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SeanDM's Return to Brim

Game Master Mur


551 to 600 of 848 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Human Level 1 Battlemind

Ah. In Bold. I probably should have seen that :) The sweet thing is I can now use the rest of my Daily, since we're still in the same encounter!

SeanDM wrote:

Lol! You don't get any power points back and this time I'll take your weapon, your clothes, and your little dog too!

muahahahahaha
No, you definitely get 2 pp back. (See about 5 posts up in bold, lol)


Aurr, Artificier wrote:


Stantard Action I will use Aggravating Force on Warrior3

Aurr: Since Warrior3 was so close to death (I mentioned in an earlier post, it was easy to miss -- he was down to 3hp), you may have wanted to use Thundering Armor. Same result = dead warrior, but Rive would get a +1 AC for a turn which is always nice.

I don't mind if we retcon it and give Rive the +1 AC.


Cog: Remember you can only stabilize someone with a Standard Action, which would mean you couldn't fire your eldritch blast. It's one or the other. Preference?


Rive: YES! It is indeed the same encounter, your daily's extra effect power is still on. very cool.


Male Halfling Warlock / 2

I thought I could attack and stabilize since I didn't use a move action? If I have to chose I suppose I'll stabilize and then move to K10 and gain concealment.


Male Changeling Artificer

Per SeanDm I will use Thundering armor instead giving Rive a +1 AC. I did miss that but figured he was close to dying anyways. Thank you sir! Also I am very impressed at the mass Chaos in this room and how you can run it. Great Job!!!


@Katsuye: Streetwise Check Results: With a 12 you hit the basic knowledge stuff, the name he used and the song seem to hail from Cyre (the destroyed kingdom that is now the Mournlands) beyond that, you can't get much more out of the information.

@Cog: You've stabilized Dying Ally III, as long as no one targets him with a fireball or some such, he will make it through the fight now just fine.
With that success, Cog, you gain a +2 to your next stabilize attemp
Also, since you did roll so well on your Eldritch Blast, I let your first roll (the attack roll) go towards a Free Heal Check to check the condition on Dying Ally II (who you are now adjacent to). You find out that he is a little better off than the previous ally; he has failed only 1 check...

Aurr, thanks for the positive note :)

Next combat log coming up in minutes...


The lead artificer continues to cast something near the door (Arcana Check if you want to learn more), while the other two artificers seem a bit too shaken too hit anything with their crippling beams. Your fellow adventurers have a similar struggle and miss most of their attacks. As do your enemies...

Thorren, Artificers, Allies, Warriors, Skirmishers COMBAT LOG:

Thorren: maintains his aura (all allies gain a +2 AC while in the aura), and then attacks W2: *miss*

Artificers:
Arti1 - working
Arti2: Crippling Beam vs AllyC: *miss*
Arti3: Crippling Beam vs Katsuye: 1d20 + 7 ⇒ (2) + 7 = 9 vs Will, *miss*

Theeb and Kartus continue stripping Maaten, they will be able to try crossing next turn, and will catch up to you several turns later -- they will probably miss the whole fight.
Atreos runs closer (he is 1 turn of double running from getting to the room)
Cog and Aurr took their turns already.

Allies:
B @ S3: *miss*
C @ S5: **HIT** (S5 is near dead)
D @ W5: *miss*
E moves around the pillars to cut off Arti3, then @ Arti3: *miss*
F bow vs W5: **HIT**, he then drops his bow, redraws his sword and advances on arti2

Both Dying Ally II and IV make their saves: II has 1 failure, IV has none.

Cannith Warriors:
1 moves and stuns Thorren: **HIT**, and DAZED (SE)
2 @ Thorren: *miss*
5 shifts and @ D: **HIT** and this would have dropped him without the temp hp.

Cannith Skirmishers:
1 drops his crossbow, shifts, draws swords, and attacks Katsuye: 1d20 + 6 ⇒ (2) + 6 = 8 vs AC, *miss*
2 shifts over and @ AllyC (with combat advantage): *miss*
3 shifts over and @ AllyD (with combat advantage): *miss*
5 shifts over and @ AllyD (with combat advantage): *miss*

Vendis moves into the room, and sends an arcane blast towards Skirmisher1 (1d20 + 7 ⇒ (8) + 7 = 15 vs AC, *miss*), but it sheds off the skirmisher's armor.

Total Damage to PLAYERS: (Look in the Combat Log for details)
Katsuye (Arti3 and Skirm1 attacked you): both missed


::Beginning Players' ROUND THIRTEEN::

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 1: (1 Shroud)
- 2: Bloodied
- 3
- 5: Bloodied (Near dead)

Vendis: 7temp hp
Katsuye: 7temp hp, Immobilized (se) - didn't roll save last turn
Rive: 7temp hp, +1 AC TEaurrsNT

Thorren: has an aura, Dazed (se)

Cannith Artificers:
- 1 (Leader)
- 2: Bloodied
- 3

Theeb and Kartus (47) (spent 11 of 12 rounds removing Maaten's Armor)
Atreos (12) RUNNING
Cog: 7temp hp, concealment (-2 to be hit) TEONT
Aurr: 7temp hp

Allies:
- B: 7temp hp
- C: 7temp hp, Bloodied
- D: Bloodied
- E: 7temp hp, Bloodied
- F: 7temp hp
Dying Allies:
- I - ?
- II - (has failed 1 save)
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================


*The Run action = a move action that gives you +2 speed to EACH move, but grants combat advantage and you take a -5 to attack rolls.

