A move action - it's probably a Climb DC 5, so to get through will cost 4 squares of movement (a bit of 4e there). I'll give you the details of the room in a minute.
OK, the room is at A-D/5-10. There are doors at D6 and D8. The bed is at A-B/5-6 - its corpulent occupant, for the purposes of combat, counts as occupying those squares. The zombies are at D7, D9 and D10.
Alwyn throws his sword into the room and then dives through the window with surprising grace for such a large, heavily armoured man, rolling to his feet in the corner closest to the window. Once there, he lobs a small pot onto Mammy's bed.
Move from '0'9 to A10 before tossing an alchemist's fire at Mammy. Climb check 13-2=11. Attack roll 12+5=touch AC 17, damage 4. That bed sounds fairly flammable, though. :P The sword's in A9; I'll pick it up next round (it seemed impossible to tumble through a window with a 6' piece of steel strapped to your back).
Now that Alwyn is out of the way of the window, Elisile acts. Moving forward to –A10 or 0-10 (next to Alwyn but outside) she hurls the silenced tanglefoot bag through the window at one of the zombies D7.
EDIT: the dice roller still doesn't seem to like "-" - I just managed to get a result of 96...
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Climbing in roll1d20 + 12 ⇒ (3) + 12 = 15 and moving to b9; also popping the sword in a9 like Alwyn....would like to ask if I can pick it up as a free action the way you could draw a weapon as a free during a move; don't believe this is possible though.
Alwyn throws his sword into the room and then dives through the window with surprising grace for such a large, heavily armoured man, rolling to his feet in the corner closest to the window. Once there, he lobs a small pot onto Mammy's bed.
Move from '0'9 to A10 before tossing an alchemist's fire at Mammy. Climb check 13-2=11. Attack roll 12+5=touch AC 17, damage 4. That bed sounds fairly flammable, though. :P The sword's in A9; I'll pick it up next round (it seemed impossible to tumble through a window with a 6' piece of steel strapped to your back).
Hudak's up.
Throw sword - standard action. Jump in room - move action. Throw pot of alchemists fire - free action? Methinks not. Sorry - have to wait until the next round for the alchemists fire.
..would like to ask if I can pick it up as a free action the way you could draw a weapon as a free during a move; don't believe this is possible though.
Throw sword - standard action. Jump in room - move action. Throw pot of alchemists fire - free action? Methinks not. Sorry - have to wait until the next round for the alchemists fire.
That's OK - I thought tossing the blade was a free action. Mommy Graul's not on fire - yet.
Elisile overthrows her tanglefoot bag and it sails past the zombie to explode in the far corner of the room. However, its zone of enchanted silence still does the trick, and the fat witch's spell-casting abruptly ends. She blinks and then rants in rage, mouth working furiously to hurl unheard insults.
The zone of silence centres on the north-east corner of the room.
I've been able to get positive and negative mods all in one dice string to work together. Test 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 and 1d20 + 9 - 6 ⇒ (2) + 9 - 6 = 5
Mammy's boys stumble forward and flail ineffectually at Hudak.
Zombies move to C8, C9 and C10.
Meanwhile, the ogrekin on the bed sloshes over to the only part of her hideous divan that isn't smothered in magical silence. She casts a spell and her gross form starts to drift upwards, huge rolls of fat pirouetting weightlessly around her like the rings of a giant planet orbiting in the Great Beyond.
Vethran. Of course, you can try and counterspell that if you so desire, since it was your readied action.
Current inititative order:
Vethran: 17
Alwyn: 12
Hudak: 8
Elisile: 8-
Illes: 4
Mammy and the boys: 1
we've been doing cleave wrong I think. To cleave is a standard action, so if I do it, I nullify a "full attack." However, with "mighty cleave," I can still cleave everybody in a line on me, I just gotta hit the previous guy.
So with that, Hudak picks up his sword, and
single attacks c8. I don't believe I can cleave now; it's a standard to pick up my blade, and an attack to attack once.
1d20 ⇒ 7+10 to hit is 17.
damage 1d10 ⇒ 9+9=18...
-1 to armor class; using the bastard sword 2h with buckler; I think they can aoo my ass since I'm picking up my sword.
Yes; picking up an item is an aoo; table 8-2 page 183. Yoip!
Elisile fishes her scroll of dispel magic from her pack and readies an action to counterspell Mammy’s next spell. She may also take a 5 foot step, need to check my map when I have a chance.
Hudak hews through one zombie, continues through another and nearly completes his hat trick. However, the sword gets stuck in the third zombie's ribcage and it manages to stay on its feets as Hudak yanks out his blade. (C9 down too.)
Fatespinner(Male Human (Gamer subtype) Dungeon Master 15/Father 4/Husband 5)
Illes casts silence on on arrow and tosses it through the window.
No target, just reaching in and dropping it.
Assuming its dropped into the centre of A9, and the other silence is centred on the corner of the room at D5, every square in the room is now blanketed by silence.
The remaining zombie finally lands a blow on Hudak, a back-hander across the side of his head. (5 points of damage.) The ogrekin witch hausl herself from the bed and waddles painfully across the floor. (Move to D7.)
Meanwhile, the ogrekin on the bed sloshes over to the only part of her hideous divan that isn't smothered in magical silence. She casts a spell and her gross form starts to drift upwards, huge rolls of fat pirouetting weightlessly around her like the rings of a giant planet orbiting in the Great Beyond.
Of course, the flying effect was counterspelled by Vethran, but the pre-flight sloshing put her in A5 or A6. How did she get from there to D7 without provoking an AoO from me when I'm in B6?
Regardless of an AoO or not, this is my action this turn:
Alwyn pounces upon the waddling sorceress.
Move to D6 before attacking Mom. Attack roll 12+9-2(Power attack)=AC 19, damage 9+7+6(Power attack)=22.
Yeah, she would have had to be in A6, so you should get an AoO as she moves past you. On the other hand, B6 puts you on the bed, meaning you would have had to move through her reach, so if she has a weapon or natural attack, you should have copped an AoO from her last turn.
Now enveloped by magical silence, and seeing that the Shoanti brothers seem to have the situation well in hand, Elisile pockets her scroll, then quickly turns to look around, making sure that no ogre kin are sneaking up on them from the outside.
Move action to stow scroll, move action to look around, Perception 1d20 + 12 ⇒ (17) + 12 = 29
Vethran will permit the melee folks to hack up the (hopefully) helpless sorceress and join Elisile in scanning the outdoors. Perception: 1d20 + 1 ⇒ (19) + 1 = 20