Justin Case |
Justin Pants as he hustles to keep up with the others. He's not in bad shape, but he's no warrior! Sweat pours prodigiously from his face as his long legs carry him the next ramp, leading with his burning blade,...
I WILL hit somebody with this flaming sword before the spell ends! I swear I will! ;P
Double move to keep up with the others. Karrin can probably reach them if she double moves, her being LArge and all.
Naridre Ro'Arisahshe |
Nari follows the others, keeping her bow at the ready, but she hangs back just a little. She is reluctant to kill again no matter how necessary it might be. That said, if it looks like any of these hobgoblins are aiming at her friends, she'll do what she has to.
That's going to be a double move this round if I understand correctly, and she's going to try to stay at the back of the group.
Dungeon Monkey |
Swire dashes forward with the rst, drawing his rapier as he goes.
Double move and drawing my rapier. Any penalties if I'm just holding my hand crossbow in my off hand?
Nah that's cool. No penalties
The party races through the smoke of Merle's holocaust and races up to the assembling hobgoblins above
Lemme get this straightened up today, and we'll get rolling tonite/tomorrow morn. I still need a group initiative.
Lady Bethany Archaise |
Flying above and a little behind the others, Bethany lets loose heerr Arrow at one of the Hobgoblins assembling before them.
Dragonsbreath Arrow from Masterwork Footbow: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 (6) Piercing + 2 Fire Damage. Target must make a DC 15 Reflex Save or catch on Fire
Dungeon Monkey |
Bethany:
Lady Bethany Archaise |
Bethany:
Spoiler:As Bethany soars higher to get a good hovering spot, she notices that there is a ballista on the flat top of the circular structure on the platform. A group of three humans man it, and they are cranking the siege weapon in her direction. If you want you can send your arrow winging their way ..
Dungeon Monkey |
Initiatives rd 1 :
Mr. Swire: 28
Merle: 24
Karrin: 23
Justin: 23
Drazek: 23
Ishmael: 23
Naridre: 23
Issac: 23
Bethany: 23
Ekuur: 20
Hobgobbos: 12
Ballista krewe: 7
1st round was moving double, except for Bethany, who can get her shot off.
Bethany sends a flaming arrow winging over the top of the domed structure. The party hears a screech of pain.
Reflex ST: 1d20 + 2 ⇒ (19) + 2 = 21
The party pounds past the smoking wreckage, trying to get to the hobgoblins forming up at the top of the ramp. The hobgoblins set their longbows and send a hail of arrows their way. Most of the arrows seem aimed at Karrin, the rest at Bethany.
Arrow Attacks (1st 7 on Karrin, then 2 on Bethany
One arrow grazes Karrin's arm, and the two sent Bethany's way find their mark, drawing blood from her side and left wing membrane.
A large arrow comes streaking from the top of the building, heading towards the intrepid flying bard.
Ballista attack 1d20 + 2 ⇒ (5) + 2 = 72d8 ⇒ (2, 4) = 6
Bethany jinks in time, and the cruelly-barbed meter-long shaft hisses by her, vanishing in the inferno below.
Post dem round 2 actions! Issac I'll hold yours over.
Lady Bethany Archaise |
Screeching in pain from the arrow wounds, Bethany's face hardens in fury and she pulls another Dragonsbreath Arrow from her Quiver and lets fly at the ballista crew.
Dragonsbreath Arrow from Masterwork Footbow: 1d20 + 7 ⇒ (6) + 7 = 13
Probably not a hit, but just in case
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 (1) Piercing + 2 Fire Damage. Target must make a DC 15 Reflex Save or catch on Fire
Karrin Kind |
Karrin had thought she would act as a wall for her spell casting companions but suddenly Merle darts past her.
'Strange,' Karrin thinks, 'Merle darting past me when she gave me so much grief for letting those goons at her last time.'