In the room: Katsuye, Rive, Cog, Aurr
Down the hall: Atreos
North Side:
South Side: Theeb, Kartus

Rive and Katsuye, we're back to you.
Katsuye, you forgot your save from last turn -- roll it at the beginning, and again at the end if necessary.

<< New Map >>


Female Revenant Assassin 2

I was so excited that I could still move with her teleport that I forgot that I still need to save against it. Thanks!
Save
1d20 ⇒ 15

I darken the shadows over the skirmisher before spinning and arcing towards her ribs with my khopesh.
Assassin's Shroud, expel and Shadow Storm on skirmisher 3
1d20 + 6 ⇒ (16) + 6 = 22
Damage
1d8 + 8 ⇒ (1) + 8 = 9
2d6 ⇒ (3, 3) = 6

Status/Used:
HP: 13/24 +7Temp, Surges: 0/8, AP: 0/1


Katsuye's khopesh rends a large wound into the Cannith Skirmisher!
Katsuye, are you hitting 1 or 3, I'm assuming you meant skirmisher #1, and with that hit, it is baddly Bloodied.


Female Revenant Assassin 2
SeanDM wrote:
Katsuye, are you hitting 1 or 3, I'm assuming you meant skirmisher #1, and with that hit, it is baddly Bloodied.

You are correct. I meant skirmisher 1.


Male Halfling Warlock / 2

I'm going to be traveling and out of the loop for a day or two so I'll post now.

Cog will stabilize Ally II

1d20 + 2 ⇒ (14) + 2 = 16

He then moves to N10 and places Warlock's curse on Skirmisher 1; which I think I can do because both of the closest enemies are the same distance away.


Cog may not have been trained in the healing arts, but something in his shamanistic upbringing with his clan must've stuck. Cog saves another fallen ally's life. (Whoohooo! Nice Roll. You now have a +3 on your next stabilize attempt).


Male Human Level 1 Battlemind

Though he's tempted to charge the head honcho on the dias, Rive sees to baddies still in play -- and his companion Katsuye in the thick of it (along with a bloodied Red Shirt guy). He heads for L5, to gain combat advantage on Artificer 3, and gives him the good 'ol Vicious Cobra Strike
The squeaky wheel gets the kick!
1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for 1d8 + 4 ⇒ (4) + 4 = 8, and he's marked. Rive will then use Battlemind's Demand to also mark Skirmisher 1.
Rive's Currently at 18 h.p. +7 temp, AC 21 (22 with current bonus) Fort 17 Ref 15 Will 18


On this, the 13 turn since you started combat back at the chasm, the lead artificer seems to finish whatever he was doing at the door, turns and takes in the carnage for the first time (he has a minor action left, he uses it to heal his fellow artificer#2). The other atrificers try to cripple their targets. Blackish beams race toward your allies and Rive.

Thorren and Artificers COMBAT LOG:

Thorren: maintains his aura (all allies gain a +2 AC while in the aura), and then attacks W2: *miss* Wow, I have been rolling REALLY bad for him, I think the DnD random dice roller over at Wizard's hates the ally.

Artificers:
Arti1 - finished his work, healed Arti2 (who's no longer bloodied)
Arti2: Crippling Beam vs AllyC: *miss*
Arti3: Shift away from the flanking position, Crippling Beam vs Rive: 1d20 + 7 ⇒ (13) + 7 = 20 vs Will, **HIT** for 1d8 + 5 ⇒ (6) + 5 = 11, and your next attack does 5 less damage

Theeb finishes stripping Maaten, and gets ready to assist Kartus across, Kartus ties the lifeline around him and uses one move action to start crossing (using both ropes, for a +2), he makes progress this turn.
Atreos enters the fight. see note below
Cog already went.

Total Damage to PLAYERS: (Look in the Combat Log for details)
Rive (Arti3 attacked you): you take 11 damage (your temp hp absorb most of that) and your next attack is -5 damage

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 1: Bloodied, Marked by Rive
- 2: Bloodied
- 3
- 5: Bloodied (Near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: Crippled (-5 damage on next attack)
Thorren: has an aura

Cannith Artificers:
- 1 (Leader)
- 2
- 3: Marked by Rive

Theeb and Kartus (47) Kartus is 1/2way across; Theeb is on the South Side
Atreos: RUNNING
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr: 7temp hp

Allies:
- B: 7temp hp
- C: 7temp hp, Bloodied
- D: 7temp hp, Bloodied
- E: 7temp hp, Bloodied
- F: 7temp hp
Dying Allies:
- I - ?
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================


*The Run action = a move action that gives you +2 speed to EACH move, but grants combat advantage and you take a -5 to attack rolls.

Aurr, you're up!
Atreos uses both move actions to get into the room
: if he moves normally, he can be in either T11 or T12, if he uses the RUN action with both moves, he can be 4 squares further into the room. Either way his whole turn is spent moving in (he can make free skill checks if he'd like, Perception/Knowledge/whatever, but no attacks). He'll be able to act next turn.


Male Changeling Artificer

Move action: I will move to M11

Standard action I will use Thundering armor on enemy at H61d20 + 6 ⇒ (3) + 6 = 9 Can't hit anything with that roll...

Aurr curses his skills and directs his attention towards the lead artificer and tries to understand what he is doing...

