Turn 3
Stuff happened
TurnsGood GuysSub: normally shoot mage 1 [3]: 35 damage! You find the last few ants and get all them all off of you. You now finally have the focus to properly aim a shot. The bites still hurt, but your arrow did find its way into the mage's shoulder.
normal shot mage [2]: You hurry for a second shot, but the mage expertly dodges it.
Winters Move up and prepare an ambush (5-1) = [4]: You move up one row, and prepare to ambush anyone that comes close (You get a free attack on any enemy that moves into your row)
Zeke 2 You are in utter shock, and don't do anything.
The Bandit Carefully aim your shot [4]: Unlike Sub, you take time to make sure your shot is as precise as possible (+1 to next attack)
Power Shot archer 1 (5-1+1) = [5]: 140 damage! You watched the enemy archer strike down the first mage from afar, and you replicate his actions. Your arrow flies true, striking the archer in the forehead. The arrow stops halfway through his skull. The archer's eyes roll up, as if to see what hit him. And shortly thereafter, he collapses to the ground.
Archer 1 is deadLevel up!Bad GuysWarrior 1 Move down 2 rows, do not engage anyone (Winters ambushes!) Engage Warrior 1 and light strike [5]: 120-20 (armor) = 100 damage! The warrior crests a small hill, looking for the archer that took down his comerade. Instead, Winters struck him from the flank, cutting deeply into his hip through the armor. The Warrior grunted in pain, then turned to engage the warrior.
Mage 1 Find cover [6]: The mage chops down a tree, cuts it into beams, and builds a small fort in the span of a few seconds. He is very protected from missiles, but the fort has the side effect of casting a shadow on warrior 1, distracting him (-1 to ranged attacks on mage 1, -1 to Warrior 1's bonus actions next turn)
Magic Bolt Winters [4]: 50 damage!
BattlefieldRow 9:
Row 8:
Row 7:
Row 6:
Row 5: Mage 1
Row 4:
Row 3: {Warrior 1, Winters (Warrior)}
Row 2: Sub (archer), Zeke 2 (mage)
Row 1: Bandit (archer)
StatusGood GuysSubject 2 ("Sub")
Class: Lvl 1 Archer
General Role-playing information: Something something Aperture Science, blah Perpetual Testing Initiative blah, [words]
HP: 100/100
EXP: 35/100
Loot: 35
Location: Row 2
Active Bonuses: None
Cpt. Winters
Class: Lvl 1 Warrior
General Role-playing information: It's the captain, follow his lead!
HP: 100/150
EXP: 100/120
Loot: 100
Location: Row 3, engages with Warrior 1
Active Bonuses: None
Ezekial “Zeke” Ruyn 2
Class: Lvl 1 Mage
HP: 0/80
EXP: 0/80
Loot: 0
Location: Row 2
Active Bonuses: none
The Bandit
Class: Lvl 2 Archer
General Role-playing information: Mysterious highwayman
HP: 120/120
EXP: 0/200
Loot: 140
Location: Row 1
Active Bonuses: None
Bad GuysClass: lvl 1 Warrior
General Role-playing information: He's a bad guy. Kill him
HP: 50/150
EXP: 0/120
Loot: 0
Location: Row 3, engaged with winters
Active Bonuses: -1 to bonus actions next turn
Class: lvl 1 Mage
General Role-playing information: She's a bad guy. She's also a girl.
HP: 45/80
EXP: 50/80
Loot: 50
Location: Row 5
Active Bonuses: -1 to ranged attacks against his position
I'm definately going to rework some damage values for all characters. Everything dies a little too easily right now.