| Karthas |
(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Ace work on the map bw
Unless Sully has changed it otherwise, sleep has a casting time of 1 round, not 1 standard action. So in order to cast it in round 1 you would only get a 5 ft. step. Either that or the spell takes effect on your turn in Round 2.
| Berenkor Trandoran |
Berenkor Trandoran wrote:Unless Sully has changed it otherwise, sleep has a casting time of 1 round, not 1 standard action. So in order to cast it in round 1 you would only get a 5 ft. step. Either that or the spell takes effect on your turn in Round 2.(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Ace work on the map bw
It's always the small changes that get you... 5 foot step then sleep spell, same target square
| Karthas |
But the spell's range is such that you could still target your desired area with just a 5-ft step (say, to E21).
(Gee, when did Sleep's casting time change to 1 round? I always thought it was a standard action, but there it is listed in the PFSRD as 1 round. Go figure...)
I think it changed when 3.0 came out, or maybe it was 3.5 but it's not real recent. All I remember is crying a lot when it did...sleep used to be my favorite 1st level spell
| Harther Medvyed |
Harther Medvyed wrote:(Gee, when did Sleep's casting time change to 1 round? I always thought it was a standard action, but there it is listed in the PFSRD as 1 round. Go figure...)I think it changed when 3.0 came out, or maybe it was 3.5 but it's not real recent. All I remember is crying a lot when it did...sleep used to be my favorite 1st level spell
HOLY MOLEY YOU'RE RIGHT! Just checked the 3.5 SRD and there it is, plain as day: Sleep - Casting Time 1 round. I've been playing it wrong all this time!
| Berenkor Trandoran |
Harther Medvyed wrote:I think it changed when 3.0 came out, or maybe it was 3.5 but it's not real recent. All I remember is crying a lot when it did...sleep used to be my favorite 1st level spellBut the spell's range is such that you could still target your desired area with just a 5-ft step (say, to E21).
(Gee, when did Sleep's casting time change to 1 round? I always thought it was a standard action, but there it is listed in the PFSRD as 1 round. Go figure...)
Ah well. the bright side is that the two bandits go before me, and are likely to move into the range of the spell; so I may catch 4 of them if i'm lucky. If Haps has more than one class level, he won't be affected but i'm much happier eliminating the majority of their force
| DM Sully |
Tyr's second swing is evaded easily by Happs.
One of the bandits at O15 moves to flank Tyr at Q14 and stabs at his kidney, but fortunately Tyr is able to wriggle out of the way. Using the other bandit as a distraction, Happs draws a longsword and slashes at Tyr, opening a large gash down his arm. Tyr takes 7 points of damage.
One of the bandits near the gate N21 rushes over to use one of the horses for cover ends up at N18, pulling his shortbow. He looses an arrow at Berenkor while the other brigand using the horse for cover fires at Harther. One arrow sticks into the palisade, narrowly missing Berenkor, but Harther is not so lucky. An arrow strikes the meaty part of his shoulder, but luckily avoids damaging something vital. A near crit! Didn't make the confirmation roll. Harther takes 3 points of damage.
The remaining bandit at Q21 moves back to line up a better shot at Eseldra ends up at O20. He fires at the elf and manages to pierce her arm with a well-timed shot. Eseldra takes 3 damage, even with the partial cover from the ledge.
Eseldra quickly casts a spell, and the area underneath two of the bandits (and a horse) the ones at N17-18, and Berenkor follows suit beginning to cast another spell of his own.
Feel free to correct my account of you two. If Eseldra wants to adjust her action to fire at the bandit who has been firing at her or Berenkor wants to rethink his spell due to the casting time that's no problem. Don't have my books here, so I'll post the results of the grease spell when I get home.
Karthas takes another swing at Happs, but again the man moves with honed reflexes. Retconning a bit...Tyr's first attack actually did hit, so Happs is bleeding from a cut across his chest. It was late and I was a bit under the weather when I posted last. Ergo, Karthas was swinging to subdue. Sorry!
Gilbert and Mik each release an arrow at a bandit using a horse for cover at N17, but whether their aim was poor or they didn't want to hurt the horse was irrelevant. Both shots missed.
