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Turn 25
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Kobolds Turn
Spear Kobold 2
With their defense shattered the kobolds decide to go on the offensive. The first kobold decides to go for the biggest target: the huge bear that just tried to take off his head. It quickly jabs with its spear hitting the big bear in it's side. A trickle of blood stains the pristine white fur.
Spear Kobold 3
After spitting out it's teeth the kobold lashes out with it's spear in a fit of panic. This apparently catches the black smith unawares and the spear finds a home in his chest. Blood gushes from the wound as the kobold draws its spear back. Caern is now bleeding heavily.
Spear Kobold 4-7
The rest of the kobolds all swarm Facol but the bears proves to be much more agile then expected and none of the kobold manage to land in a hit.
A1: [4vs6] A2:[6vs6] A3:[3vs5] A4:[2vs6]
Party's Turn
Find a shadowy corner and conceal myself out of the way of the plasma wave.
You try to find a spot to hide in but you find this particularly difficult in a tunnel and thanks to derm's glow there is little shadow to boot. In the end you fail to conceal yourself. Atleast you are behind Derm and he won't hit you with his crazy spell.
((Man, you don't seem to have much luck with the rolls.))
Plasma wave the Kobolds.
With complete disregard to your team mates you raise a hand down the tunnel and say "
Plasma Undo". Red plasma springs forth from your hand and it surges down the width of the tunnel.
Grey hides behind his tower shield and Caern grabs a nearby kobold to use as a shield. It makes the most horrid scream you have ever heard as the plasma incinerates the poor kobold alive. The rest of the kobold manage to dodge the plasma wave by momentarily retreating back into the holes they came from. Big Bear Facol is much to big to follow them through the hole, in fact he takes up most of the tunnel, and with no other places to take shelter he takes the plasma wave head on, thankfully his thick bear skin helps to negate the damage somewhat. April and Duros sure are glad they were behind Derm when he cast that. Once the coast is clear the kobold jump back out of their holes, they seem to have a lot less will to fight now after seeing that spell.
Spell:[6-1=5] A:[3] D:[5] Dodge rolls: Grey:[3vs4] Facol: [3vs2] Caern: [3vs4] Kobold 2: [3vs5] Kobold 3 [3vs5] Kobold 4: [3vs3] Kobold 5: [3vs5] Kobold 6:[3vs3] Kobold 7:[3vs1]
Dodge Derm spell. Turn to the entrance and say 'earth wall'(blocking outside reinforcement)
Hearing the sounds from behind you gather mana and incant "
Terra moenio" while slamming your palms into the ground towards the entrance. A thick earthen wall rises from the ground and slams into the ceiling of the tunnel, it completely blocks of the tunnel behind the party. This ends up being the smart move as you can hear Yips and Yaps behind the wall, but those sounds soon fade into the distance, seems like they left.
Get the hell out of the way of a good derming (priority). If then possible, melee charge nearest kobold and roar in an attempt at serious beary intimidation!
With smoking fur you charge at the kobold party and inhaly deeply to roar at them but you end up hacking and coughing as you inhale the left over smoke from the plasma, the kobold laugh at you and their morale seems to improve. Angry with their ridicule you take a swipe at one of the nearby kobold, you miss. But at least they stopped laughing.
If the spell actually goes off, dodge. Spell going off or not, try to snag a kobold and use it as a shield against any incoming damage.
As you release the chunk of burned and fused flesh that was once a kobold you realize that kobolds are pretty good shields! You try to grab another one but it seems this kobold has no intention of ending up like his friend and it steps away from your grasp, it looks with disgusted eyes at your hands where several chunks of flesh have melted onto your metal limbs.
Fire at whatever (kobold) is most dangerous.
A bang echoes through the tunnel as you fire your revolver. The bullet pierces the tail of a kobold, it winces in pain but the damage doesn't seem to bad.
Duros Madotheld
18/20
9/10
Grey Featherback
16/20
6/10
Buff: Protection(4) - Absorbs 4 damage. (Last Turn)
Spell: Earthen Wall(4) - The wall blocks the tunnel entrance. 6 Turns left.
Derm
13/20
7/10
Buff: Extended Illuminate(4). You glow, casting a soft light on your surroundings. 5 Turns left
Debuff: Rashes. They itch.
Facol Wong
14/20
6/10
Buff: Giant Bear(4) You gain +2 Damage and +1 to damage reduction while in this form. 3 Turns left.
Caern Ilman
24/30
Debuff: Heavy Bleeding. Take 2 damage every turn unless this wound is treated.
April Eploc
14/20
10/10
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Spear Kobold 1
Dead
Spear Kobold 2
2/5 HP
Spear Kobold 3
4/5 HP
Spear Kobold 4
5/5 HP
Spear Kobold 5
5/5 HP
Spear Kobold 6
5/5 HP
Spear Kobold 7
Dead