Arcana Check on the lead artificer 1d20 + 9 ⇒ (8) + 9 = 17 seems low...SeanDM do I learn anything?


Male Deva Invoker Level 1

huff...huff...This fight is far!!!

Atreos will double move and get to P11


Yay! The band's back together.


@Aur: it appears that he was using some magic similar to your Thundering Armor spell; some sort of abjuration (protection) magic. Beyond that, it must've just been too far too see.


I'll post enemy actions when I get home tonight.


The battle rages at the north end of the room. Thorren's aura and Vendis's song keeps the adventurers there from serious harm, but the fight wears on and they seem to be losing ground. The Cannith soldiers continue to swarm them and find way to flank the group.

Allies, Cannith Warriors and Cannith Skirmishers COMBAT LOG:

Fellow Adventurer Allies:
B: Bull Rushes S3: **HIT**; and then shifts to his space
C: Shifts and then @S5: *miss*
D: @S5: *miss*
E: shifts and @Arti3: *miss*
F: moves up and @Arti2: *miss*

Dying Allies:
I - ??
IV - death save: success! He is barely unconscious and seems to be holding for now.

Cannith Warriors:
1: Dazing Attack vs AllyC: **HIT**, temp hp absorb most of the damage.
2: @Thorren: *miss*
5: shift and @AllyD: *miss*

Cannith Skirmishers:
1: shift and attacks Rive: 1d20 + 6 ⇒ (6) + 6 = 12 vs AC, *miss*
2: shift and @AllyC (with Combat Advantage before S5 shifts): *miss*
3: shift and @AllyB (with CA): *miss* (barely! - Thorren's aura saved him; the hit would've dropped him.)
5: Shift and @AllyD (with CA): *miss* (barely! - Thorren's aura saved him)


Vendis moves closer to Katsuye (he seems to be eyeballing you, Katsuye). He then tries to help the far group with a healing arcane ray directed at Skirmisher3 (1d20 + 7 ⇒ (7) + 7 = 14 vs AC, *miss*)

Total Damage to PLAYERS: (Look in the Combat Log for details)
Rive (Skirm1 attacked you): he *missed*

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 1: Bloodied, Marked by Rive
- 2: Bloodied
- 3
- 5: Bloodied (Near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: Crippled (-5 damage)

Thorren: has an aura (+2 AC), Dazed (se)

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Marked by Rive

Theeb and Kartus (47) Kartus is 1/2way across; Theeb is on the South Side
Atreos: RAN last turn.
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr: 7temp hp

Allies:
- B: 7temp hp
- C: Bloodied, Dazed (se)
- D: Bloodied
- E: 7temp hp, Bloodied
- F: 7temp hp
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================


*The Run action = a move action that gives you +2 speed to EACH move, but grants combat advantage and you take a -5 to attack rolls.

Rive and Katsuye, you're up!

<< NEWEST MAP >>


Female Revenant Assassin 2

I make eye contact with Rive and Vendis briefly before making several hand gestures that involve the skirmisher I have wounded and the larger group. I pause, flick my fingers and the shadows settle over skirmisher3. I watch skirmisher 1's eyes and lunge.

Assassin's Shroud on 3 and Shadow Storm on 1
1d20 + 6 ⇒ (5) + 6 = 11

The rush of air continues as I appear to continue through her and reappear in H4.

Status/Used:
HP: 13/24 +7Temp, Surges: 0/8, AP: 0/1


Male Halfling Warlock / 2

I'll be travelling this weekend so I'm going to post now. Cog will move to *O4* and cast Eldritch Blast on Skirmisher 1, also placing Warlock's Curse on Artificer 3.

Eldritch Blast vs. Reflex
1d20 + 4 ⇒ (17) + 4 = 21

Damage
1d10 + 4 + 1d6 ⇒ (7) + 4 + (3) = 14

If Skirmisher 1 is dead by the time Cog is up, then apply the same move to Artificer 3 (minus the extra 1d6 curse damage).


Male Human Level 1 Battlemind

OK. Rive will hit Skirmisher 1 with vicious cobra strike, augmented with one point. 1d20 + 8 ⇒ (10) + 8 = 18 for 1d8 ⇒ 3 damage. (+4, -5, +1 from the effect of that daily) That marks both the Skirmisher and the artificer, and grants Rive 6 temp hit points. He'll shift to M6. He's now at 14 hp, 6 temp. He'll say to Mr. Gnomey Pants,
a little help here, friend!


Who's "Mr. Gnomey pants?" There are no gnomes in the room as far as I know... The ally "in front of you" at K6 is a half-elf and probably won't take kindly to being called a gnome.

Katsuye misses her attack, but steps through the shadows to take up a great position in Thorren's Aura and flanking her enemies. Rive pricks the skirmisher in front of him and then finds cover behind the pillar. Cog's eldritch beam sears a gapping hole through skirmisher's chest and drops another curse on his enemies (Dead Skirmisher! yay).


I'll try to post the artificers' turns soon.
Aurr and Atreos can take their turns, if they get to it before me. The artificers' turns won't effect too much...


Thorren is dazed by the strong soldier in front of him and uses all of his energy to keep his aura up (dazed == 1 action, he uses it to maintain his aura, and then just tries to save vs the effect).

The lead artificer (free to really act for the first time in the fight) takes a moment to survey the battle and then lets loose an explosive force into the heart of the scrum. The other artificers send out crippling beams.

