Sniper 3:
O9, +1 AC/Ref
Goblin Sniper: Minion, AC 13, Fort 12, Ref 14, Will 12.
MBA: +6 vs AC, 4 damage.
Goblin Snipers Killed:
2
Goblin Assaulter 1:
I9
Goblin Assaulter 3:
K7
Goblin Assaulter 4:
N10,
grants CA, +1 AC/Ref
Goblin Assaulter 5:
F11,
grants CA
Goblin Assaulter 8:
K3, Aegis(Rilissa)
Goblin Assaulter: Minion, AC 12, Fort 13, Ref 13, Will 12.
MBA: +6 vs AC, 5 damage and push 1.
Goblin Assaulters Killed:
3
Goblin Shield Bearer 4:
G12,
grants CA
Goblin Shield Bearer 5:
L11, grants CA
Goblin Shield Bearer 6:
O10,
+2 defenses
Goblin Shield Bearer 8:
N2
Goblin Shield Bearer: Minion, AC 16, Fort 13, Ref 13, Will 12.
MBA: +8 vs AC, 4 damage. Effect: The target is marked by the Shield Bearer.
Shield Bearer Aura: All allies gain +1 AC/Ref per shield bearer adjacent to them.
Goblin Shield Bearers Killed:
4
Effect Key:
location,
hp/max hp,
damage related,
TenT or TsnT,
conditional,
save ends,
encounter[/sblock]
[sblock=Terrain]
Walls: Crossing the walls takes an extra square of movement if you are crossing between walls within the city or crossing walls to leave the city. Crossing walls to enter the city takes a DC15 Athletics (Climb) check.
Cover: The walls grant cover against attacks made from outside the city to the inside.
Water: The water is boiling for extra drama. Any creature that enters or starts its turn in the water takes 5 fire damage. The Athletics DC to swim in it is DC 10.
Walls in Water: Creatures can cross the wall segments in the water leading to the Bluffhold by making a DC15 Acrobatics check. Failure means the move action ends and the creature falls into and adjacent water square. Crossing the gap at L16 requires a DC 10 Athletics (Jump) check.
Difficult Terrain: City, forest, and river squares are difficult terrain. For any square, its terrain type is whatever the majority of the square contains. When in doubt, ask for clarification.
Obscurement: Forest squares are light obscurement (grant concealment, 5 squares of them provide total concealment).[/sblock]
[sblock=Special Rules][sblock=Appease the Crowd]
*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.
I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.
*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.
*Any skill can be used, as long as the player can provide relevant character action to back up the roll.
Current Skill DCs:
Perception:
17
Others:
15[/sblock]
[sblock=The Siege]
Overrun: If any enemy starts their turn within a district (any of the eight labelled areas with cities) that district is "overrun" for the remainder of the match.
Loss Condition: If six of the eight districts are "overrun", the group loses and everyone dies (To the Death).
Reinforcements: At the end of each of the monster's turns there is a chance reinforcements will arrive. I'll roll a d20 each round vs DC 20. If the roll succeeds, reinforcements have arrived and all PCs gain an AP that must be spent during the next round or it is lost. The reinforcement DC goes down 1 after the roll each round.[/sblock][/sblock]