>>6070332Their voices hoarse as they try to catch their breath as blood drips out of their mouths as they keep formation waiting for the opportunity to strike back while making sure to watch their positioning. Each enemy not fully committing for a lone charge as half of their number are groaning in pain or covered in blood giving a bit of distance to avoid another rush down.
“Boss, aah why is he still not dead? Usually a bat or three would, aah, take them down?” Asks the concussed shanker in front of William.
“He might either be hopped up on painkillers or those bats didn’t swing hard enough.” Adds the discount medic as he watches William for any sudden movements.
“Nah, has to be the metal or magic skin as it was hard getting a finger to even touch him.” States the batters to William’s right side.
“Oh so it's magic armor well boy that will be a great money we will make off of your corpse.” Replies the discount medic.
>William Fighter level 5, Ranger Gloomstalker level 3HP 59/80
Energy 12/20
Current Total: +45 attack, +90 dodge
Battlemaster skills: Riposte, Trip Attack, Disarming Attack, and four superiority dice. 1/2 action surges left.
-Spell list
Cantrips: Encode, thaumaturgy, control flames, spark, mending, presitigation, enhanced booming blade.
(Misty Step tier 2, Pass without a Trace tier 2, Scorching Ray tier 2, Silence tier 2, Healing Word tier 1, Entangle tier 1, Shield tier 1, Absorb Elements tier 1, suggestion T2, spiritual weapon T2, phantasmal force T2, Shadow Blade T2) tier 8th maddening darkness (evocation half cost)
Vs
Right gangster team (5 in battle right side, -20 HP)
Center gangster team (3 in battle, -10 HP)
Left gangster team (2 in battle, full HP)
HP ??-30/??
Mods: +70(-30 from injuries)
Special rule 1: Swarm tactics +10 per fighting mook
Special circumstance: +150(+50 per flank bonus from center, right, and left sides)
-Cast misty step and retreat toward the first floor. (Burn 2 energy and bypass opportunity attacks. Auto succeed)
-Rush left and attempt to clear a flank. (Roll 5d100 for two hit and three dodges)
-<span class="mu-r"> So they are a threat with intelligence. Let them approach and bring up Shadow Blade as them being this close they won’t be able to escape in time. (Burn 2 energy deal +8 damage and double damage.) </span>
-<span class="mu-b"> You’re bleeding too much. These gangsters are a lot more intelligent than expected. Use entangle to hold the right side and rush the center as they are weak. (Burn 1 energy to attempt to negate swarm mod of five mooks and roll 4d100+45 for center targets)</span>
=write in
part 2