Thorren and Artificer COMBAT LOG:

Thorren: maintain aura, save: 1d20 ⇒ 10 - SAVED!

Artifcers:
1: (Encounter Power) Explosive Force (Reflex attack, burst 1 within 10) targetting square G7, does damage and slides targets 1 square:
@Thorren: *miss*
@Ally B: *miss*
@Ally D: **HIT** and dropped... his unconscious body is flung to H8
2: shift and Crippling Beam vs AllyF: **HIT**
3: moves and Crippling Beam vs Rive (who has cover): 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 vs WILL, *miss*

Kartus continues to try and climb across, it takes him the whole turn, then Theeb goes across. Both are now on the other side and will begin to run to catch up to you-all.

Total Damage to PLAYERS: (Look in the Combat Log for details)
Rive (Arti3 attacked you): *miss*

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 2: Bloodied
- 3
- 5: Bloodied (Near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: 6temp hp
Thorren: has an aura (+2 AC)

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Cursed by Cog, Marked by Rive

Theeb and Kartus (47) both on North Side
Atreos
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt, already acted this turn
Aurr: 7temp hp

Allies:
- B: 7temp hp
- C: Bloodied, Dazed (se)
- E: 7temp hp, Bloodied
- F: 7temp hp, Crippled (-5 dam)
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)
- V - was Ally-D (zero fails)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================

Aurr and Atreos, you're up!

<< NEWEST MAP >>


Male Deva Invoker Level 1

Sorry for the late post!

Move action:Atreos will move to J10

Standard Action I will use Vanguard's lighting on bad guy at H7. Attack Roll VS Reflex 1d20 + 6 ⇒ (8) + 6 = 14 I think that is barely a hit on that warrior guy...Rolling damage just in case

Damage roll 1d6 + 5 ⇒ (1) + 5 = 6


Male Changeling Artificer

Move action Aurr will move to G11

Standard action: I will use my Shileding Cube on Warrior 1 at E6. Attack Roll VS reflex 1d20 + 4 ⇒ (17) + 4 = 21 Not bad! I will also assume that it is a hit!

Damage roll: 2d6 + 4 ⇒ (5, 3) + 4 = 12 and Warrior 1 will grant a +1 Ac to all allies that are adjacent to it.


Atreos, Invoker wrote:
Standard Action I will use Vanguard's lighting on bad guy at H7...

Vanguard's Lightning is a burst 1 that hits all creatures, it will be tough to place that burst without hitting a standing ally and/or a dying ally. A dying ally that takes damage *could* kill it completely (if you take your bloodied value in negative hp, you die-die; no save).

Now, you could risk it and aim for G8.
That would hit 2 enemies and 1 dying ally (hopefully the dying ally hasn't taken too many negative hp).
-or-
You could target C6 and maybe finish off that skirmisher up there.
-or-
You could shoot the 2 artificers at the door and only hit enemies.
-or someone other combination, whatever you want. But if you stay with your current target, you hit the Warrior at H7 and your standing ally (AllyB) and a dying ally (V).
I'll wait for your choice.

Don't forget when targetting multiple opponents, roll once for each attack, but only make one damage roll.


PS. We might consider swapping one of Atreos's at-wills so he has a single target spell he can use, rather than having all area spells that hit all creatures.


Male Deva Invoker Level 1
SeanDM wrote:
Atreos, Invoker wrote:
Standard Action I will use Vanguard's lighting on bad guy at H7...

Vanguard's Lightning is a burst 1 that hits all creatures, it will be tough to place that burst without hitting a standing ally and/or a dying ally. A dying ally that takes damage *could* kill it completely (if you take your bloodied value in negative hp, you die-die; no save).

Now, you could risk it and aim for G8.
That would hit 2 enemies and 1 dying ally (hopefully the dying ally hasn't taken too many negative hp).
-or-
You could target C6 and maybe finish off that skirmisher up there.
-or-
You could shoot the 2 artificers at the door and only hit enemies.
-or someone other combination, whatever you want. But if you stay with your current target, you hit the Warrior at H7 and your standing ally (AllyB) and a dying ally (V).
I'll wait for your choice.

Don't forget when targetting multiple opponents, roll once for each attack, but only make one damage roll.


PS. We might consider swapping one of Atreos's at-wills so he has a single target spell he can use, rather than having all area spells that hit all creatures.

I just need to keep remebering the burst 1 effect! I will target the 2 artificers. 2nd attack Roll 1d20 + 6 ⇒ (9) + 6 = 15


Aurr's cube of force blasts the lead warrior who looks like he might be a blood relative to Maaten (the guy you left dead back at the chasm). Atreos's divine lightning misses the artificers by the door, but certainly draws their attention.

Your freinds move in close to the artificers and harass them, but no real damage is caused. The cannith soldiers continue their flurry of blows. Swords clash against armor, the din continues, and your friends are slowly being beaten down.

One of the skirmishers turns on Katsuye, but her presence must be too terrifying because he fumbles his attack badly.

