I assume that we all had time to put on armor if we weren't wearing it already. If not, Huergar uses round 1 to begin putting on his armor.
Huergar runs toward the undead ogre marked "1". (He does not consider the cottage a defensible location and decides it is a liability rather than a tactical advantage. He is hoping to take advantage of his AC bonus against giants (AC 24+4=28). Once the ogres are defeated, he plans to climb the ridge and take out the humanoid marked "L", whom he perceives to be the leader.) He times his movement so he will not be caught in Sunaj's fireball.
He takes a double move (40') in round 1 to come at ogre 1 from the left and avoid the fireball. In round 2 he uses a full attack action:
EDIT: I'm assuming some movement from ogre 1 toward Huergar. Best case, I'm hoping to catch it as it exits the flames. If the first attack hits and there is another ogre within range, Huergar uses cleave 1d20+17=18 (dmg 1d10+9=17) giving himself a -2 AC penalty.
Round 1: Rather than trying to hide, Greene makes a double move to 17, 17 to assist Huergar with the big shambling "1," drawing his weapons along the way.
When round 2 begins, Greene will move into flank with Huergar and attack Big White 1 with his holy rapier.
I didnt think we had taken armour off yet.If he has then Huergar will take 4 minutes to don his and will have to have help or can only don it hastily(core book p151)
Basil will move to the gate in the fence and stand ready to face the main assault of the enemy
Davin rushes out the door to square 17,7 and cast Searing Light at Ogre 3.
To hit:
1d20 + 8 ⇒ (17) + 8 = 25
Dmg
6d6 ⇒ (5, 1, 4, 3, 6, 2) = 21
I'm ok with group initiative, though it may be confusing regarding whose actions come first. If we stay with group initiative, then actions should come in the order they are posted to simplify. IMHO
yes but the group initiative is still modified by your personal initiative modifier(ie I go on initiative 19)...and we need to know how we fit in with the opposition...otherwise we are going to get horribly confused.
yes but the group initiative is still modified by your personal initiative modifier(ie I go on initiative 19)...and we need to know how we fit in with the opposition...otherwise we are going to get horribly confused.
Maybe I'm confusing group initiative with fluid initiative, then. I assumed the group has one initiative and the enemy has another(which only the DM knows anyway). From there it would simply be a matter of people acting in the order they post, with the DM posting the enemy's actions each round. If that isn't how group initiative works, I should probably roll initiative since I haven't done that yet.
Roll Damage Please, I'd be able to Adjucate from there. (I wouldn't ask, but they all failed their saves.)
Also, everyone is fully equipped and ready for combat. The only thing that you may not have on is your backpacks, but that's easy enough on the way out :)
Onyx:
Spoiler:
Locate creature would work for you if Onyx had seen the creature once before.
PFRPG.pdf wrote:
To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Double checking the way that share spells (via familiar), even that wouldn't allow you to cast the locate creature. You may pick a new action.
Round one:
Kane moves just outside the door, and hiding beside the fence. Finrod fires his bow at Drow 4, Greene moves, in anticipation of the large creatures attacking, as well as Huergar doing the same. Kara casts mirror image[i] and moving towards the door. Davin moves to the door, and casts [i]searing light on Ogre 3. Basil moves to just past the main exit of the gate. Sunaj's fireball hits the ogres (and if truth be told, the only one who would have made his save was the one that Davin hit), destroying them all. Corvax and Onyx begin plotting their next moves.
At this point, you begin hearing chanting from the ridge to the south.
The remaining large creature moves near the fence, and drops a sickening cloud of light in the area. (Basil, Davin, Huergar, Greene, and Kane will need to make Will saves).
Drow 4 and 2 charge Huergar, with only drow 4 doing 8 damage to him. He sees that they are literally foaming at the mouth with rage.
Drow 5 does the same thing to Greene, attacking him for 9 damage.
Drow 1 and 3 are not in sight of any of the characters.
New map has been uploaded here.
Kara:
Spoiler:
You stated no movement, you are still in the chair from last round. You can move towards the door, or even double move to be outside. You could also share the window that Sunaj is using to fire your bow. You are welcome to start your bardic music, in any case. Also: Ogre three is now dead... again.
Round 2: Surrounded by Drow, the tiefling paladin abandons his plan to flank the ogre, who are now little more than smoking bones, and turns his attention to the Drow who attacked him. Seeing little cause for mercy or kindness, he attacks Drow 5 and lets his holy weapons slash and pierce the enemy's flesh.
First attacks hit AC 31(threatening a critical) for 6 damage and AC 13 for 11 damage. Critical hit possibly confirms if AC 30 hits and does an additional 7 damage. Secondary attacks hit AC 19 for 7 damage and AC 25(threatening another critical) for 11 damage. If AC 14 confirms, 2 additional damage from the second crit.
Moved house a few days ago, so no internet. Back now though.
Round 2
Corvax moves over to the doorway behind Davin and casts insect plague along the ridge where L stands with L as the centre and the wasps stretching for 30ft along the ridge and 10 ft deep.
Sunaj passes the time taking cover and observing the drow, noting their colors and other insignia. "Conserve your spells, drow are very resistant to magic. Hit them with spells only if absolutely necessary."
Sunaj waits for any leader types to appear, now that he has revealed his magic.
BAsil forges a path towards the large creature invoking his Celestial bonded weapon to make it a +2 holy weapon.
He slashes at the beast using the power of Tyr to smite it1d20 + 20 ⇒ (16) + 20 = 36doing1d10 + 17 ⇒ (6) + 17 = 23damage(+ an extra 9 if it is an evil outsider)
BAsil forges a path towards the large creature invoking his Celestial bonded weapon to make it a +2 holy weapon.
