Match One: The Assault on Anakabar, Round 2
The crowd roars as Rilissa somersaults across the Outtown houses, then again as illusionary flames flare up from Northtown.
The Sorcerer blinds Corragan just as the druid starts to recover from the first one. The goblin's cackles turn into shrieks as it too tries to run across the wall to the Bluffhold and falls into the boiling harbor.
The other goblins attack, a shield bearer and a sniper nearly dropping the blinded druid while another scrambles into Commonside and shoves Sha'kar out of the city entirely.
Rikroc stands up in the trees and takes careful aim, hitting Corragan square in the back, nearly killing the druid outright...
GM: | Ignatz can't take a move action after a charge so I left him in M10. Also note that crossing walls in the city costs 1 extra square of movement.
To be clear, like last turn, K7 (where Sha'kar is) is outside the city walls. | |
[sblock=Enemy Actions]
Goblin Sorcerer 1:
Blinding Flash(+2 CA):
16 Fort vs Corragan's
Fort 13(+2 Cover), hit,
10 damage and Corragan is
Blind until the end of the Sorcerer's next turn. Move to J16,
Acrobatics 9 vs DC 15, fail, fall into water and take
5 fire damage.
Goblin Assaulter 3:
OA(when Ignatz charges Sorcerer):
12 AC vs Ignatz's
AC 19(+2 cover), miss.
Battle Axe:
13 AC vs Dina's
AC 17, miss. Shift to L6.
Goblin Assaulter 8: Move,
Athletics 6 to jump over I6 to H7, success,
Athletics 22 vs Wall
DC 15, success to I8.
Battle Axe:
CRIT vs Sha'kar,
5 damage and
push 1.
Goblin Shield Bearer 4: Move to I10.
Short Sword(+2 CA):
25 AC vs Corragan's
AC 16, hit,
4 damage. Corragan is
marked by Shield Bearer 4 until the end of the goblin's next turn.
Goblin Shield Bearer 8: Move to L5. Charge to N7,
Short Sword(+1 Charge):
CRIT vs Rilissa,
4 damage. Rilissa is
marked until the end of the goblin's next turn.
Goblin Sniper 2:
Shortbow(+2 CA):
25 AC vs Corragan's
AC 18(+2 cover), hit,
5 damage. Move to H14,
Athletics 6 vs Wall
DC 15, fail.
Goblin Warmonger Rikroc: Stand.
Longbow(+2 CA):
28 AC vs Corragan's
AC 18(+2 cover), hit,
15 damage and Corragan
grants CA until the end of the goblin's next turn.
Reinforcement Roll:
2 vs
DC 19, fail. Reinforcement now
DC 18.
[/sblock]
[sblock=Combatants]
-Party-
Corragan:
I11,
-12/28hp,
unconscious,
dying,
blinded,
marked(Shield Bearer 4),
grants CA,
prone
Sha'kar:
K7,
20/30hp
Rilissa:
O8,
14/27hp,
marked(Shield Bearer 8)
Ignatz:
M10,
2+25/30hp,
Thunderfury Rage
Dina:
K8,
18/24hp
-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
Goblin Warmonger: 46 HP, AC 18, Fort 16, Ref 17, Will 16.
MBA: +9 vs AC, 1d8+6 damage.
Goblin Sorcerer 1:
J18,
41/46hp,
in water
Goblin Sorcerer: 46 HP, AC 17, Fort 14, Ref 15, Will 16.
MBA: +8 vs AC, 1d6+7 damage and slide 1.
Goblin Sorcerers Killed:
1
Goblin Sniper 2:
H14
Goblin Sniper: Minion, AC 13, Fort 12, Ref 14, Will 12.
MBA: +6 vs AC, 4 damage.
Goblin Snipers Killed:
3
Goblin Assaulter 3:
L6
Goblin Assaulter 8:
I8, 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:
6
Goblin Shield Bearer 4:
I10
Goblin Shield Bearer 8:
N7
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:
6
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:
Athletics:
17
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]