Allies, Cannith Warriors and Skirmishers COMBAT LOG:

>>>Allies, friendly adventurers<<<
B: @S3 with combat advantage: **HIT** (the skirmisher is almost bloodied)
C: @S5: *miss*, then rolls his save vs Dazed: 1d20 ⇒ 19= SAVED! (he's no longer dazed)
E: moves and @Arti3: *miss*
F: moves and @Arti2: *miss*

>>>Dying Allies<<<
AllyI -- unknown.
AllyIV - death save: SAVED! (he's at zero fails, he's unconscious, but doing well all things considered)
AllyV -- death save: failed (1st failed save, he slips closer to Dolurrh)

>>>Cannith Warriors<<<
1: @Thorren with dazing attack: would have hit were it not for Aurr's shielding cube! (he hit a 22, that's Thorren's AC while in the aura; but Thorren got a +1 AC from Aurr this turn! nice work!)
2: @Thorren: *miss*
5: @AllyB w/ combat advantage: **HIT** (it cuts through his temp hp and it's just enough to BLOODY allyB), then he shifts away.

>>>Cannith Skirmishers<<<
2: shifts and @AllyC: *miss*
3: @Katsuye: 1d20 + 6 ⇒ (1) + 6 = 7 vs AC, *missed badly*
5: @Thorren (with Comb Adv): *miss*

Total Damage to PLAYERS: (Look in the Combat Log for details)
Katsuye (attacked by Skirm3): none

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 2: Bloodied
- 3: (1 shroud)
- 5: Bloodied (Near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: 6temp hp

Thorren: has an aura (+2 AC)

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Cursed by Cog, Marked by Rive

Theeb and Kartus (47) both on the North Side
Atreos
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr: 7temp hp

Allies:
- B: Bloodied
- C: Bloodied
- E: 7temp hp, Bloodied
- F: 7temp hp, Crippled (-5 dam)
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)
- V - was Ally-D (1 fail)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================


Rive wrote:

He'll say to Mr. Gnomey Pants,

a little help here, friend!

Vendis (the half-elf) turns towards Rive and hesitates for a moment. "You squinty faced, useless offspring of a monkey and an orc... listen meatshield, stop running around with your mouth wide open and do something." You don't need to be trained in Insight to see that Vendis is angry... he turns back to the main fight and blasts away.

Atreos and Cog:
You two have high enough Insight
You clearly see that Vendis is considering attacking Rive, regardless of the battle being waged about him.
Vendis made a quick look around the room, you think he was looking to see where his remaining friends were (AllyE and AllyF) and there was a split moment where he almost shot Rive. That cold look Vendis has in his eyes, got deadly for a moment... and a bit scarey (he seems a few levels higher than you guys and willing to kill Rive and doesn't seem to care that House Cannith may be winning this fight).
Something is wrong with Vendis.
You imagine any other insults (intended or not) could push him and his allies over the edge from friend to foe... which would leave you and Thorren and his friends severly outnumbered.


Katsuye:
You're terrible at reading people's emotions and thoughts. You know you're terrible.
Since coming back from the dead, mortals' intents are tough to read (low Insight score). But for some reason when Vendis turns to Rive, you read his body language loud and clear. There was a split moment where he intended to kill Rive. And when Vendis turns back to the fight, so you can see his face, he makes eye contact with you, mouths something to you that you can't place, gets odd look and then fires into the crowd (Vendis tries to read if you understand him, 1d20 + 10 ⇒ (5) + 10 = 15 -- he knows you cannot, unless you try to Bluff him, then the DC would be his Insight Check: 15)


Vendis sends his arcane ray at Thorren's group, targetting Skirmisher5 (1d20 + 8 ⇒ (20) + 8 = 28 vs AC, ***CRIT***). Vendis is angry, the force of the shot disintegrates the Cannith skirmisher (his crit did enough damage to drop him far enough into the negatives, almost his full health into the negatives -- dead skirmisher, and the body is off the map)... On the plus side, both Thorren and AllyC gain some health from the bard's attack (AllyC is just barely bloodied now).

Rive and Katsuye, you're up.
<< New Map >>


Female Revenant Assassin 2

Free Heal Check on Ally I1d20 - 1 ⇒ (9) - 1 = 8 Dead, I think.

I sense the tension being exuded by Vendis and something about it makes the hair on the back of my neck stand up. I try to convey a sense of understanding. bluff check1d20 + 8 ⇒ (6) + 8 = 14 Dang!

I look at Rive and shake my head decisively before glancing back at Vendis. I try to refocus, settling on the skirmisher in front of me and striking quickly.

Assassin's Shroud, expend and Shadow Storm on Skirmisher 3
1d20 + 6 ⇒ (13) + 6 = 19 Well, something is going right!
Damage1d8 + 6 ⇒ (8) + 6 = 14 PLUS 2d6 ⇒ (5, 2) = 7 Total=21


Skirmisher3 was right to have feared Katsuye. She wraps the shadows about him, and then drives her Khopesh through his chest. With a little twist, the House Cannith Skirmisher dies.

The battle appears to be turning in the allies' favor.


Male Halfling Warlock / 2

I'm going to be out of town for the following long weekend so I'm going to pre-post. Alter as needed.

Cog will move past Rive to *M10*

"C'mon my friend, keep your focus on the enemies!" he says to Rive.

Eldritch Blast vs. Reflex (War 5)

1d20 + 4 ⇒ (7) + 4 = 11

Cog attempts to Blast Warrior 5 and misses however he still places Warlock's Curse on him.