Karrin will move up to the choke point at the top of the stairs allowing her companions past her as needed. She attacks the closest goon (not hit by a burning hands spell) trying to open up space on the one side to allow her fellow mashers room to advance.
attack, damage, and cold damage: 1d20 + 10 ⇒ (9) + 10 = 19 3d6 + 9 ⇒ (6, 2, 4) + 9 = 21 1d6 ⇒ 5
Dungeon Monkey |
Initiatives rd 2:
Mr. Swire: 28
Merle: 24 [burning hands]
Karrin: 23 [atk-hit-kill]
Justin: 23 [burning hands]
Drazek: 23 [atk-hit-kill]
Ishmael: 23
Naridre: 23 [atk-hit]
Issac: 23
Bethany: 23 [atk-miss]
Ekuur: 20
Hobgobbos: 12
Ballista krewe: 7
Getting past Karrin will be difficult on the narrow ramp. But she will be moving out of your way quick enough to let you manuver. Burning hands scroll are 4th level. I will adjutate more of this tonight/tomorrow, but I am running out of time ...
Dungeon Monkey |
Initiatives rd 2:
Mr. Swire: 28
Merle: 24 [burning hands]
Karrin: 23 [atk-hit-kill]
Justin: 23 [burning hands]
Drazek: 23 [atk-hit-kill]
Ishmael: 23 [atk-hit-kill]
Naridre: 23 [atk-hit]
Issac: 23 [atk-hit]
Bethany: 23 [atk-miss]
Ekuur: 20
Hobgobbos: 12
Ballista krewe: 7
OK getting map together. Burning Hands off scrolls is a 23 [I'll say 25 to round off] foot spell with 16 HP damage. reflex for 1/2
Karrin's large form piunds up the ramp, moving quickly to the side to allow the others to pass her by. Her blue axe cuts down a foe, but his corpse doesn't freeze much, just a small hint of frost.
Cold damage automatically does just minimum damage here
Merle and Justin spring forward, flame issuing from their outstretched hands. The hobgoblins shreik and catch fire
Reflex
The footsoldier hobgoblins drop and smoulder, their leader is still up but unhappy. Issac and Nari's arrows hit him as he bellows.
Ish darts forward and brings his two blades to bear:
Ish's atk
His opponent also falls
OK, Ekuur and Swire to go I believe, then the remnants of the foe
Ekuur |
With an entreaty to the Sacred Flame to "Scour the infidels from your burning presence!" Ekuur projects another gout of flame from his outstretched hand. Flame Bolt; if I can reach (60'), I'll target the ballista (not sure of the elevation implications; I'll take a move action to get a little closer, if need be) like before. If not, I'll simply target the nearest hobgoblin still in action.
Flame Bolt rgd touch 1d20 + 3 ⇒ (12) + 3 = 15 damage = 8
Justin Case |
Justin, seeing the effect of his and Merle's combined flame attacks, grins rather smugly. Seeing the leader still up and dangerous, he brings his flaming sword into a guard position, and places one hand on Merle's shoulder.
"Keep the scrolls ready, but wait for it,..." He says, maneuvering to keep Merle behind him and his blade between them and the leader.
"After all, we wouldn't want to deprive Karrin and the others of their fun now, would we?" He adds with a grin as the enlarged Tiefling charges the warrior.
"This should be good,..." He adds softly with a smirk.
Dungeon Monkey |
With an entreaty to the Sacred Flame to "Scour the infidels from your burning presence!" Ekuur projects another gout of flame from his outstretched hand. Flame Bolt; if I can reach (60'), I'll target the ballista (not sure of the elevation implications; I'll take a move action to get a little closer, if need be) like before. If not, I'll simply target the nearest hobgoblin still in action.
Flame Bolt rgd touch 1d20+3 damage = 8
I don't think you could hit the ballista itself, but you could hit one of the scurrying soldiers around it. There ain't really no hobgobbos left.
Dungeon Monkey |
I'll act before Ekuur.
Swire approaches the last hobgoblin and slashes at him.
Moving to M30 1d20+8;1d6+1
EDIT: Crit confirmation: 1d20+8
Swire's blinding swift cut fells the final hobgoblin. All that are left are the ballista men on the upper terrace
Perceptions please
DC15:
Dungeon Monkey |
Perception: 1d20+7
Swire kneels down to wipe off his blade before briefly glancing up at the building. "Cutters, we better get into that building fast before that mystery man decides to take a shot at us."
