baldwin the merciful |
RD 4:
Sunny - threw a tangle foot bag, stuck H28.
Fealyn - cast web
John - John hit one of the enemy hard I32
Lucrezia- shoots at the images in the crows nest but misses
Ermolos - moves down the alley where the ant is located.
Foisa - down and did not stabilize.
Ground Troops, Squad 1 -
Squad 2 -
Archers -
Orsin -
Duncan - hits his man hard G32.
Leader -
Andrea
RD4 begins:
.Sunny. |
Ah. *Nods* Okeys, if that's still a move option for her this round then moving across the gap is a go-er.
Acrobatics:1d20 + 8 ⇒ (10) + 8 = 18(To cross the gap)
Easy-peasy. (^_^)
Hearing Andrea's call, Sunny gets ready to help slow down the pursuit.
So, yah, round 5 will be dropping more baggies. (^_^)
Orsino 'Orsin' Bessatte |
Orsin whips his wand at an unattended object (a stone or de perhaps?) near the enemy spellcaster.
Silence spell. If there really is no other option to silence this guy, I'll aim the spell at him. Don't forget he suffers a -2 penalty on the save from being shaken by Orsin's intimdate. Will save DC 13, BUT ONLY if I can't aim it at anything else...
Orsin then makes a break for the same alley as Ermolos, moves speed 30.
Orsino 'Orsin' Bessatte |
Um...just a technical point, but the area of effect healing spell from Andrea previously should have given Fiosa positive HP and hence automatically stabilized the lass. Am I not correct in this assumption?
Andrea's at the bottom of the initiative. Her positive energy channel may be her round 4 action.
baldwin the merciful |
Um...just a technical point, but the area of effect healing spell from Andrea previously should have given Fiosa positive HP and hence automatically stabilized the lass. Am I not correct in this assumption?
I posted on this earlier. Andrea's area effect spell has not occurred yet. She is the last person in the round to go. When it's her turn everyone can add back the HPs they received if they are still alive.
baldwin the merciful |
RD 4 Squad 1 Actions:
Attacks Duncan:
S1 longsword with two hands: 1d20 + 9 ⇒ (13) + 9 = 22damage: 1d8 + 5 ⇒ (5) + 5 = 10
S2 longsword with two hands: 1d20 + 9 ⇒ (17) + 9 = 26damage: 1d8 + 5 ⇒ (1) + 5 = 6
The dwarf takes vicious hits.
Attacks John:
S3 longsword with two hands: 1d20 + 9 ⇒ (14) + 9 = 23damage: 1d8 + 5 ⇒ (6) + 5 = 11
S1 is northern. S2 middle, S3 south squares
---
The center person will take his fire damage as he fights through the pain. H32
The soldier in the rear will try to break out of the glue and roll on the ground to put out the flame. G31
str check 17: 1d20 + 3 ⇒ (9) + 3 = 12
He fails to break the glue.
The center person in the rear is still trying to roll to put out the flame. H31
Reflex DC15, S6: 1d20 + 4 ⇒ (10) + 4 = 14
Both are still on fire.
Orsino 'Orsin' Bessatte |
Oh yeah, in case it matters.
Round 4 Ongoing Fire Damage: 1d6 ⇒ 2
Any luck with the silence spell? Orsin will haphazardly aim at an inanimate object in the general vicinity of the spellcaster if his Perception check yielded nothing.
Lucrezia Villanova |
Going to park soon, so I'm going to go ahead and post for rd 5
perception to find Fiosa 1d20 + 14 ⇒ (17) + 14 = 31
Lucrezia had moved up earlier and should have been in the adjacent square to Fiosa when she fell.
Lucrezia reaches down to feel for Fiosa where she heard someone fall earlier and will pick her up, slinging her over her shoulder and getting ready to follow the others as they retreat.
I'm guessing finding and picking her up will be a full round action? If not Lucrezia will move as far as she can where the others are heading.
baldwin the merciful |
RD 4:
Orsin your action is after the troops actions, so you don't know if the silence works yet.
Reflex S2 movement: 1d20 - 2 ⇒ (14) - 2 = 12
six of the seven men move.
str check H28: 1d20 + 3 ⇒ (11) + 3 = 14
He does not break the glue.
Sorry folks diplo is not going to work in the heat of battle.
.Sunny. |
Being ready to simply drop a bag into 'G-28' assuming any of the reinforcing mooks move around their stuck fellow for Sunny's Round 5. Being such a simple thing to do, hoping there's not much chance of screwing things up.
