I guess Arla and Ash would be in the back to prevent us from being surrounded? That would also give us the added benefit of another healer to keep us in the fight. Of course, Chloe still has two channeled healings left and can spontaneously convert another spell or two if we need it. But I think her offensive arcane spells are better used at this point in the middle of combat.
At L9, is that rubble or a column. Would it hinder movement? If Bowen goes to J8 and Rall goes to M10, the kobolds aren't going to be able to get past without incurring AoO.
Sorry guys, things have been really busy again this week.
Invisible castle looks like it's down, so I rolled the old-fashioned way..
1d20+2 = 8
Arla and/or Ash can stay in the back to prevent flanking, however Arla has no magical healing left at all :(. She has a Produce Flame spell and her orisons and that's it.
Just to let you guys know, I'm not going to be able to have internet access for most of this weekend. If you need to, please take control of Arla until I get back. I should be able to check in first thing tomorrow morning before I go.
Attack (axe)
1d20+3=23
Confirm
1d20+3=23
Damage (axe)
1d8+3x2=10
Attack (klar)
1d20+3=16
Damage (klar)
1d6+3=8
Bowen moves close to the far tunnel and attacks the nearest kobold.
Moving to J8 and attacking J9 and J10 if J9 drops with the first attack.
Bowen does take down two of the kobolds, moving in swiftly and violently, striking them to the ground before they can even defend themselves.
When you get a critical, by the book you're actually supposed to roll multiple dice, not just multiply one roll. Which is pretty meaningless with a foe with 4 hp, but if you get a critical against a stronger foe and your first die is a 2, you might appreciate getting to actually roll the second.
Bowen ends his move in J9 as well I assume. And Rall also could have added sneak attack damage. Don't forget that extra d6 when appropriate. Not that it matters with this one again.
Rall rushes into the cave and stabs a kobold standing atop one of the many rocks littering the room. The kobold stumbles back, hits his head on another rock and dies.
I'm going to be tied up with a birthday party celebration (for my 5 year old daughter) and some writing assignments this weekend. After Arla and Ash act, feel free to move Chloe up to the most logical place to cast color spray (DC 14) and affect as many targets as possible.
Hopefully I've understood the map correctly - please correct me if I'm wrong!
Arla moves forward between Bowen and Rall, striking out at the kobold in front of her. Ash prowls behind her, growling at the little creatures facing the group.
Arla will move to K9 and attack the kobold at K10. Ash will move to K8.
Arla moves forward and cuts another kobold to the ground.
Chloe follows right behind, moving past Arla (to L11) where she cast a spell. A dazzling array of colors flies out, knocking five kobolds to the ground, stunned, blind and unconscious. One of these kobolds is one of their commanders.
Will Save: (1d20=7) Will Saves: (1d20-1=12, 1d20-1=8, 1d20-1=11, 1d20-1=9)
The remaining kobolds move forward to attack, the remaining leader urging them ahead from behind.
Bowen fells a kobold and stepping forward, catches the commander off-guard with a slight blow to the side. Rall, likewising, pressing the attack, sends another kobold into unconscious oblivion.
But, between the pain of her wound and the exhaustion of casting so many spells in such a short amount of time, she easily misses on her feeble attempt.
But, between the pain of her wound and the exhaustion of casting so many spells in such a short amount of time, she easily misses on her feeble attempt.
Well Rall just decommissioned that kobold but we'll allow you to miss the one in front of Arla instead. :)
Well Rall just decommissioned that kobold but we'll allow you to miss the one in front of Arla instead. :)
Aaack! I must admit, I really get turned around on these maps without placeholders on them for who's where. If I could retcon Chloe's action, I'd prefer to have her dispatch one of the unconscious kobolds instead. Of us all, she knows the importance of taking them out while they're incapacitated, because the spell won't last for long.
I thought of that but you are still threatened by the kobold fighting Arla. Tell you what though, if Arla dispatches that kobold you can do a coup de gras on the unconscious kobold next to you as she is technically going before you.
The kobold commander, fortunately for Bowen, trips over the felled body of one of his men and his otherwise good attack is spoilt.
The new inbuilt diceroller is nice but you don't get to see what the results are in the body of your first post. I think I may just from this point on do the rolls in their own post and a text in another describing results.
Anyone moving through, or stopping in, any of the following squares must make an acrobatics check (DC 10) or lose their standard action (i.e. move action only on a fail) due to the bodies and the blood: J10, J11, K10, K11, L13.
Rall and Bowen are already flanking the commander. The dice roller is used by putting your numbers (1d20+3, etc.) between two sets of brackets containing "dice" and "/dice." I hope that makes sense. If it doesn't just take a look at the BBCode tags list which shows you how to use it.
Bowen's clumsy feint with his axe throws the kobold off enough for him to be able to stab it with his klar. Meanwhile, Chloe, moving gingerly towards the stirring kobolds, makes enough noise to ensure that even a blind, dazed kobold is able to avoid her as it struggles weakly to its feet.
Shall we assume Chloe moved down to m12, avoiding the blood and the body of the dead kobold she dispatched?
Shall we assume Chloe moved down to m12, avoiding the blood and the body of the dead kobold she dispatched?
Yes, please. :-)
No need for the sorceress to wade into the major parts of the fray just yet, especially since she's also a cleric with Selective Channeling to hopefully keep everyone going. But so far, she's the only one wounded...
I think Arla is next to the commander too, just not flanking.. please correct me if I'm wrong!
It seemed to Arla as though the rush of kobolds was unending. As soon as one kobold fell, another appeared in it's place. As the commander swung at Bowen, the druid stabbed at it's side, a grim determination settling on her face.
Arla's attack and damage: 1d20 + 2 ⇒ (7) + 2 = 9
1d8 + 1 ⇒ (8) + 1 = 9
"Ash! Go help Chloe!" she shouted to the dog. The cleric now seemed to be separate from the others - if Ash stayed close to her, then hopefully none of the group would be easily surrounded.
Acrobatics for Ash: 1d20 + 2 ⇒ (19) + 2 = 21
Ash will attempt to move to Chloe and defend her if she is attacked - he'll ready an action to attack any kobold that goes for her.
Edit: Seems that if you preview your post, you can see what the dice rolled. Not sure if the dice will change if you change your post though.
Ash darts past the kobold commander and takes up a protective position near Chloe (L11). This also gives Arla the ability to move up and flank the kobold across from Ash (who can attack as well.)
Anyone moving through, or stopping in, any of the following squares must make an acrobatics check (DC 10) or lose their standard action (i.e. move action only on a fail) due to the bodies and the blood: J10, J11, K10, K11, L13.
Anyone moving through, or stopping in, any of the following squares must make an acrobatics check (DC 10) or lose their standard action (i.e. move action only on a fail) due to the bodies and the blood: I10, J10, J11, K10, K11, L13.
There is the sound of movement and the cries of kobolds coming from tunnel that the party entered through. The shrieking fungi suddenly start their racket, letting all know that there are reinforcements on the way.