HP: 18/26 - Surges: 4/8 - Temp HP 7/7 - AP: 0/1


Male Human Level 1 Battlemind

Hmmm...toast....
Rive will snap out of his revery at Cog's words, and head up to I5, where he'll hit Artificer 3 with Vicious Cobra Strike. 1d20 + 8 ⇒ (18) + 8 = 26 for 1d8 + 4 ⇒ (6) + 4 = 10 damage, marking him. He'll then mark Skrimisher 3 with Battlemind's Demand.


Rive's longsword sinks into the artificer, bloodying him. He seems a bit shocked at the wound and a bit worried that he has already used all of his healing... (Arti1 and Arti2 both have some healing left, but arti3 is out).

Rive, you can use battlemind's demand to mark skirmisher3, but he's dead. You might want to mark another... Both warrior2 and warrior5 are within range of you --- and warrior5 looks to be breaking away, maybe to go after Atreos or Aurr, so it might be nice to mark him.

Artificers COMBAT LOG:

>>> Cannith Artificers <<<
arti1: MOVES TO A6 and sends Crippling Beam vs Aurr: 1d20 + 8 ⇒ (15) + 8 = 23 vs Will, **HIT** for 1d8 + 5 ⇒ (2) + 5 = 7 damage and you take a -5 on your next damage roll before the artificer's next turn.
arti2: SHIFTS TO A9 and sends Crippling Beam vs AllyF: **miss**
arti3: SHIFTS TO J3 and sends Crippling Beam vs Rive: 1d20 + 7 ⇒ (14) + 7 = 21 vs Will, **HIT** for 1d8 + 5 ⇒ (8) + 5 = 13 damage and you take a -5 on your next damage roll before the artificer's next turn.

This causes an OA from AllyE, he takes it and misses badly :(

Total Damage to PLAYERS: (Look in the Combat Log for details)
Aurr (attacked by Arti1): 7 (your temp hp absorbs the blow)
Rive (attacked by Arti3): 13 (I know you had 6 temp, so that would only be 7 damage to you)

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 2: Bloodied

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: Crippled (-5 dam)
Thorren: has an aura (+2 AC)

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Cursed by Cog, Marked by Rive, Bloodied

Theeb and Kartus (47) moving to catch up to you-all
Atreos
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr: Crippled (-5 dam)

Allies:
- B: Bloodied
- C: Bloodied
- E: 7temp hp, Bloodied
- F: 7temp hp, Crippled (-5 dam)
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (zero fails)
- V - was Ally-D (1 fail)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5:

=======================END OF INITIATIVE===================================



Aurr and Atreos, go ahead and take your turns
-- I'll update the map tonight when I get home from work.


Male Human Level 1 Battlemind

. Nah, I'll mark the dead guy. Kidding! Warrior5 it is.


Male Changeling Artificer

"You will pay for that you cannith dog!!!"

Stantard action I will use Thundering armor on Skirmisher 2 at D8 1d20 + 4 ⇒ (16) + 4 = 20 which is a hit I beleive. Also I will give the Ally at E8 the +1 bonus to AC. Also I read the power and I can push the target. I will move to skirmisher to D7

Damage roll: 1d8 + 4 - 5 ⇒ (1) + 4 - 5 = 0 and I do no damage..sigh

I will move to H11 to hopefully give me some cover

HP: 23/26, Surges 2/8, AP 0/1


Male Deva Invoker Level 1

Standard action: I will use Vanguard's lighting on E8 so I will attack the tragets E7 and D8.

First attack roll on E7, Warrior 1 1d20 + 6 ⇒ (17) + 6 = 23 VS Reflex. I hope that is a hit...

Second attack roll on Skirmisher 2 at D8 1d20 + 6 ⇒ (7) + 6 = 13 VS reflex. And that is a miss...

Damage roll:1d6 + 5 ⇒ (1) + 5 = 6 Bah! stupid dice!

For my Move action I will move to K12 for cover.


AURR, H12 gives you cover from the Artificer's current position and still allows you to hit them with ease... I'll put you at H12 for the cover, unless you say otherwise.

HOW TO DETERMINE COVER:

The attacker picks the corner of one of his squares, then he draws straight lines to each corner of his target's square. If any of those lines crosses through an obstrution, the target has cover (-2 to hit). If 3 or 4 of those lines crosses through an obstacle, then the target has superior cover (-5 to hit).


ATREOS Vanguard's Lightning hits friendlies too... if you target E8, that could potentially hit the Ally in that square. Do you want to choose a new target square (and keep the same rolls) or just take your chances and roll another to-hit vs the Ally-C (he has a REF of 15, and enough hp to survive your shot -- it won't be pretty, but he'll live)


Posting an update as fast as I type...


Aurr manages to push the Skirmisher around the room, while Atreos's lightning lights up the room. Both caster now have the attention of the Cannith Soldiers (Warrior5 is after Aurr!).
Meanwhile the battle rages, the lead warrior and Thorren both suffer heavy wounds (They're bloodied), and your fellow adventurers that have fallen slip closer to death (two failed death saves that you know of, but no one knows the condition of "I" at G4).

Allies, Warriors, and Skirmishers COMBAT LOG:

Theeb and Kartus are moving down the hall to catch up to you

>>> FRIENDLY ADVENTURERS -- ALLIES <<<
B: moves to F8 and @Warrior1: **HIT** (he bloodies the lead warrior)
C: @Skirm2: **HIT** (the skirmisher is near dead), and then shifts to F7
E: @Arti3: *miss*
F: shifts to A10 and @Arti2: *miss*

>>> DYING ALLIES <<<
I : unknown condition
IV: Death Save: **FAIL** He now has 1 fail, he is okay for now...
V : Death Save: **FAIL** He now has 2 fails, he is slipping dangerously close to death.

