Aardvark DM |
Yuriel, you can roll two Athletics checks, as climbing is as a part of movement. So 2 move actions, 2 climb checks.
Aardvark DM |
Yuriel struggles to find a handhold at first, but manages to spot a few lower ones to help him begin making his way up the side of the building. During the climb, some of the damp moss clinging to it becomes useful in wiping away the cinders, allowing Yuriel to tamp the burning. Seeing the two climbing the side of the tower, the kobolds at the top scurry to drop more clay pots on the invaders. Hoping to dislodge them from the side. The westernmost kobold drops a pot on Yuriel, breaking against his helm and oozing a viscous goop down his limbs. The goo begins to harden, yet keeps its tackiness. Yuriel is hindered in his climbing. Booj is pelted with a clay pot as well, but when the pot shatters hard against him, it exposes the smoldering cinders like those that singed Yuriel before. After their attacks, they both duck back from behind the edge of the tower, having been harried by the launched attacks of those from the ground.
Slinger 2 1d6 ⇒ 4 vs Booj 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 vs AC, damage 1d6 + 5 ⇒ (4) + 5 = 9, firepot 2 ongoing fire damage (save ends)
Jacen - Hits Slinger 2 with Sacred Flame
Kobold T - No visible action
Booj - Shot Slinger 2, then leapt onto and climbed the tower
Yuriel - Climbed up 2 squares (each square costs 2 move)
Kobold Q - No visible action, again
Kobold S - #2 Bloodied, #2 hits Booj with firepot, #1 hits Yuriel with a gluepot
While climbing you provide CA. If hit you have to make a new climb check. If the hit bloodied you, add 5 to the DC. If you fail the check you fall, but can try to catch yourself by making a new climb check at 5 higher. So if a hit bloodies you and you fail the check to hold on, to catch yourself would require a DC 25.
Aardvark DM |
Booj, you might not fall, I will have to check when I get home. Armand, you have range, but no line of sight as they are 6 squares up.
Aardvark DM |
Armand, if it's a burst 1 you can see to target the square 1 above the center of the tower. Since it's a burst they will have no cover or concealment from the origin square.
Booj gets hit by the firepot and the cinders tumble down his arms. The pain of the attack makes him lose his grip on the wall, but as he is about to fall, there is a tingle on his shoulders. He grips to the wall without even trying as simply as he stands on the ground.
Armand Duvallier |
"These are canaille. I shall obliterate them. They offend me and they offend Chalyse."
Whirlwind (Fort) targeting K1 and K2. On hit target is knocked prone.
1d20 + 5 ⇒ (8) + 5 = 13 - v K1
1d20 + 5 ⇒ (2) + 5 = 7 - v K2
Meh. Miss with both methinks.
Distracted both by Booj's amazing ability to stick to walls and his screams, Armand's miniature weather system does little.
Aardvark DM |
Roll damage, the 13 hit
Jacen Ramirez |
Jacen moves to K10, where hopefully he'll have line of sight to both Booj, and the slinger at J8.
Sacred Flame
1d20 + 4 ⇒ (20) + 4 = 24 vs K2's Reflex for 6 + 4 = 10 radiant damage and Booj can make a saving throw against being on fire.
Kavast is pleased with those who courageously take the fight to the cowardly kobolds.
___
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 0
Conditions: none
Dailies:
Encounters:
Yuriel Gard |
So I think I need to make an athletics check to stay on the wall (1d20 + 9 ⇒ (2) + 9 = 11) and then I'm immobilized during my turn, and then a save to end the immobilization (1d20 ⇒ 7). Is that right?
EDIT: And he's bloodied on 7 HP so now needs a DC 25 athletics roll to stay on the wall - 1d20 + 9 ⇒ (17) + 9 = 26
Aardvark DM |
No map update, Only Jacen moved.