Kudos to the sharp-eyed Swire! You all wont be surprised by this:
Suddenly three arrows whizz out of the narrow windows
Karrin:
Ishmael:
One shaft grazes Karrin's forearm
Ekuur, I am assuming you wanted your firebolt to try and hit a crewmember.
Ekuur moves closer to the building, chanting and gesticulating. His fire magic sizzles over the cursing head of one of the ballista crewmembers on the roof. They toss something down on him:
Ekuur(tanglefoot bag): 1d20 + 2 ⇒ (10) + 2 = 12
The pouch explodes, coating Ekuur in a sticky mess that hardens almost immediately
DC 15 Reflex to avoid being pinned to the ground. -2 atk, 1/2 speed, and -4 DEX until you clean up.
New round!
Justin Case |
Justin ducks instinctively as the arrows fall, although none were aimed at him.
"Hmmph. Well, the cat's out of the bag now!" He says with a smart aleck smirk, and a sideways glance at Merle.
"I'm with Isaac, let's take this party inside!" He cries to the others as he takes his flaming sword in a two-handed grip and holds it over his right shoulder. He then follows Issac at a run.
GO ahead, get between me and the door, I dare you! ;P
Dungeon Monkey |
Merle upon seeing the volley from the windows draws her wand of obscuring mist and casts it to try and block the window slit archers from drawing a target on them.
Use Magic device
1d20 + 9
Merle points her wand at the cylindrical building and a thick grey fog springs up in front of the arrow-slit windows. The party can hear a muffled cursing from within.
GM Spoiler on spell effects:
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A
creature 5 feet away has concealment (attacks have a 20%
miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker cannot use sight to locate
the target).
Dungeon Monkey |
How close to the edge are the guys on the upper level? Thinking about trying to push one off, but I'm not sure how feasible that is.
They are about 25' away as the crow flies. Can it reach that far? The effect would have to be able to push them 15' to tip them over the edge.
Dungeon Monkey |
Initiatives rd 3:
Mr. Swire: 28 [door-?]
Merle: 24 [Obscuring Mist]
Karrin: 23
Justin: 23 [door-?]
Drazek: 23
Ishmael: 23
Naridre: 23 [mind push?]
Issac: 23 [door-?]
Bethany: 23
Ekuur: 20 [stuck fast]
Archers: 15
Ballista krewe: 7
You can reach the door and still have an action. Ekuur is stuck right at the edge of the building.
The door to the cylindrical building is cold iron, decorated with various embossings and finials. It doesn't look as dire as the other one they saw earlier, but it certainly looks solid. As the party advances they are wrapped in Merle's thick fogbank.
Isaac |
"He says we should go in, they listen. I say we should go in, they all just stand there waiting to be shot. Bunch of barmies..."
Swire runs to the building with the others, grumbling about something.
I think it's because I bought them beer the previous evening. ;)
I may change my action: is there any way I can run back and help Ekuur get unstuck? Isaac's not the type to leave someone behind.Isaac stops in mid-stride as Ekuur gets stuck fast; pulling out his short sword, he runs back to the big cleric and starts working at his bonds.
"Not to worry, mate. Ol' Isaac won't leave ya twistin' in the wind."
Naridre Ro'Arisahshe |
Naridre Ro'Arisahshe wrote:How close to the edge are the guys on the upper level? Thinking about trying to push one off, but I'm not sure how feasible that is.They are about 25' away as the crow flies. Can it reach that far? The effect would have to be able to push them 15' to tip them over the edge.
Well, within range. It's range medium so less than a hundred feet definitely not a problem. Normally I can't do fifteen feet, but if I use fire and fire effects are maximized...then yes, I can push them fifteen feet if they fail a Strength check. It's five feet plus another five feet for every point of damage taken. Eh, it's worth a shot. :)
Nari's eyes glow gold as she looks up and a blast of flame slams into one of the enemies above.
Using 2 extra pp to augment. Fire damage=3d6+3, so that's 21, Ref DC 17 for half damage, Str check DC 17 to be pushed towards (hopefully over) the edge