>>> CANNITH WARRIORS <<<
1: shifts and then @Thorren with Dazing Strike: *miss*
2: shifts and then @Thorren with Comb Adv: **HIT**, and Thorren is now Bloodied
5: ignores Rive's mark and goes after Aurr (he suffers a -2 to hit from the mark): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 vs AC, **HIT** for 1d8 + 6 ⇒ (1) + 6 = 7 damage.

>>> CANNITH SKIRMISHERS <<<
2: Moves to the far side of the room (C13) and then Charges (to A11) and @AllyF with Comb Adv: (and I rolled a 1, lol!) *miss*


Again, Vendis sends his arcane ray at Thorren's group, targetting Warrior2 (1d20 + 8 ⇒ (17) + 8 = 25 vs REF, **HIT** ). The reddish beam burns the warrior a bit and rejuvinates Thorren and his nearby ally (both Thorren and AllyC gain some health from the bard's attack -- AllyC is no longer bloodied now, unless Atreos hit him with Vang's Lightning, then he' just barely bloodied).

Total Damage to PLAYERS: (Look in the Combat Log for details)
Aurr (attacked by Warr5): 7

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 2: Bloodied (near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: Crippled (-5 dam)
Thorren: has an aura (+2 AC), Bloodied

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Cursed by Cog, Marked by Rive, Bloodied

Theeb and Kartus (33) moving to catch up to you-all
Atreos
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr: Crippled (-5 dam)

Allies:
- B: Bloodied
- C: (+1 to AC from Aurr, TEAurrNT)
- E: 7temp hp, Bloodied
- F: 7temp hp
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (1 fail)
- V - was Ally-D (2 fails)

Cannith Warriors:
- 1 (Leader) Bloodied!
- 2: Marked by Thorren
- 5: Marked by Rive, Cursed by Cog

=======================END OF INITIATIVE===================================

Rive and Katsuye, you're up!
ALSO: Rive, can you do anything in response to Warrior5 attacking Aurr (you have him marked)??
ALSO: Atreos, check the note in my previous post.

<< NEWEST MAP >>


Female Revenant Assassin 2

I take one more look at the Leg near my feet before moving.
Free Heal Check
1d20 - 1 ⇒ (4) - 1 = 3 Leg I is definitely dead. Or definitely fine. Not sure.

I can clearly see the Head Artificer at the top of the steps and know I cannot get to him yet....but I want him to know that we're coming. I call shadows from the stairs, pulling them up his feet, crawling up his legs as I step neatly behind the pillar and attack Warrior 2.
Assassin's Shroud on A1, Shift to H5, Shadow Storm on W2
1d20 + 6 ⇒ (10) + 6 = 16 Not rolling well today.

I signal to Ally B.

DM:
Not sure if he would get it but trying to tell him that we're coming and they need to start moving up the dias.


Male Human Level 1 Battlemind

Ach-Rive's awesome marking powers only affect adjacent foes. So, though Rive's getting low on h.p., he feels Warrior 5 slip away from him, and a slight yank on the psychic link he'd established as he strikes Aurr.
Hey there, buddy. I thought I told you to stay put.
He'll head on over to H10, and hit Warrior 5 with Renewed Focus, augmented (so he can get those temp h.p.). 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 (argh. Argh I say. But the temp h.p. are an Effect, so I think I still get them). He'll mark warrior 5 with battle mind's demand. He's at 7 h.p., with 6 temp h.p.


Thorren pauses momentarily to catch his wind, maintains his shielding presense, and then swings at the lesser fo the two warriors. He uses his dwarven ability to take his second wind as a minor action, maintains his aura, and then attacks Warrior2 (the one he has marked): but he misses... He's at least no longer bloodied.

The artificers let loose their crippling beams again. the blackish purple rays streak across the floor targetting your friends. While the lead artificer takes a moment to send a mechanical bug towards the lead warrior (Maaten's relative?) to heal him.

The Artificers COMBAT LOG:

>>> HOUSE CANNITH ARTIFICERS <<<
1: steps to the left one square (he's at A5 now), heals Warrior1 (who is now no longer bloodied) and then @Thorren with a Crippling Beam: *miss* (his second wind just saved him)
2: shifts to the left one square (he's at A8 now), @AllyF with a Crippling Beam: **HIT** (it burns off his temp hp and does minor damage, but now he is crippled till next turn)
3: shifts up one square (he's at I3 now), @AllyE with a Crippling Beam: *miss*

Kartus and Theeb continue to run to catch up, they'll be here in two turns.

Total Damage to PLAYERS: (Look in the Combat Log for details)
none.