Phew! Back to Rani!
| DM Sully |
Rani's hastily fired arrow threads between the skittish horses legs and strikes home, drawing a howl of pain from the bandit, though he remains conscious.
Harther! Your shot...I rolled reflexes for the bandits, and they are both prone. The horse rolled a natural 20 for his, so even though arrows are flying left and right, the horse is just chilling in a puddle of grease.
EDIT: I'm watching Harther edit the map! Haha, one correction...bandit is at N18 not O18. Thanks, mate!
| Harther Medvyed |
I'm watching Harther edit the map! Haha, one correction...bandit is at N18 not O18. Thanks, mate!
Got it! (What, you didn't want to add another bandit into the mix?)
Harther grunts in pain as the arrow 'thunks' into his shoulder, then takes a few steps (to square E20) to line up a clear shot at the bandit that shot Eseldra (O20).
The ranger grimaces as he pulls back the bowstring, then lets fire.
Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
| Rani |
Awesome. Thanks, Erastil! Next turn, in case I'm in a meeting, Rani will step to Q12 and loose an arrow at the bandit flanking Tyr (at -4 because no Precise Shot). If it hits she'll try again next turn. If it misses or the bandit turns on her she'll "sheathe" the bow (move) and 5' step to Q13 and use Wooden Fists (free action) to hit him. That's +4 (bless, divine favor, and flank) and 1d3+2 dmg (divine favor). She'll keep doing that until he goes down (step and heal Tyr) or starts winning (back off and look for bow targets or channel if things look grim). Wow. That's a tactical book. Hopefully I'll be around so you won't have to interpret. :)
| Berenkor Trandoran |
Berenkor Trandoran wrote:Unless Sully has changed it otherwise, sleep has a casting time of 1 round, not 1 standard action. So in order to cast it in round 1 you would only get a 5 ft. step. Either that or the spell takes effect on your turn in Round 2.(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Ace work on the map bw
Huh? So did I not get Sleep off then? I only took a 5 foot step after that clarification but i'm still waiting till round 2? From my understanding I should have finished it on my action directly after the bandits? Or is it akin to the old summoning spells?
Edit: Yup, seems so.
| DM Sully |
Karthas wrote:Berenkor Trandoran wrote:Unless Sully has changed it otherwise, sleep has a casting time of 1 round, not 1 standard action. So in order to cast it in round 1 you would only get a 5 ft. step. Either that or the spell takes effect on your turn in Round 2.(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Ace work on the map bw
Huh? So did I not get Sleep off then? I only took a 5 foot step after that clarification but i'm still waiting till round 2? From my understanding I should have finished it on my action directly after the bandits? Or is it akin to the old summoning spells?
Edit: Yup, seems so.
Sorry for the confusion. That was my understanding that it takes effect at the beginning of your next turn. You can change your action if you'd like. If Tyr hasn't posted in a few I'll roll an attack on Happs for him.
| Berenkor Trandoran |
Berenkor Trandoran wrote:Sorry for the confusion. That was my understanding that it takes effect at the beginning of your next turn. You can change your action if you'd like. If Tyr hasn't posted in a few I'll roll an attack on Happs for him.Karthas wrote:Berenkor Trandoran wrote:Unless Sully has changed it otherwise, sleep has a casting time of 1 round, not 1 standard action. So in order to cast it in round 1 you would only get a 5 ft. step. Either that or the spell takes effect on your turn in Round 2.(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Ace work on the map bw
Huh? So did I not get Sleep off then? I only took a 5 foot step after that clarification but i'm still waiting till round 2? From my understanding I should have finished it on my action directly after the bandits? Or is it akin to the old summoning spells?
Edit: Yup, seems so.
Nah it's fine don't worry :), i'm off to bed within the hour but i'm interested in seeing the results of my sleep spell
| Rani |
CHANGE OF PLAN: I think, anyway. Keep forgetting we're 1st level. If Rani thinks Tyr looks pretty bad off (Heal 1d20 + 7 ⇒ (20) + 7 = 27 if you allow it as an observation) she'll channel, backing up if needed so that only Tyr, Karthas, hb, and the other bandit are in her 30' radius and she'll exclude hb and the bandit. Channel Energy 1d6 ⇒ 4.
