Turn 5
You guys ended the battle.
TurnsGood GuysSub: normal shot warrior 1 (2-1) = [2]: You vow not to miss this time, but your arrow doesn't care. It misses anyways.
Power Shot warrior 1 [1]: Your miss yet again, giving the mage an opportunity to fire back:
Free Attack Magic Bolt Sub [6]: 150 damage! The return bolt of electricity envelops Sub, and causes his head to explode.
Subject 2 is deadLevel Up!Winters Convince your allies to stop the combat [4]: You try to make a command to your teammates to stop the combat, and it has some effect. But not enough to fully convince them. You would need more time to fully stop them.
Try again [3]: Your second attempt was less successful than the first. They are still on the fence, but their bloodlust seems to be winning out.
Zeke 2 Move up one row and Magic bolt warrior 1 (4-1) = [3]: 25 damage! Still made about your twin brother, you fire another shot at the fortified mage. It hits the mage's arm, and he spazzes for a little bit, before recovering.
The Bandit Demand surrender [2]: The mage doesn't care: "Why would I surrender? I have this awesome fort!"
Try again: [1]: You press on, trying to convince him to stop for his own life. The mage insults your dad and step-mom, making you depressed. (-1 to bonus actions next turn)
Bad GuysMage 1 Magic bolt Zeke 2 [2]: The mage returns fire at zeke, but his messed up arm throws his aim off. The bolt hits a nearby tree.
Magic bolt Winters [3]: The mage switches targets to Cpt. Winters, hitting him with a glancing bolt of fire. The warrior quickly puts out the residual flames, but is largly unharmed
BattlefieldRow 9:
Row 8:
Row 7:
Row 6:
Row 5: Mage 1
Row 4:
Row 3: Winters (Warrior)
Row 2: Zeke 2 (mage)
Row 1: Bandit (archer), Subject 2 2 (archer)
StatusGood GuysSubject 2 2 ("Sub")
Class: Lvl 1 Archer
General Role-playing information: Something something Aperture Science, blah Perpetual Testing Initiative blah, [words]
HP: 100/100
EXP: 0/100
Loot: 0
Location: Row 1
Active Bonuses: None
Cpt. Winters
Class: Lvl 1 Warrior
General Role-playing information: It's the captain, follow his lead!
HP: 75/150
EXP: 100/120
Loot: 100
Location: Row 3
Active Bonuses: None
Ezekial “Zeke” Ruyn 2
Class: Lvl 1 Mage
HP: 80/80
EXP: 50/80
Loot: 50
Location: Row 2
Active Bonuses: none
The Bandit
Class: Lvl 2 Archer
General Role-playing information: Mysterious highwayman
HP: 120/120
EXP: 30/200
Loot: 170
Location: Row 1
Active Bonuses: -1 to bonus actions next turn
Bad GuysClass: lvl 1 Mage
General Role-playing information: She's a bad guy. She's also a girl.
HP: 20/80
EXP: 75/80
Loot: 75
Location: Row 5
Active Bonuses: -1 to ranged attacks against her position
If she lands one more hit, the mage will level up, and fully heal. For the real game, I probably wont keep track of exp for enemies, since it is just a frustration. Unless you guys really like it for some reason? Let me know what you think.