Match One: The Assault on Anakabar, Round 4
As the goblin sorcerer drowns in the boiling water, the Warmonger slips back from Rilissa and shoots her point-blank with his longbow and makes a (probably final) defiant goblin warcry.
GM: | Obscurement doesn't provide concealment unless you're 2 or more square away (melee 1 attacks unaffected). Also, Rikroc's power let him shift 2 | |
[sblock=Enemy Actions]
Goblin Sorcerer 1: Take
5 damage from water and
die.
Goblin Warmonger Rikroc: Move to A1. Rilissa's OA: 1d20+6=
21 vs Rikroc's
18 AC, hit, 1d8+3=
4 damage.
Longbow(Range 30):
26 vs Rilissa's
21 AC(+2 concealment), hit,
8 damage and Relissa
grants CA until the end of the goblin's next turn.
Reinforcement Roll:
11 vs
DC 17, fail. Reinforcement now
DC 16.[/sblock]
[sblock=Combatants]
-Party-
Corragan:
I11,
13/28hp,
+1 hit and +3 damage
Sha'kar:
N9,
20/30hp
Rilissa:
M10,
6/27hp,
grants CA
Ignatz:
K17,
22/30hp,
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:
A4, 17/46hp,
concealment
Goblin Warmonger: 46 HP, AC 18, Fort 16, Ref 17, Will 16.
MBA: +9 vs AC, 1d8+6 damage.
Goblin Sorcerers Killed:
2
Goblin Snipers Killed:
4
Goblin Assaulter Killed:
8
Goblin Shield Bearers Killed:
8
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
History:
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]