If she doesn't think he looks badly hurt then she'll go ahead as noted before.
edit: man, would have been nice to roll that on a bowshot!
| DM Sully |
CHANGE OF PLAN: I think, anyway. Keep forgetting we're 1st level. If Rani thinks Tyr looks pretty bad off (Heal 1d20 + 7 ⇒ (20) + 7 = 27 if you allow it as an observation) she'll channel, backing up if needed so that only Tyr, Karthas, hb, and the other bandit are in her 30' radius and she'll exclude hb and the bandit. Channel Energy 1d6 ⇒ 4.
If she doesn't think he looks badly hurt then she'll go ahead as noted before.
Great roll! He looks okay though, still above half health, but he is flanked, so retconned to heal. (Good choice!)
Tyr's cut begins knitting back together, the bleeding totally staunched Tyr is healed for 4 points of damage. With a roar he swings the flat of his blade at Happs head, trying to knock him unconscious rather than kill him outright, but Happs easily swats the blow away with his buckler.
Tyr's attack - 1d20+1=3
The bandit Harther shot at O20 spins with a wince and lets fly an arrow back at the ranger, but he releases the shot before he could line it up properly and the arrow sails harmlessly way over Harther's head.
Happs and the bandit flanking Tyr unleash a furious round of slashes. While Tyr easily parries the blow from the shortsword wielding bandit, Happs scores another hit, this time to Tyr's left thigh. Tyr takes another 7 points of damage.
Struggling in the slippery grease left by Eseldra's spell, one bandit makes it to his feet and promptly falls again. The other one uses the horse as a brace, rises to his feet and looses an arrow at Rani, striking her in the side. Rani takes 4 points of damage.
Eseldra, your go! If I don't see a roll from you in a bit I'll roll using your previous tactics.
| DM Sully |
Eseldra fires off another shot with her longbow at the bandit Harther stuck through the leg. The arrow bursts through his throat from behind, and he collapses with a wet gurgle.
Eseldra's attack - 1d20+4=16
Eseldra's damage - 1d8=8
Berenkor's spell takes effect, and though Tyr and the bandit yawn incongruously in the middle of their frantic fight, neither they nor Happs fall into a magic slumber.
Tyr's Will save - 1d20=19
I had to guess where you'd want to targert so I figured being as your character is, it seems that made the most tactical sense, even if you put Tyr to sleep, too. As it's late over the pond and you're most likely sleeping, I'll go ahead and take the liberty of taking this rounds action for you! Hope you don't mind.
Berenkor begins speaking in a loud voice, telling the tale of a Jack o' the Woods, an evil bandit who was taken in by the love of a woman who then betrayed and murdered him in his sleep as vengeance against his actions and the actions of bandits everywhere.
Inspire courage is now active!
Karthas, your go! Then Rani. I'm going to go ahead and post Gil and Mik since it will likely not affect Karthas's action.
Once again, Gilbert and Mik pop off quick shots with their shortbows at the nearest bandit at N17. Even though Gilbert's shot misses its mark yet again, Mik's shot flies true striking the bandit in the shoulder and narrowly missing the horses rear flank.
| DM Sully |
Ninja'd by the GM a minute before posting, but I like your result so I'll go with it! Eseldra will fire an acid dart at Happs for her next action. Ranged touch attack into melee: 1d20-1 Damage 1d6
I'm sorry! This is one of the few nights this week I'm home most of the evening so I was just trying to keep things moving. :D If you ever catch me doing that (this applies to everyone) I will always retcon to your decision if possible.
| Karthas |
Having seen Tyr take a pair of solid hits from the man in the green cloak, Karthas forgoes any attempt to capture the man and tries to eliminate him
Attack:1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage:2d6 + 7 ⇒ (6, 6) + 7 = 19
I'm not sure if I can, but if I can 5 ft step to Q17 I will and pick up the flank and an extra +2 to hit and +1 to damage first. If I can't make it around the corner with a 5 ft step, I'll stay where I'm at
EDIT: Wow...I hope that hit...that's nice damage
2nd EDIT: If that hits (and hopefully drops HB) and I was not able to take the 5 ft step first I will move to P20
| Nazard |
Nazard wrote:Ninja'd by the GM a minute before posting, but I like your result so I'll go with it! Eseldra will fire an acid dart at Happs for her next action. Ranged touch attack into melee: 1d20-1 Damage 1d6I'm sorry! This is one of the few nights this week I'm home most of the evening so I was just trying to keep things moving. :D If you ever catch me doing that (this applies to everyone) I will always retcon to your decision if possible.