Yuriel, hit by the glupot, begins to lean backwards in reaction, but luckily the contents of the pot gave him just the assistance he needed to stay clung to the wall. It just happens that it also keeps him stuck in the same spot. Armand's clothes begin to ripple in a breeze unfelt by anyone else as his anger rises. However, up on the tower top, can be seen the whipping swirling wind of a ferocious dust devil. It spirals and flings debris, and as soon as it appeared it dies away, leaving only the hurt yip of a kobold. Which one, no one is sure. Moving to get a visual, Jacen makes it toward the south side of the tower, and sees the back of the heavily injured kobold between the battlements. Calling upon his god to aid him, Jacen's holy symbol sends a bolt of divine radiance at the back of the creature. His dying screams in turn invigorate Booj to shake off the cinders from his perch on the tower's side. Up above, more activity can be seen and heard. A few more kobolds can be seen peering over the edges.
One at each compass point on the top, N, E, S, and W.
Yuriel - Climbed up 2 squares (each square costs 2 move)
Kobold Q - No visible action, again
Kobold S - #2 Bloodied, #2 hits Booj with firepot, #1 hits Yuriel with a gluepot
Armand - Casts Whirlwind on the tower top
Jacen - Hits and kills Slinger 2 with Sacred Flame
Kobold T - Arrives on top
Booj |
Booj scuttles over and peers in the nearest window.
The map grid has changed since you told us where the windows are, so I'm not sure where. Also, since the cloak activated between turns, I'm guessing/hoping it expires at the end of this turn. So, moving to where I can see in the window and rolling Perception. Other actions pending.
1d20 + 2 ⇒ (11) + 2 = 13
Aardvark DM |
The windows are also at the compass points. So the grids facing E (I10), S (K8), and W (I6). So, you are right next to one and can look in.
Booj |
Ok, here goes. Move: Drunken Monkey -- move/climb 8, ignoring difficult terrain, and with +2 to all defenses against OAs. I want to end up at J7 on the roof. Assuming I survive the OAs to get there, then Standard: Drunken Monkey vs S2's Will.
1d20 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (1) + 4 = 5
Miss. I think I'd better AP Second Wind. HP 22/25, +2 to defenses.
Booj slips in through the window and appears a moment a later on the roof, slipping between the kobolds. He then realizes he is greatly outnumbered . . .
Aardvark DM |
Yuriel, being immobilized and bloodied, do you want to do anything else on your turn besides make a save? *cough* secondwind *cough*
Booj disappears into the window, only to be seen at the top by edge by Jacen. As Booj stumbles up the stairs he catches most of the kobolds off guard, but one of them is aware enough to bring its weapon to bear. The slinger, prone and sporting multiple tiny bleeding cuts from flying debris, had no weapon on hand to strike out with, yet he was still wary enough of retribution that he didn't fall for the goblin's display and move into the swing. As Yuriel struggles with the concoction holding him in place, the slinger stands and sidesteps away from Booj. He fires his last remaining clay pot in desperation, and this desperation shows when the vial disappears over the edge to strike a tree far below. Jacen can see dark green sludge oozing down the side where it hit.
Kobold T4 attacks Booj 1d20 + 6 ⇒ (15) + 6 = 21 vs AC, damage 1d6 - 1 ⇒ (5) - 1 = 4.
Kobold T5 attacks Booj 1d20 + 6 ⇒ (4) + 6 = 10 vs AC.
Jacen - Hits and kills Slinger 2 with Sacred Flame
Kobold T - Arrives on top
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, (second winded?)
Kobold Q - No visible action, again, still
Kobold S - #1 Bloodied, stands, shifts, fires at Booj. #2 dead.
Aardvark DM |
If she doesn't mind, I will post for her.
As the tower top is repopulated with visible targets, Armand steps around the tree a little to get a clearer view, and lets off another bolt of lightning at the back of the kobold that is easiest to see. Like before, however, the battlements are an effective defense, and striking just above Yuriel doesn't help either.
