Round 2
Nez envisions firing a blotter at the mephit catching it as it tries to dodge.
Sularius gets a confused townie to get moving and they start making their way towards the exit.
The fire mephit snarls at the goblin under the desk. It takes a deep breath and then suddenly belches out a gout of flames.
OOC: DC 17 reflex save or take 6 fire this turn and 1 fire persistent damage next turn.
While Yarr is blinded by the fire the mephit lunges forward and bites Yarr right on his pointy goblin nose!
OOC: Critical hit. Yarr takes 16 damage (12 crushing, 4 fire) from the attack
Yarr responds by juking left and then juking right. The mephit ignores the first but falls for the second. With this opening Yarr kills the mephit with an epic finisher.
Arnellia creeps closer to the front of the room with the fire and the mephits while finishing pointing a townie to the exit.
Maerk finishes rescuing a townie and moves to the south.
OOC: I'm really confused by your movement. First of all benches count as difficult terrain (+5' per square moved) so you can't reach P25 with a single Stride. Second of all as mentioned you only have to be within 30' of a townie to rescue them, you don't have to be next to them. Finally there is not a door to the east. All the doors are visible on the map (although the north and west ones are currently on fire). I tried to get you as close as I could to P25 but I figured you would want to get out of the difficult terrain benches instead of moving into the middle of them, especially if you're equipping a shield. I think there's been some miscommunication so if you want to redo your movement just let me know and we can redo it next round. You started out as L28 so you could, for example, finish rescuing P24 and then double stride North to the front of the room and end up at like F27. (climbing up onto the stage costs +5' movement as well).
Yalandlara gets one of her fellow townies up to their feet but turns around and finds another with their foot caught on the bench. Bending over she starts to help get him untangled.
OOC: IIRC you were 5' short because benches.
The newly arrived fire mephit glances around (and doesn't see Yarr under the table) and then turns to the fleeing council members. It breaths a gout of flame that singes the robes of Quentino who yelps in pain and fear.
Meanwhile more townsfolk continue to flee out the door, about a quarter of those assembled seem to have made it to safety but there are still a lot of people in the room. It is starting to get a little difficult to see as smoke from the fires starts accumulating in the air.
The fires meanwhile start to expand, growing as they consume more of the wooden building.
Init | Name | AC | HP | Attack | Damage | Status |
---|
23 | Nezaglomie | 14 | 15/15 | Flames +7 | 1d4+4 | - |
17 | Sularius | 18 | 14/14 | Rapier +7 | 1d6+4 | - |
11 | Yarr | 18 | 5/21 | Dogslicer +7 | 1d6+2 | - |
8 | Arnellia | 15 | 13/13 | Rapier +5 | 1d6 | - |
7 | Maerk | 18 | 20/20 | Longsword +9 | 1d8+4 | - |
5 | Yalandlara | 17 | 14/14 | ECB +5 | 1d8+1 | - |
5 | Fire Mephit #2 | 16 | Healthy | Jaws +8 | 1d6+1d4 | - |
- | Townsfolk | - | - | - | - | |
- | Fire | - | - | - | - | - |
- | Fire Mephit | -- | -- | -- | -- | - |
Healthy | Bruised | Hurt | Injured | Wounded | Mauled | Crippled | Dying | Dead |
---|
100% | 99% - 75% | 75% - 60% | 60% - 45% | 45% - 30% | 30% - 15% | 15% - 0% | 0% > | Dead |
Rescued Townsfolk: | 13 |
---|
Active Townsfolk: | 19 |
---|
Inactive Townsfolk: | 14 |
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Legend:
Blue = PCs
Red = Enemy Combatants
Green = Fleeing NPCs
Aqua = Rescueable townsfolks