NO, NO! Eseldra likes putting arrows through bandit necks. Keep up the good work, you can roll for me anytime!
| DM Sully |
Having seen Tyr take a pair of solid hits from the man in the green cloak, Karthas forgoes any attempt to capture the man and tries to eliminate him
Attack:1d20 + 6 + 1
Damage:2d6 + 7I'm not sure if I can, but if I can 5 ft step to Q17 I will and pick up the flank and an extra +2 to hit and +1 to damage first. If I can't make it around the corner with a 5 ft step, I'll stay where I'm at
EDIT: Wow...I hope that hit...that's nice damage
It's too tight to squeeze between Happs and the corner.
Karthas makes a wild swing at Happs, but at the absolute last second Happs ducks and Karthas's attack nearly catches Tyr on the backswing.
That damage would have been devastating!
Rani's up.
| Nazard |
Ninja'd by the GM a minute before posting, but I like your result so I'll go with it! Eseldra will fire an acid dart at Happs for her next action. Ranged touch attack into melee: 1d20-1 Damage 1d6
Sorry, Sully, that attack roll should have had +2 from bless and inspire courage, and +1 damage if acid darts can be barded up.
| Karthas |
Karthas wrote:shoot...I didn't notice that inspire courage was up...that would have made my attack a 16...would that of hit? If so add one the damage too (20)You did add bless didn't you?
yeah, I added the bless in my roll, just missed the inspire. Tis a shame, I would have been interested in seeing how you described that shot if it would have landed.
| DM Sully |
DM Sully wrote:yeah, I added the bless in my roll, just missed the inspire. Tis a shame, I would have been interested in seeing how you described that shot if it would have landed.Karthas wrote:shoot...I didn't notice that inspire courage was up...that would have made my attack a 16...would that of hit? If so add one the damage too (20)You did add bless didn't you?
It would have been gory, suffice it to say.
| Harther Medvyed |
Harther nocks another arrow as he hurries down the steps from the tower to get a clearer view of the action in the main yard (moves to square J21).
Finally able to see around the corner of the stable, he takes aim at one of the bandits in the greased area (square N18) and fires.
Attack: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
| Karthas |
I'm outta here for tonight. So, when my turn comes up, I will try to attack HB again assuming he's still up. If not, move to the nearest bandit and attack.
Attack:1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage:2d6 + 7 + 1 ⇒ (1, 1) + 7 + 1 = 10
EDIT: guess Rani is right, the "dice" just aren't with us tonight
| DM Sully |
Harther nocks another arrow as he hurries down the steps from the tower to get a clearer view of the action in the main yard (moves to square J21).
Finally able to see around the corner of the stable, he takes aim at one of the bandits in the greased area (square N18) and fires.
Attack: 1d20 + 4 + 2 + 1
Damage: 1d8 + 2 + 1
Harther's arrow strikes home, but the tenacious brigand grits his teeth and continues the fight.
With a heart-stopping bellow of "For the Dawn Flower!", Tyr tires of trading blows and runs Happs through, piercing his black heart, dropping the man before he can utter a sound.
Tyr's attack - 1d20+7=20
Tyr's damage - 2d6+6=16
The remaining bandits, fueled by desperation, press the attack. Each of the bandits in the thick puddle of grease mantain their footing, and take shots at Rani and Harther, with both finding their mark. Rani takes 3 points of damage, and Harther takes a massive 1.
The final bandit, without the advantage of numbers, fails to penetrate Tyr's defenses.