Move to C12,
Lightning Strike at KoboldT4 1d20 + 5 ⇒ (2) + 5 = 7
Jacen Ramirez |
Jacen moves to L11, hoping for a better angle on the kobolds.
Free Action: Divine Fortune
Effect: Jacen gains a +1 bonus to his next attack roll.
Minor Action: Healing Word
Effect: Yuriel can spend a surge and regain surge plus 1d6 ⇒ 6 HP.
Sacred Flame
1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 vs the Reflex of the kobold adjacent to Booj for 1d6 + 4 ⇒ (1) + 4 = 5 radiant damage.
On Hit: Yuriel can make a saving throw.
___
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Passive Perception 14, Passive Insight 19; Low-light vision
AP: ?
Conditions: none
Dailies:
Encounters: Divine Fortune, 1st Healing Word
Aardvark DM |
The tower top appears most troublesome, as both Armand and Jacen's attacks seem reluctant to make it over the top. The three new kobolds up top with Booj strike out, two attacking Booj with their javelins, the third throwing one of his at Yuriel. Booj proves to be a hard target for the scaly critters, but Yuriel clinging, nay stuck, to the side of the tower looks like a sitting duck.
Kobold T3 moves to I8, attacks Booj 1d20 + 6 ⇒ (9) + 6 = 15 vs AC, then shifts back to where he was.
Kobold T5 attacks Booj 1d20 + 6 ⇒ (11) + 6 = 17 vs AC, then shifts back to J9
Kobold T4 attacks Yuriel (with CA) 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 vs AC, damage 1d6 - 1 ⇒ (5) - 1 = 4, must make a DC 15 Athletics check to stay on the wall.
Yuriel - Immobilized, failed save, (second winded?)
Kobold Q - No visible action, again, still
Kobold S - #1 Bloodied, stands, shifts, fires at Booj. #2 dead.
Armand - Casts lightning strike and misses
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Two attack Booj, One hits Yuriel
Booj |
Booj, in a fit of courage, desperation, or both, moves among the midst of the kobolds and lashes out, again and again. After a moment he pauses to see how many are still standing, but is too winded to take himself out of immediate danger.
Shift to I8. Five Storms vs Ref kobolds 1, 3, 4, 5
1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (4) + 4 = 8
Hit #1 and #5 for 8. Crit #3 for 12. Flurry of Blows for an additional 5, trying to take one down -- Flurry damage against #3 if it's still up after the crit, #1 next priority, #5 lowest priority. Action Point to do it again, vs Ref 1, 3, 4, 5 Ref
1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (13) + 4 = 171d8 + 4 ⇒ (5) + 4 = 9
Hit whomever that hits for 9 more.
Aardvark DM |
Booj, you AP'd to Second Wind earlier after you got to the tower top. Regardless, you may not have wanted to use the AP in the first place.
Up above not much is visible, but there is no mistaking Booj's 'warcry' as you've heard it before when he becomes a savage windmill of clawing, biting, kicking, and cursing. Diving into the center of the kobolds, they are all together a mass of limbs flying in every conceivable direction. He smacks the slinger hard in the jaw, kicks one of the others in the eye, and bites the neck of the third. The bite crushes its windpipe, dropping it quickly. The kick to the eye sends the other over the side to land with a thump on the slope not far from Jacen. In backing from the savage bite, Booj elbows the winded slinger hard on the back of the neck, dropping it to the ground hard.
#'s 1, 3, and 5 are dead. Only #4 remains on the top with Booj.
Yuriel's turn
Aardvark DM |
Yuriel gets cut by the thrown, or more appropriately dropped, javelin. It is not the wound, though, that poses a problem as much as the weight of the hit. It is enough that his hends and feet, encrusted by the ever-hardening goop, are unable to maintain purchase. His bound limbs keep from allowing him to find a new grip either, and he falls to the ground, yet he manages to soak much of the damage with the very glop that held him immobile . On top the action has calmed, as only one remains, his knees begin knocking when he sees he faces the goblin alone, especially after the latest display. Armand can see him from the ground, it is the same one that hit Yuriel with the javelin.