He slashes at the beast using the power of Tyr to smite it1d20+20;doing1d10+17damage(+ an extra 9 if it is an evil outsider)
Basil
Spoiler:
I'm just confirming here, you will take two attacks of opportunity to get within striking distance of the large creature. I want to make sure prior to adjucating the round. Just spoiler a yes or your new actions.
Kane steps aside to the front of Davan, firing his crossbow into the large creature while Finrod begins his volley on the Drow on the ridge. His first arrow flies straight up, and (given that perception check) he realizes that there is a wall of wind preventing his arrows from reaching her. He immediately fires into the large, four-armed drow creature with his remaining two shots.
Corvax, being ever so tactical, opens a plague of wasps onto the drow on the ridge, and hears a female scream as the insects bite and sting her. Kara, paying close attention, but not wanting to wade directly into the battle, adeptly shoots her crossbow at one of the drow, making room for an opening for Huergar to attack, which lands a solid pair of blows onto the Drow.
The large, four-armed drow creature drops a solid wall of darkness, blocking lines of sight, as well as making it very difficult to hit your opponents (this doesn't affect the current round, I already did all the miss chances).
Basil, possessed of the light, steps through the darkness, and avoids attacks from both Drow 4, and the large creature, swings with all of his might, and believes he has caused the fell beast to fall!
Sunaj makes a gesture and becomes invisible, while Onyx appears to be observing for the right opportunity.
The drow on the ridge, gesturing toward finrod completes her summoning, and a large wolf stands next to Finrod, taking the higher ground. She then drops yet another one of the sickening clouds on the party in the same area as the magical darkness. (Kane, Basil, Huergar, Greene, Davan all need to make Will saves again). The wolf bites at Finrod, and takes him down with a trip attack (as part of the bite). Finrod now sits prone next to the wolf.
The drow in the darkness with Greene, Basil, and Huergar all lash out, but only Huergar is struck with a solid blow. These Drow don't have good luck with the miss chance..
Damage from the "burst" last round (Davan, Basil, Huergar, Greene):
Spoiler:
Basil, Huergar, and Greene each take 7 points of damage, and you are all able to resist the sickening effect, while Davan merely takes three points of damage.[spoiler]
Damage:
Finrod took 18 points of damage from the wolf, Huergar took 10 points of damage from the drow who struck him.
Davan
[spoiler]Make a perception check in a spoiler, if you succeed, you will certainly know that the large creature is, in fact, down, and you may alter the end destination of the summoning spell due to this. The Drow on the ridge made the necessary concentration check that went well beyond the maximum damage of the wasps, making her summon still work, so yes, she can concentrate very well... at least this round.
He takes care not to bring attention to his presence.
IC on the fritz; home-rolling Stealth 1d20+11=27
The closest I came on a double move (out the door to the northeast of you) was 18n, 11e. You're welcome to climb out the window if you so choose, and that would get you to 20n, 7e if you choose.
Huergar's darkvision allows him to see in both dim light and darkness without penalty. The Improved Critical feat and the keen weapon descriptor make his threat range 18-20 (the dwarven waraxe is already x3 damage on a critical). That's 44 damage total with the first attack.
Basil coughs and sputters as the air around him begins to turn foul..he moves as best as he is able towards the edge of the darkness his blade shines ilike a beacon in the gloom a rallying point for his comrades
Note: Greene did hit both times with his swords last round, I want to note that prior to posting the round's results. I'll wait for Greene until morning, which will allow me to feel a little better and get the map properly ready. (I had a tooth pulled a couple days ago).
Kane, vomiting all the way, makes a bee line for the ridge, trying to get out of sight of the caster on the ridge. Finrod, standing up from prone, gets ravaged by the wolf yet again (16 damage), but is able to maintain his footing. Greene swings at the Drow next to him, his blades not finding a mark. Corvax stands in the doorway, waiting for a better time to attack. Kara, seeking a better shot at the wolf, hops out the window and fires at the wolf, hitting its left shouler. Huergar, nearly insane with his anger at the drow not falling, strikes the drow with two crushing blows, dropping it to the ground, not breathing. Basil, struck sickened by the spell, moves to the edge of the darkness, trying to rally his comrades while Sunaj begins to close on the spellcaster on the ridge. Onyx begins his song, fortifying all of his allies with courage and combat prowess. The caster on the ridge spies Basil, ill at the edge of the darkness, and casts a spell at him Will save please, while the wolf attacks Finrod yet again, but isn't able to trip him this time {14 damage this attack, total of 30 for the round). The remaining drow have mixed results with their attacks, with Drow 2 missing Huergar, but drow 5 striking Finrod with a stunningly good blow (15 damage).
Damage Results:
Failed Saves (Kane, Basil)
Spoiler:
Both of you take 20 points of damage, and are both sickened for 3 rounds.
Successful Saves (Huergar, Davin, Greene)
Spoiler:
Greene and Huergar take 10 points of damage each, and wave off the sickening effect, while Davan's save allows him to take merely 5 points of damage.
Side Notes
Huergar:
Spoiler:
Notes: Remember keen doesn't stack with Improved Critical. Quoting I'd Critical: "This effect doesn’t stack with any other effect that
expands the threat range of a weapon."
Notes: Remember keen doesn't stack with Improved Critical. Quoting I'd Critical: "This effect doesn’t stack with any other effect that expands the threat range of a weapon."
Sorry, I didn't notice that. I'll fix Huergar's critical range. Since keen is useless to me, could I trade it for ghost touch, which costs the same (+1 enhancement)? I wouldn't have taken keen had I noticed the non-stacking bit. Fortunately, the last critical was still good, since I rolled a 19 :)
Ironwood Company:
Huergar has lost a little over half his HP, 29 damage out of 57 total.