With a murmured word, Eseldra launches a dart of green acid, striking the face of the more seriously injured N17 of the two bandits in the grease. It strikes him in the face, and he falls to the ground clutching his face and screaming his last breaths.
Berenkor continues his tale, inspiring his allies to greater and greater deeds! Maintains inspire courage.
Karthas moves to flank the bandit attacking Tyr, and the ne'er do well ne'er saw him coming! With a brutal slash and a scream heard for near a mile, Karthas separates the man's head from his body.
Gilbert and Mik cheer and loose two more arrows at the last remaining bandit. This time, both of their marks are true, and the final bandit drops to his knees and expires.
Great fight, all! Out of combat, and everyone give yourself a pat on the back and 225xp.
Feel free to post your actions in the aftermath. Oleg and Svetlana are locked in the house, and will not come out unless given the all clear. I'll do my best to post tomorrow, but it may slow down during the day as I've got a lot on my plate.
Since I rolled for Tyr, if he would have subdued Happs rather than kill him outright, say so. He was just cutting you up pretty good so I made the judgment call.
| Rani |
After the excitement dies down, Rani inspects the wounded and tries to ease their pain. "Erastil would be proud of your marksmanship here today, though mine was surely lacking." Despite the self-effacing tone she delivers the compliment with a smile. "Anyone care to join me for target practice tonight?"
Heal 1d20 + 7 ⇒ (15) + 7 = 22 to check out wounded PCs/NPCs (ours and theirs). Stabilize on any bandits that are down but still alive. If any of our people are down a lot she'll convert her last first level to a CLW 1d8 + 1 ⇒ (4) + 1 = 5 targeted on the worst (Tyr?). If there are a lot of us hurt we can huddle up (away from the bandits) and she'll channel 1d6 ⇒ 5.
| Berenkor Trandoran |
Berenkor's spell takes effect, and though Tyr and the bandit yawn incongruously in the middle of their frantic fight, neither they nor Happs fall into a magic slumber.
1d20=19[/ooc]
I had to guess where you'd want to targert so I figured being as your character is, it seems that made the most tactical sense, even if you put Tyr to sleep, too. As it's late over the pond and you're most likely sleeping, I'll go ahead and take the liberty of taking this rounds action for you! Hope you don't mind.
I don't mind my actions being taken but I have a small Bugbear...
(Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
Its a ten feet radius, bigger than Grease's ten foot square, for a total of 4 square diameter, and i'd aimed it carefully to avoid the party and affect 3 bandits :(
Also just for future reference-
Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
Just pointing that out so if my actions are being taken for me people know that- it didn't matter in this fight but in a closer fight the standard action may make all the difference :)
Standing on top of the walls, Berenkor applauds 'The Chartered Six and their brave companions Gilbert and Mik', making a (hopefully) grand speech and proclaiming that Today is the first step on the road to liberating the Stolen Lands. He makes a special note of commending Tyr's bravery; and the many wounds he took in service of defending Freedom
Perform (Oratory)- 1d20 + 9 ⇒ (4) + 9 = 13
Berenkor will approach the pack animals, and use Speak with Animals to begin conversing with them, asking them about their masters and where they are based. Diplomacy roll if needed- 1d20 + 4 ⇒ (2) + 4 = 6
Loot time?
| DM Sully |
I don't mind my actions being taken but I have a small Bugbear...Berenkor wrote:Its a ten feet radius, bigger than Grease's ten foot square, for a total of 4 square diameter, and i'd aimed it carefully to avoid the party and affect 3 bandits :((Overruling my earlier decision)
Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.
Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.
I just figured that the casting time was one round so by the time it finished casting the battlefield had changed. I always ruled that a one round casting time spell was activated just prior to the caster's turn and had to be directed at the battlefield as it was at that moment. We can discuss it if you guys are uncomfortable with that ruling. :) All about having a good time. Also, noted about the bardic music. Thanks for the clarification!
| DM Sully |
After the excitement dies down, Rani inspects the wounded and tries to ease their pain. "Erastil would be proud of your marksmanship here today, though mine was surely lacking." Despite the self-effacing tone she delivers the compliment with a smile. "Anyone care to join me for target practice tonight?"
