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No. 2383
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Frustratingly, Kavakri's attack doesn't quite manage to affect Roland, whose spirit remains strong. Cornelis, however, begins to see futility, and the strength behind his attack weakens... but not enough to still send the unfortunate rogue straight to the ground in a bloody mess, even in spite of Alexi's Glowering Threat.
"And that," Cornelis groans, "is for your backhanded attacks, scoundrel."
The Keep Guard, meanwhile, stands and faces Alexi, swiping at him with his blade, but he just cannot find a way to land a hit.
Kavakri's Dishearten misses Roland, but hits Cornelis for 12 damage, and Cornelis takes a -2 penalty to attack rolls until the end of his next turn.
Cornelis hits Paik with Crushing Fist for 13 damage, knocking Paik Prone.
Keep Guard 1 stands and attacks Alexi, but misses.
Initiative Order
Cornelis (30)
Keep Guard 1 (26)
Paik (24)
Roland (23)
Alexi (22)
Hamlet (21)
Reiyasu (19)
Keep Guard 2 (17)
Aeir (14)
Kavakri (13)
Players
Reiyasu (E-6) 42/69 HP, ongoing 10 psychic damage (save ends), +2 bonus to attack rolls/+7 to all defences against next attack until end of next turn
Paik (F-8) 37/68 HP, Prone, Dazed until end of next turn
Aeir (E-7) 75/75 HP, Riding
Aeir's Panther (E-7) 37/37 HP
Kavakri (D-6) 60/60 HP +10 tHP
Shaped Consciousness (I-9)
Alexi (F-10) 77/81 HP +5 tHP, +6 to AC until end of Aeir's next turn, Slowed until end of next turn
Eflor (Not Present) 81/81 HP
Enemies
Cornelis (G-9) -89 HP, Dazed until end of Paik's next turn, -5 to attack rolls against non-Alexi until end of Alexi's next turn, Slowed, Prone, -2 to attack rolls until end of Kavakri's next turn
Hamlet (K-17) -28 HP
Roland (G-10) -31 HP, -5 to attack rolls against non-Alexi until end of Alexi's next turn, Slowed, -2 to all defences until end of Reiyasu's next turn, Prone
Keep Guard 1 (E-9) -81 HP, Bloodied, -5 to attack rolls against non-Alexi until end of Alexi's next turn, Slowed, -2 to all defences until end of Reiyasu's next turn, Prone
Keep Guard 2 (F-9) -54 HP, Bloodied, -5 to attack rolls against non-Alexi until end of Alexi's next turn, Slowed, Prone, -2 to all defences until end of Reiyasu's next turn
Notes
- You can use History or Nature for knowledge on Cornelis, Hamlet and Roland. Nature for the Keep Guards. History because the Eiserne Wacht is known, so you just need to know these three people. You can only make these checks when you have line of sight to the creature.
- The squares in Cornelis's aura are Difficult Terrain to the party. Enemies ignore this aura. If you leave the aura, you are Slowed until the end of your next turn - if you are Slowed during movement, your movement ends if you already moved 2 squares. If you did not, you may continue moving until you've reached 2 squares, at which point you cease movement. (I believe this is per the rules.)
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