Enemy Defenses:

Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
Skirmishers == AC: 16, Fort: 13, REF: 15, WILL: 13
Warriors* ==== AC: 20, Fort: 16, REF: 14, WILL: 14
*Artificer1 and Warrior1 are leaders and have slightly higher defenses

Map Info:

Green == Allies, roman numeraled allies are DYING.
Pillars = block line of sight and provide limited cover
Stairs = the stairs up to the north dais is DIFFICULT TERRAIN
Skulled bodies are dead bodies that creat DIFFICULT TERRAIN

Everything else is normal

RED DOTS on allies and enemies indicates Bloodied (Players do not get marked)
BLUE CORNERS on allies and enemies indicates some special condition (immobilize, crippled, stunned... It's more so that *I* remember what's-what) -- PLAYERS are not marked.
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark.
BROWN DOTS are Thorren's Mark.
YELLOW "ZONE" is Thorren's Aura (+2 to AC)


Initiative:

Initiative - bold shows who's turn it is (#)=how far from the double doors you are.
======================TOP OF THE ORDER=====================================
Cannith Skirmishers:
- 2: Bloodied (near dead)

Vendis: 7temp hp
Katsuye: 7temp hp
Rive: 6temp hp
Thorren: has an aura (+2 AC), 2nd wind

Cannith Artificers:
- 1 (Leader)
- 2:
- 3: Cursed by Cog, Bloodied

Theeb and Kartus (19) moving to catch up to you-all
Atreos
Cog: 7temp hp, concealment (-2 to be hit) TEONT, has a +3 on next stabilize attempt
Aurr

Allies:
- B: Bloodied? (depends on Atreos's move)
- C: Bloodied (+1 to AC from Aurr, TEAurrNT)
- E: 7temp hp, Bloodied
- F: Crippled (-5 dam)
Dying Allies:
- I - ???
- II - Stabilized and Fine, he will live to see another day!
- III - Stabilized and Fine, he will live to see another day!
- IV - was Ally-A (1 fail)
- V - was Ally-D (2 fails)

Cannith Warriors:
- 1 (Leader)
- 2: Marked by Thorren
- 5: Marked by Rive

=======================END OF INITIATIVE===================================

Cog, Aurr, and Atreos, you're up!

<< Newer Map >>

ATREOS, don't forget to check my note to you above


Male Halfling Warlock / 2

Cog will move in an upside down L shape to I8, moving adjacent to Warrior 5 (trying to provoke an attack of opportunity).

Attempt to Stabilize Ally 5 Damn, the roll comes to an end.

1d20 + 3 ⇒ (2) + 3 = 5

Heal check to determine the status of Ally 1

1d20 ⇒ 9

Cog places Warlock's Curse on Warrior 2.


Cog's attempt to stabilize the dying ally fails, but he's trying!
Cog, your bonus drops back down to a +2 on your next stabilization attempt.
PS... sorry, I had it wrong, you should've been at a +4, not a +3 (in this fight you get a cumulative +2 per success), but a +4 wouldn't have helped either way...

The Cannith Warrior sees Cog's blurred shadow move past him and he takes a swing, and just barely hits Cog's nimble self.

Opportunity Attack vs Cog! (-2 for the mark, -2 for Cog's concealment)
1d20 + 7 - 2 - 2 ⇒ (13) + 7 - 2 - 2 = 16 vs AC, **HIT** even with Cog's +2AC from Opp Attacks.
...
Cog, are you able to force a reroll or have you already used that power?
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Rive! I think your marking power comes in now...


Male Human Level 1 Battlemind

Indeed it does! Instant death! OK, that's a lie. He takes force and psychic damage equal to the damage he dealt Cog. And develops a nasty rash on his man parts. OK, the second part of that was a lie too.


Male Halfling Warlock / 2

Cog is still able to force the re-roll which he will. I pondered letting it hit to deal the damage forward but being that this is our second fight in a row and folks are a bit spent, I think I will attempt to keep the hp. It still forces War 5 to spend his aoo so Aurr can retreat if needed.

HP: 18/26 - Surges: 4/8 - Temp HP 7/7 - AP: 0/1


Cog's natural halfling agility allows him to turn a certain hit into an easy miss.

Second Attempt at Opportunity Attack vs Cog:
1d20 + 7 - 2 - 2 ⇒ (5) + 7 - 2 - 2 = 8



NO DAMAGE TO COG

and Rive doesn't get to use his immediate reaction (and the warrior won't develop any nasty rashs on his man-bits).


Male Deva Invoker Level 1

@SeanDM I will target D8 instead only hitting Skirmisher1. I will just use my first roll.

Standard action: I will target D8 again as to hit Skirmisher 1 again with [b]Vanguard's Lightning[b]. Attack roll: 1d20 + 6 ⇒ (2) + 6 = 8 and that is a miss...I guess its true what they say about lighting hitting the same place twice!!!

I will just stay where I am at...


Male Changeling Artificer

Aurr cluthches his wounds and tries to move away..

Move Action Aurr will shift to I13

Aurr lifts his crossbow and takes aim at the Warrior..

Stantard Action I will use Aggravating force on Warrior5. Attack Roll : 1d20 + 6 ⇒ (9) + 6 = 15 Bah! that is a miss!

and the shot goes wide and (hopefully!) misses Rive!

Stats Used/HP:
HP: 16/26 (-7 from previous round), Surges 2/8, AP 0/1


I probably won't get to update till tomorrow afternoon.
I'll get us back on then.


Atreos's Lightning from the previous turn burns through the skirmisher, leaving a smoking corpse (Dead Skirmisher -- no more skirmisher's left on the board, that spot is now DIFFICULT TERRAIN)

Atreos's second shot (from this turn) would not have hit anyone else's reflexes either, so even if he had targeted someone else, it's a miss...

I will be posting the new turn and map as fast as I can type -- it will be Rive and Katsuye's turn.

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