Att Roll:1d20 + 5 ⇒ (15) + 5 = 20 (Simple drop into target space. So, what ever bonuses apply to hit in such a situation)
baldwin the merciful |
RD4:
The archers launch a volley without fog. "Shoot the wizards flying"
Attacks Fealyn:
archer 1: 1d20 + 7 ⇒ (13) + 7 = 20damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attacks Fealyn:
archer 2: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attacks Fealyn:
archer 3: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (7) + 1 = 8
Attacks Lucrezia:
archer 4: 1d20 + 7 ⇒ (17) + 7 = 24damage: 1d8 + 1 ⇒ (4) + 1 = 5
Attacks Lucrezia:
archer 5: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d8 + 1 ⇒ (8) + 1 = 9
confirm crit: 1d20 + 7 ⇒ (1) + 7 = 8damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attacks Andrea:
archer 6: 1d20 + 7 ⇒ (14) + 7 = 21damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attacks orsin
archer 7: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (6) + 1 = 7
Several arrows find targets.
baldwin the merciful |
RD 4:
Sunny - threw a tangle foot bag, stuck H28.
Fealyn - cast web
John - John hit one of the enemy hard I32
Lucrezia- shoots at the images in the crows nest but misses
Ermolos - moves down the alley where the ant is located.
Foisa - down and did not stabilize.
Ground Troops, Squad 1 - attack, two hit on Duncan.
Squad 2 - All but one move up 15 feet
Archers - lets out vicious volley of arrows on the back PCs
Orsin - On going fire damage 2. uses his silence wand.
Duncan - hits his man hard G32.
Leader - casts a spell, the bat swarm attacks Faelyn.
Andrea - Channels gives everyone including the enemy 16 HP
baldwin the merciful |
RD 4:
The bat swarm attacks Faelyn.
damage: 1d6 ⇒ 4
Plus 1 would point unless a DC10 Heal check, per round or cure.
Make a DC11 Fort save, or you are nauseated for a 1 round.
The bat swarm disappears at the round's end. The spell caster's concentration was broken.
---
Battlemage without a word waives his hand and disappears. The two images linger for a brief moment then vanish.
Andrea1 |
Andrea channels as per her post from Here 16 points healed in a 30 foot radius.
Andrea then runs north, following Ermolos
The air elemental will be attacking the front line troops. Whirlwinding them. If most troops are in the pit, it will focus on the archers.
Faelyn Sindrel |
Round 5 (If still alive)-heading to dinner soon
HP: 16/37 (lost 4 from bat attack and 1 left over bats from last round)
AC19
Faelyn flies to H33/20' and casts create pit in H-31,32 and I-31,32. The two in melee should get no reflex due to entangled. They drop 20 feet allowing everyone to run without AOOs. The back 2 can reflex 19 to jump back a square. I blink 10,around the corner G33 to be out of view of archers and caster.
The ant double moves to G26,27 F26,27 blocking that path
There should be a 10'wide pit blocking one way and a 10'wide ant blocking the other. The sleet should be up until the end of this round. If I see correctly, I should be out of all line of sight.
Spellcraft on the invisible/silence/busted concentration: 1d20 + 14 ⇒ (2) + 14 = 16
Fort: 1d20 + 3 ⇒ (9) + 3 = 12
baldwin the merciful |
baldwin the merciful |
They are still in the sleet? How do they target me or even hear the leader? Miss chance for their blinded condition?I would be only down to 10 either way.
I forgot they were in the sleet.
RD 4 UPDATE:
archer 1 50% lower miss: 1d100 ⇒ 8
archer 2 50% lower miss: 1d100 ⇒ 31
archer 3 50% lower miss: 1d100 ⇒ 33
archer 4 50% lower miss: 1d100 ⇒ 93
archer 5 50% lower miss: 1d100 ⇒ 21
archer 6 50% lower miss: 1d100 ⇒ 87
archer 7 50% lower miss: 1d100 ⇒ 28
Anyone hit by the archers, compare it to the above mischance.
Faelyn Sindrel |
Faelyn Sindrel wrote:They are still in the sleet? How do they target me or even hear the leader? Miss chance for their blinded condition?I would be only down to 10 either way.I forgot they were in the sleet.
RD 4 UPDATE:
[dice=archer 1 50% lower miss]1d100
[dice=archer 2 50% lower miss]1d100
[dice=archer 3 50% lower miss]1d100
[dice=archer 4 50% lower miss]1d100
[dice=archer 5 50% lower miss]1d100
[dice=archer 6 50% lower miss]1d100
[dice=archer 7 50% lower miss]1d100Anyone hit by the archers, compare it to the above mischance.
Yay!
16+16=32/37 HPbaldwin the merciful |
Reflex DC19: 1d20 + 4 ⇒ (5) + 4 = 9
He misses the save, this is the one that was on fire.
fall dam.: 2d6 ⇒ (5, 2) = 7
Reflex DC19: 1d20 + 4 ⇒ (19) + 4 = 23
He makes the save and moves back 5 ft.
Front line soldiers in melee fall into the pit. Why are the front line solders entangled and afforded no save?
Reflex DC19: 1d20 + 3 ⇒ (12) + 3 = 15
fall dam.: 2d6 ⇒ (1, 5) = 6
Reflex DC19: 1d20 + 3 ⇒ (15) + 3 = 18
fall dam.: 2d6 ⇒ (6, 6) = 12
baldwin the merciful |
RD 5: Update
Sunny - drops a tangle foot bag, stuck G28.