Yuriel's fall damage 1d10 ⇒ 1
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Two attack Booj, One hits Yuriel
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, fell from the tower
Kobold Q - No visible action, again, still, so far
Kobold S - Both dead.
Armand Duvallier |
"Well may you quail, canaille. Witness the destruction of your comrades and tremble. Justice is sure for the injuring of my good friend."
Acid and bad temper hit the tower and hopefully the kobold.
"Bravo, Booj, mon frere. If there should be any remnants, peut etre you may capture him."
Acid Orb (Ref) v leftover kobold
1d20 + 5 ⇒ (11) + 5 = 16
1d10 + 7 ⇒ (10) + 7 = 17
Aardvark DM |
While the remaining kobold eyes Booj nervously, but fails to spot the glob of acid lobbed just over the lip of the tower top, to land squarely on the back of its head. The crackling, sizzling and popping of the acid can be heard burning into the creatures skull, with an extreme effect on the kobolds eyes. It shrieks in pain before flopping to the ground, twitching slightly before lying still.
Jacen
Jacen Ramirez |
Minor action to heal Booj with Healing Word, moving if necessary to gain line of sight.
Booj heals surge plus 1d6 + 4 ⇒ (1) + 4 = 5 HP.
Ready an action to use Lance of Faith in the event that more enemies make on appearance on the battlements.
___
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Passive Perception 14, Passive Insight 19; Low-light vision
AP: ?
Conditions: none
Dailies:
Encounters: Divine Fortune, 1st Healing Word, 2nd Healing Word
Aardvark DM |
Nope, Booj's on the tower top 30' up, and the heal is a burst 5.
Aardvark DM |
Early this morning, you set out through the heavy grey fog blanketing the lower face of the cliffside, continuing your path northeasternly. After a few hours, the fog lifting a little but still low enough to block the upper peaks, you see flashes of light ahead through the trees, the resounding thunder following. There is even a brief gust of wind blowing some of the fog, but it settles soon after. The nature of these weather patterns is unusual, as the state that the weather is in should not call for any loud storms or high winds. The strikes all seem to be localized up ahead, and frequent in that location, as if the odd storm is not moving either.
Jacen Ramirez |
Nope, Booj's on the tower top 30' up, and the heal is a burst 5.
Okay, instead of doing this, (and assuming Yuriel is still in G9 and I'm still in K10), Jacen will move to F9 and pit the resilence of the locked door against the might of Kavast's Key…
Lance of Faith
1d20 + 4 ⇒ (2) + 4 = 6 vs the door's Reflex for 1d8 + 4 ⇒ (6) + 4 = 10 radiant damage.
In the unlikely that hits, Yuriel gets a +2 power bonus to his next attack roll against the door.
Andros Firewind |
Andros heads toward the disturbance, curious and concerned as to what could be causing such an unusual disturbance, especially since that all the times he has encountered such disturbances, they tend to be tied to trouble of some kind, not that that has ever stopped him from putting his two feet right into the middle of it.
Aardvark DM |
You are in A1, you will go at the end of the order.
Jacen presents his holy symbol, and with the force of Kavast's devotion behind him, blasts the door to the tower with radiance. The structure of the door seems to crumble as pieces fall off of it. It remains intact, but Yuriel and Armand can now see where the bar sits on the opposite side and Yuriel can probably knock the whole thing apart with one well-placed blow. Booj stands triumphant at the tower's top, slain kobold lie all around him. Below he can hear the others going to take down the door.
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, fell from the tower
Andros -
Kobold Q - No visible action, again, still, so far
Armand - Casts lightning strike and misses
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Wait, there's more?
Aardvark DM |
Booj is not aware of any more kobolds. Yuriel, immobilized you just can't move, but you can take move actions. You are able to stand (move), draw your weapon (minor), and attack the door (standard) you are beside. You just can't walk, run, crawl, shift...