Heal 1d20+7 to check out wounded PCs/NPCs (ours and theirs). Stabilize on any bandits that are down but still alive. If any of our people are down a lot she'll convert her last first level to a CLW 1d8+1 targeted on the worst (Tyr?). If there are a lot of us hurt we can huddle up (away from the bandits) and she'll channel 1d6.
Only one bandit was not killed by the ambush. After Rani binds his wounds and staunches the bleeding, he is unconscious, but alive. Tyr uses her magic to finish knitting the wounds of her companions as well. Tyr recovers 10hp and everyone else 5hp.
Between the five bandits you find 5 shortbows, 5 longswords, a total of 45 arrows, and assorted coin totalling 19gp, 6sp, 9cp.
On Happs's body you find a masterwork longbow, a longsword, a chain shirt, a buckler, and 12gp.
There are also three pack horses milling about.
| Nazard |
Sure thing. 1d20 + 1000 ⇒ (19) + 1000 = 1019 I win!!
But seriously, Rani is more of a primary archer than Eseldra, so Rani can have it. At least that's what Eseldra would say, and I can never talk sense into her once she's made up her mind about something.
Eseldra flicks her tail at the insolent GM.
| Tyr Thordinsjon |
Um, okay on the 10hp, DM fiat and all, but given all the healing and Rani's channel energy I thought Tyr was back to normal? *shrug*
"As to where we're taking the bodies, plus a little bit of their equipment? Some where further back towards the south, with Harthor using his skills for the best place to lay them about." Tyr says conversationally to Karthas while looking at the chain mail they've pulled off the hapless Happ. "Hmmm, I could use this..." He muses quietly to himself.
Sorry, couldn't resist there...:P
| Rani |
Tyr and Karthas should have been hit by a total of 7 healing during the fight followed by 5 to everyone damaged and then another 5 to Tyr if he needed it. If I'm adding it all correctly, that is: 4 (in-combat channel) then 3 (same) then 5 (post-combat channel) then 5 (CLW) directly to Tyr.
Man, can't even win a gear roll. :)
"Thank you, Eseldra. I would like you to have it but will use it for now. Perhaps some time in prayer and practice and this fine bow will improve my aim."
Rani examines the bow (it *is* rather nice) and then fires a shot at the far wall. Longbow 1d20 + 3 ⇒ (3) + 3 = 6
"Yes. Perhaps prayer and practice."
Rani lays the bow somewhere safe and goes to look after the bandit. How bad is he? Heal 1d20 + 7 ⇒ (7) + 7 = 14
| Karthas |
Um, okay on the 10hp, DM fiat and all, but given all the healing and Rani's channel energy I thought Tyr was back to normal? *shrug*
"As to where we're taking the bodies, plus a little bit of their equipment? Some where further back towards the south, with Harthor using his skills for the best place to lay them about." Tyr says conversationally to Karthas while looking at the chain mail they've pulled off the hapless Happ. "Hmmm, I could use this..." He muses quietly to himself.
Sorry, couldn't resist there...:P
the chain shirt will actually lower your AC (+4 armor -1 dex), but would increase you movement to 30 ft. instead of the 20 ft. it is in the chainmail you are wearing. That being said, if that's what you want to do, Karthas won't stop you. On the other hand, if you don't want it and no one else does, I wouldn't mind having the chain shirt either
| Karthas |
Tyr and Karthas should have been hit by a total of 7 healing during the fight followed by 5 to everyone damaged and then another 5 to Tyr if he needed it. If I'm adding it all correctly, that is: 4 (in-combat channel) then 3 (same) then 5 (post-combat channel) then 5 (CLW) directly to Tyr.
Man, can't even win a gear roll. :)
"Thank you, Eseldra. I would like you to have it but will use it for now. Perhaps some time in prayer and practice and this fine bow will improve my aim."Rani examines the bow (it *is* rather nice) and then fires a shot at the far wall. Longbow 1d20+3
"Yes. Perhaps prayer and practice."
Rani lays the bow somewhere safe and goes to look after the bandit. How bad is he? Heal 1d20+7
From a party stand point, Harther might be a better option to have the bow...just to throw his name into the hat.