Fealyn - cast pit and fly down alley
John -
Lucrezia- helped Fiosa on her feet and ran down alley
Ermolos - leading way in alley
Foisa - rand down alley.
Ground Troops, Squad 1 - regrouping and holding
Squad 2 -moved 15 ft, except rear guard they will attack the ant.
Archers -
Orsin -
Duncan -
Leader -
Andrea
Andrea1 |
Spells Active: Blessing of Watch
Andrea continues running. Duncan! John! Time to leave!
Andrea will heal once again when she gets near the rest of the group, hopefully John and Duncan will be nearby.
Channel: 3d6 ⇒ (3, 4, 1) = 8
2/5
.Sunny. |
Am a tad disconcerted the new mooks aren't a tad slowed down by their front fellows being all gummed up...
Also, sorry if I'm getting ahead. Round 6 Sunny runs (And jumps) back to get to 'F-31' and having thunder-stones and smoke pellets ready to rain down on mooks.
Andrea took an arrow in the knee.
Oh please, so do not go there!:P
baldwin the merciful |
Squad 1:
Three mean went down the pit.
The lieutenant is eager to resume position Archers hit the corner, let it rip. Squad 2 one me!"
breaking glue str: 1d20 + 3 ⇒ (9) + 3 = 12
still glued from Squad 1.
breaking glue str: 1d20 + 3 ⇒ (4) + 3 = 7
Still glued Squad 1
Squad 2:
breaking glue str: 1d20 + 3 ⇒ (16) + 3 = 19
breaks the glue from Squad 2.
Squad two continues to move.
acro: 1d20 + 2 ⇒ (13) + 2 = 15
The squad gets formation.
baldwin the merciful |
Two of the members in Squad two will move 5 ft and attack the giant ant wiht long swords
S1, 2 handed: 1d20 + 9 ⇒ (17) + 9 = 26dam: 1d8 + 5 ⇒ (5) + 5 = 10
S2, 2 handed: 1d20 + 9 ⇒ (19) + 9 = 28dam: 1d8 + 5 ⇒ (6) + 5 = 11
S2, 2 handed confirm crit: 1d20 + 9 ⇒ (8) + 9 = 17dam: 1d8 + 5 ⇒ (7) + 5 = 12
The ant is hacked into pieces.
Duncan Redhammer |
Duncan feels the healing wash over him, erasing his wounds, but his foes are too busy to fight it seems. He sees the others begin to scramble.
Ain't right t'leave before the party's finished.
He waits to be last in line so he can hold the rear, then pumps his short legs for all they are worth. (Double move)
Orsino 'Orsin' Bessatte |
I should already be in the alley, I used my Round 4 move to flee north at move speed 30. (Also, did I hit anything with my silence? I'll need to mark off a charge if so.)
baldwin the merciful |
RD 5
The archers launch a volley into the fog. there is risk that the arrows will go into the front line of the enemy foot soldiers. [ooc]I beleive the sleet end at the end of this round.
archer 1: 1d20 + 7 ⇒ (9) + 7 = 16damage: 1d8 + 1 ⇒ (2) + 1 = 3
Concealment 50 lower miss: 1d100 ⇒ 55
arrow at: 1d6 ⇒ 1
archer 2: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 83
arrow at: 1d6 ⇒ 1
archer 3: 1d20 + 7 ⇒ (6) + 7 = 13damage: 1d8 + 1 ⇒ (5) + 1 = 6
Concealment 50 lower miss: 1d100 ⇒ 15
arrow at: 1d6 ⇒ 3
archer 4: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d8 + 1 ⇒ (3) + 1 = 4
Concealment 50 lower miss: 1d100 ⇒ 100
arrow at: 1d6 ⇒ 5
archer 5: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d8 + 1 ⇒ (6) + 1 = 7
Concealment 50 lower miss: 1d100 ⇒ 86
arrow at: 1d6 ⇒ 1
archer 6: 1d20 + 7 ⇒ (2) + 7 = 9damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 62
arrow at: 1d6 ⇒ 1
archer 7: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 57
arrow at: 1d6 ⇒ 2
Duncan =1; John 2; , Orsin 3, S1 in pit 4, S2 in pit 5, S3 in pit 6
Lucrezia Villanova |
Back. Lucrezia will still sling Fiosa over her shoulder or onto her back if she doesn't resist since she moves at only 20ft and keeps moving for round 6. Are we all doublemoving or running at this point? Lucrezia will try to stay with the group whichever we are doing.
Orsino 'Orsin' Bessatte |
For Round 5, Orsin imbibes a potion of cure light wounds and continues north with the others, letting Lucrezia through so that he can bring up the rear with the other meat shields.
Potion of cure light wounds: 1d8 + 3 ⇒ (2) + 3 = 5