| Turn 3.15.10 is a combat turn. Alas, only Rahaulyr and Filbert are here this turn! |
[p Elf,leather,longbow,open hand,12,7/7]Rahaulyr[/p] shouts out a warning "Wyvern!" to those above as our pelt-hunters immediately split; [p Elf,leather,longbow,open hand,12,7/7]Rahaulyr[/p] breaks left and [pp Halfling,leather,shortsword,torch,9,5/5]Filbert[/pp] breaks right as the Wyvern jumps into a low, deadly glide angling toward the Elf!
[p Elf,leather,longbow,open hand,12,7/7]Rahaulyr[/p] fires a deadly volley of arrows with sublime grace as he springs along, puncturing it at least once, while [pp Halfling,leather,shortsword,torch,9,5/5]Filbert[/pp] seizes the opportunity to hurl his dagger but it bounces harmless off the monster's scaly hide.
The Wyvern drops onto the terraced stones with a resounding judder, right before [p Elf,leather,longbow,open hand,12,7/7]Rahaulyr[/p] and cutting off his route. It feints with a frontal attack, but the real danger comes from its serpentine tail which snaps around and spears [p Elf,leather,longbow,open hand,12,3/7]Rahaulyr[/p] from the flank for 4 hit points damage. The beast is mildly surprised that [p Elf,leather,longbow,open hand,12,3/7]Rahaulyr[/p] doesn't immediately succumb to its venom.
The referee dices to determine who it will go after; 1-3=Rahaulyr, 4-6=Filbert; 1d6=1, so it's Rahaulyr.
The initiative rules suggest that missiles are loosed before closing enemy arrive, and Elves can move and fire a bow without penalty. Thus Rahaulyr's volley will be resolved first:
1d20=17 (+2 40ft range, +1 dexterity) hits AC 4; 1d6=3 for 3 hit points damage.
Now the referee is obliged to determine how many hit points the 7 HD Wyvern has; 7d6=19 so 19 hit points, less 3 leaves it with 16 remaining.
Filbert will throw his dagger from his relatively safe (for now) position:
1d20=2 (+3 halfling adjustment, +1 medium range, -1 dexterity) misses AC 4.
Now the Wyvern lands before Rahaulyr and attempts to spear him with its scorpion tail:
1d20=11 hits AC 7, 1d6=4 for 4 hit points damage.
Rahaulyr has to save versus poison: 1d20=15 (he needs a 12+) is a save. He lives!
Now accepting order for turn 3.15.11... |
the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern
; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch