Durnolf Banderswel |
"Prepare to re-die, ya skinny bastards! Chaaarrge!
Charging Sk2
Earthbreaker: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 6 ⇒ (2) + 6 = 8
Bite+Trip: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (4) + 1 = 51d20 + 4 ⇒ (8) + 4 = 12
Tina, I think you're missing because melee attacks don't have a 90ft range.
Garuneh Lasandarman |
Darn non-moving Mist! How did Elizabeth get all the way down there?
Garuneh keeps walking through the mist, and squints at SK1. Surge on that skeleton, pushing him further south.
Surge: 1d20 + 5 ⇒ (1) + 5 = 6
or not.
Nebten |
Tina moves up 20' and can barely see the skeletons in the dim light provided by the Dancing Lights. (Still have a standard action.)
Durnolf charges forward and crashes into the skeleton before him. He smashes the ribs to splinters and it crumbles into a bone pile. The halfling notices two more skeletons awaiting in the alcoves before him with claws at the ready.
Garuneh advances another 30 feet and unleashes a surge of water from his off hand. It lands short of Durnolf and Ruckus.
Elizabeth and Durnolf did not end their movement in the Mist, therefore do not get concelment.
Aldous Mor'esti |
Seeing the foes so far away, and resistant to arrows, Aldous stows his longbow.
On his next turn: Move forward 30', cast dancing lights up next to Durnolf & Ruckus.
"Are you in danger, Ser Banderswel?"
Nebten |
Aldous you are jumping the gun a bit. I'm going to move you back and remove your spell marker. I'll put those things in on round three. You never had your bow out, so you can't stow it. Did you mean the holy water? Aldous still has a standard action though.
We are waiting on Gunder's round 2 action.
I also messed up and allowed Daruneth's spray in round 2. His round 2 action was to move 15' at full defensive. So I'm moving him back as well.
Aldous Mor'esti |
Aldous you are jumping the gun a bit. I'm going to move you back and remove your spell marker. I'll put those things in on round three. You never had your bow out, so you can't stow it. Did you mean the holy water? Aldous still has a standard action though.
We are waiting on Gunder's round 2 action.
I also messed up and allowed Daruneth's spray in round 2. His round 2 action was to move 15' at full defensive. So I'm moving him back as well.
Oops my bad. I typically will travel with bow in hand when in the dungeon, so was referencing this post
No matter. Aldous will take the standard as a 2nd move for that turn then, and cast on round 3.
Nebten |
Gunder hobbles forward while covering his head from any arrow fire.
DM's Turn
The skeleton with the bow takes a 5' step back into the darkness and fires another arrow toward Elizabeth.
SK1 vs Elizabeth AC : 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 1
The other two skeletons in the alcove, draw their rusted, chipped scimitars and take a 5' step infront of Durnolf & Ruckus. One attacks the halfling while the other one strikes low at the wolf.
SK3 vs Ruckus's AC: 1d20 ⇒ 171d6 ⇒ 4
SK4 vs Durnolf's AC: 1d20 ⇒ 141d6 ⇒ 1
Nebten |
Round 3
Garuneh advances another 30 feet and unleashes a surge of water from his off hand. It lands short of Durnolf and Ruckus.
Aldous recasts Dancing Lights to give those in combat a better view. The lights in front of him wink out then relight behind the skeletal troops.
For clarity, for round 3 Garnuneh & Aldous have acted. Tina, Gunder, Durnolf & Elizabeth are up.
Aldous Mor'esti |
"Hold fast, Ser Banderswel!"
Aldous will move forward until adjacent to Durnolf and bestow a Diviner's Blessing on him. +1 Attack/Skills/Saves for 1 round
Still holding onto that holy water, BTW.
"Does anyone else have non-piercing attacks?"
Nebten |
Durnolf and Ruckus miss their attacks, both thrown off by the new set of skeletons.
Tina saunters her way up to the frontlines of battle while poor Gunder is nearly breaking a sweat as he hobbles at a trot. Elizabeth joins the fray, protecting the cavalier's backside.
The first skeleton notches another arrow and fires it at the large target that is Tina walking down the hallway.
SK1 vs Tina's AC: 1d20 + 2 ⇒ (15) + 2 = 171d6 ⇒ 3
The other two skeletons continue to slice at their quarry before them.
SK3 vs Ruckus's AC: 1d20 ⇒ 181d6 ⇒ 2
SK4 vs Durnolf's AC: 1d20 ⇒ 101d6 ⇒ 2
Durnolf Banderswel |
ride check to negate hit on Ruckus: 1d20 + 7 ⇒ (7) + 7 = 14
bite+trip on sk3: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (5) + 1 = 61d20 + 2 ⇒ (9) + 2 = 11
earthbreaker non-power attack on sk3: 1d20 + 5 ⇒ (2) + 5 = 71d10 + 3 ⇒ (1) + 3 = 4
-______________________________-
Gunder Undertable |
Gunder casts a spell as he runs the last steps towards the enemies.
Then he attacks the skeletton with the charge in his hand.
He casts cure light wounds, holds the charge, then moves 15ft, then attacks SK3 with the charge.
Touch attack (armed): 1d20 - 1 ⇒ (12) - 1 = 11
damage: 1d8 + 1 ⇒ (1) + 1 = 2
(3/5 spells left; map updated)
Nebten |
Elizabeth flashes between alternative lives right before firing her bow. She fires straight into the ceiling among the distraction.
The brave knight tries to manuever Ruckus out of harms way, but is unable to do so. Durnolf presses the attack with his mighty steed. Sadly even with Aldous's blessing, none of the attacks are able to get through the armored skeletons.
Gunder produces a small ball of light and wedges his way past Aldous and Durnolf. He tries to lay his hand upon the skeleton, but it shifts away at the last moment.
Gunder still has the charge in his hand. I am also assuming Gunder isn't wearing his armor since he's moving at 15'.
Gunder Undertable |
While standing face to face with tree skelettons, Gunder suddenly realizes that he forgot to put on his armor after the last rest.
Crap. This must be one of these nightmares, where you suddenly realize that you are naked.
Turns out I forgot about the "by encumbrance" in "your speed is never reduced by encumbrance". So yes, he is not wearing his armor.
Garuneh Lasandarman |
"Light torches, by the Devas! I'll try to delay them!"
Garuneh moves up behind Elizabeth and causes another surge of water to push SK1 and SK3 back.
Surrrrge: 1d20 + 5 ⇒ (20) + 5 = 25
Critical surge! :D That should knock them back a bit. Too bad we don't have a handy pit.
Nebten |
Garuneh steps into the puddle of water he created previously. It flows up into his boots and up his pant legs. He throws his head back and throws his arms forward. A high powered stream of water fires forth from the druid's hands. It pounds into the undead warrior causing it to fly into his bony archer companion.
Secondary Bull rush to have SK3 push SK1: 1d20 + 1 ⇒ (5) + 1 = 6
The archer doesn't move back but the force of the stream causes SK3 to fall prone.
Surge can only effect one creature. I'm using the following ruling for what you tried to do.
If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first.
Typically bull rushing creatures doesn't make them go prone, but I got to give you something for the natural 20. =v)
Nebten |
Tina hops into the corner and it doing so provokes attacks from both of the solider skeletons.
AoO SK3 vs Tina's AC: 1d20 - 4 ⇒ (11) - 4 = 71d6 ⇒ 6
AoO SK4 vs Tina's AC: 1d20 ⇒ 151d6 ⇒ 5
Skeleton's Turn.
With a clear line of fire, the archer skeleton takes a step back and fires an arrow at Gunder
SK1 vs Gunder's AC: 1d20 - 2 ⇒ (3) - 2 = 11d6 ⇒ 2
SK3 stands up from prone. In doing so the heroes try to drive him back down to his final resting place.
AoO Tina vs SK3 AC: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (5) + 3 = 8
Tina grabs the skeleton's behind the head and drives its skull into her knee, shattering it into pieces (Muay Thai style!). The rest of the bones fall into a pile before her feet.
Finally, the other skeletal warrior attempts to dismount Durnolf.
SK4 vs Durnolf's AC: 1d20 ⇒ 181d6 ⇒ 6
Confirm Crit with possible additional dmg: 1d20 ⇒ 111d6 ⇒ 6
Gunder Undertable |
Gunder tries to deliver the charge to the skeletton that is attacking Durnolf.
touch attack: 1d20 - 1 ⇒ (2) - 1 = 1
But the skeletton easily evades his clumsy attempt.
Only after making his attack he realizes how badly wounded Durnolf looks.
I should have discharged the spell on Durnolf. This is bad. I must be dreaming this. I'll wake up any minute now.
Garuneh Lasandarman |
Just probability, ma'am.
Garuneh focuses on that pesky SK4 and moves further south. "I'm too far to heal Durnolf."
Surge again, pushing SK4 further south. Thanks for reminding me about the double bull rush rule, GM Nebten! By the way, that Surge power allows me to drag and do things from...apparently any distance...RAW...but I won't abuse it. It's very loosely worded. Flavorwise it's cool that it emanates from Garuneh, but just bear in mind that it can push something towards me/us, etc. Er, if you allow that. :D And there are no rules saying it automatically extinguishes anything, or if the water goes anywhere...
Surge: 1d20 + 5 ⇒ (16) + 5 = 21
See, my dice work. ;)