Time: 18 (/30 from 5 oxygen pellets providing 6 ten-minute oxygen supplies each) for getting to the next grid and documenting the geological formation.
Hex 44 Biome Activity Possible Encounter Roll (1d10): 2 (Encounter). Encounter Difficulty: Standard. Standard Encounter: (1x) Standard creature.
Creature Type - Planet Surface: Local Fauna. Size & Damage Modifier: A creature above the size of a standard human, like a large gorilla. [+1 damage]. Creature Drive: TERRITORY CONTROL. This creature has the urge to impose its dominance over a territory, claiming it as its own. Any intruders will be dealt with swiftly, or at least, chasen off. A territorial creature doesn’t pursue any character(s) that exit the Area where they were first encountered. Creature Intelligence: Human-like. Antagonist’s Role: Lurker. Unique Trait: +1 Wound/-1 CON/-1 WIL. Enemy Ability: CLEAVE/SPREAD SHOT Active (The creature performs a wide attack that hits all opponents in range (after a successful skill check) that deals 2D10 damage.) General Appearance: Reptilian. Number of Limbs: Quadrupedal.
Emotional State Check (1d20 - Trigger: Entering Combat): Roll: 9 + 15 (WIL) = 24 (Success)
Total stress currently (Trigger - facing danger): 2
11-19C-E = Hole in the ground
10B = Cover 1 Hex Full: Tightly grouped trees
12-13H = Cover 2 Hexes Full: Boulder
6F-H = Cover 3 Hexes Partial: Dense bushes

Initiative rolls (Ray is surprised d10+2 for the creature, flat d10 for Ray):
Creature: 6 -> Ray: 5
Combat Stance (Choose or Roll from aggressive +2 initiative / +4atk / -4def / min 6 stamina on offensive actions; neutral; defensive -2 initiative / -4atk / +4def / min 6 stamina on defensive actions):
Creature: Aggressive,
Ray: Neutral
Round 1 (Order with stance: Creature -> Ray (12 Stamina)):
Creature:
1) Tear down Ray (1d20): 18 + 2 (Attacker Bonus) + 5 (Attack Skill) + 4 (Aggressive Stance) = 29 vs. Defense Ray (1d20): 17 + 7 (Close Combat) = 24 (
Success Creature). Damage (1d10): 10 + 6 (Damage modifier) + 0 (Hit Location: Waist) = 16 (> Ray’s CON, he is knocked down)
Ray:
1) Recovery Check (1d20): 10 + 15 (WIL) = 25 (Success, -5 Stamina)
2) Attack Creature (1d20): 13 + 2 (Attacker Bonus) + 7 (Close Combat) = 22 vs. Defense Creature (1d20): 9 + 1 (Defense Skill) – 4 (Aggressive Stance) = 6 (
Success Ray). Damage (2d10): 12 + 3 (Hit Location: Head) – 2 (Armor) = 13 (> Creature’s CON, it is knocked down, -5 Stamina)
3) Dodging/Parrying vs. Creature (-2 Stamina)
4) Move: C5 -> B4
Combat Stance:
Creature: Neutral,
Ray: Neutral
Round 2 (Creature -> Ray (12 Stamina)):
Creature:
1) Recovery Check (1d20): 10 + 9 (WIL) = 19 (Failure, all defensive rolls at disadvantage until successful recovery check, can only move 1 Hex)
Combat Behaviour – Lurker (1d10): Maneuver: The creature moves about, either to change target (roll on the NPC/Creature Target table), avoid being surrounded, or to take advantage of the terrain and current situation
2) Move: C3 -> C5
Ray:
1) Fast Attack Creature (1d20): 6 + 2 (Attacker Bonus) + 7 (Close Combat) - 2 (Fast Attack modifier) = 13 vs. Defense Creature (2d20/Disadvantage): 1 + 1 (Defense Skill) = 2 (
Success Ray). Damage (2d10): 9 - 1 (Hit Location: Hind Limb) – 2 (Armor) = 6 (-3 Stamina)
2) Fast Attack Creature (1d20): 8 + 2 (Attacker Bonus) + 7 (Close Combat) - 2 (Fast Attack modifier) = 15 vs. Defense Creature (2d20/Disadvantage): 19 + 1 (Defense Skill) = 20 (
Success Creature, -3 Stamina).
3) Fast Attack Creature (1d20): 10 + 2 (Attacker Bonus) + 7 (Close Combat) - 2 (Fast Attack modifier) = 17 vs. Defense Creature (2d20/Disadvantage): 5 + 1 (Defense Skill) = 6 (
Success Ray). Damage (2d10): 11 + 0 (Hit Location: Fore Limb) – 2 (Armor) = 9 (Creature receives 1 Wound, -3 Stamina)
Injuries (1d20): BLOOD LOSS (A deep wound to the stomach that bleeds profusely. +2 to all damage received)
4) Dodging/Parrying vs. Creature (-3 Stamina)
5) Move: B4 -> B6
Combat Stance:
Creature: Neutral,
Ray: Defensive
Round 3 (Creature -> Ray (12 Stamina)):
Creature:
1) Recovery Check (1d20): 20 + 9 (WIL) = 29 (Success, Disadvantage on the rest of the turn)
Recovery Status (1d6): Bloodied (+2 Defense)
2) Move: C5 -> C7
Combat Behaviour – Lurker (1d10): Use special ability/skill if applicable; otherwise, default to Main attack
3) Cleave/Spread Shot at Ray (2d20/Disadvantage): 5 + 2 (Attacker Bonus) + 5 (Attack Skill) - 3 (Dodging/Parrying) = 9 vs. Defense Ray (1d20): 2 + 7 (Close Combat) + 4 (Defensive Stance) = 13 (
Success Ray).
Ray:
1) Move: B6 -> B8
2) Disengage (1d20): 2 + 8 (DEX) = 10 vs. DEX Creature (2d20/Disadvantage): 2 + 14 (DEX) = 16 (
Success Creature)
3) Attack Creature (1d20): 9 + 2 (Attacker Bonus) + 7 (Close Combat) – 4 (Defensive Stance) = 14 vs. Defense Creature (1d20): 17 + 1 (Defense Skill) = 18 (
Success Creature, -5 Stamina).
4) Dodging/Parrying vs. Creature (-7 Stamina)
Combat Stance:
Creature: Neutral,
Ray: Neutral
Round 4 (Creature -> Ray (12 Stamina)):
Creature:
1) Move: C7 -> C9
Combat Behaviour – Lurker (1d10): Use special ability/skill if applicable; otherwise, default to Main attack
2) Cleave/Spread Shot at Ray (1d20): 18 + 2 (Attacker Bonus) + 5 (Attack Skill) - 7 (Dodging/Parrying) = 18 vs. Defense Ray (1d20): 13 + 7 (Close Combat) = 20 (
Success Ray).
Ray:
Does Ray realize the creature is defending the pit?
Check Roll (1d20): 12 + 9 (INT) = 21 (Success)
1) Disengage (1d20): 7 + 8 (DEX) = 15 vs. DEX Creature (1d20): 3 + 14 (DEX) = 17 (
Success Creature)
2) Move: B8 -> Off grid on west side. Move without disengaging triggers automatically hitting opportunity attack. Damage (1d10): 8 + 6 (Damage modifier) + 0 (Hit Location: Hands) = 14 (> Ray’s CON, he is knocked down, but only after already getting through one hex, so the one hex he can move puts him off-grid