| Sir Herbert Atkins |
Three identical checks hey? Gah well you still get different spoilers ;)
| Wits Fizzlewick |
"Gentlemen and lady: there seems to be something not quite correct about the scarecrow on the left there. In fact it seems to be moving against the wind, as it were. Constable! Be a dear and prod it for me. I'm a bit vertically deficient to reach it. That's it, no harm done, just give it a good prod. That's a lad!"
| Sir Herbert Atkins |
Just as Wits speaks, the two closest "scarecrows" wrench free of their bonds, and bound forward. The bobbies are taken too off guard to react (so are flatfooted and don't act in the surprise round).
Init
Wits -> 18
Jerjia -> 13
Scarecrows -> 11
Adonai -> 9
Reynard -> 5
Bobbies -> 1(Don't act in the surprise round)
Go!
| Sir Herbert Atkins |
Errmmm, you all have a surprise round action to take.....Starting wit Wits and Jerjia, but I'm not too worried about your posting order.
Adonai, detect Evil is a move action, so counts as your surprise action. Which scarecrow do you want to detect evil on? 1 is the one Wits noticed, 2 the one Jejia did, 3 the one Reynard did, and 4 and 5 are the middle two.
| Jerjia Nimburhombus |
Jerjia draws her wand of shocking grasp, albeit eyeing the scarecrows doubtfully. "Does straw shock, Sparky?" she whispers to her lizard.
| Jerjia Nimburhombus |
Don't know how far away anything is. Jerjia will ready an attack on the first thing that comes in reach. Wand of shocking grasp touch attack 1d20 + 1 ⇒ (15) + 1 = 16 electrical damage 1d6 ⇒ 1
| Wits Fizzlewick |
[ooc[Sorry, missed this thread for some reason. Apologies![/ooc]
Wits smiles at the sudden lumbering scarecrows. 'Well, at least this is different!' He throws his bomb at the nearest knot of scarecrows. If there are none, he throws it at the nearest threat to him.
Bomb: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11 fire and 6 fire splash within 5' (DC 14 reflex for half)
| Sir Herbert Atkins |
Wits' bomb lands on one of the scraecrows as it begins to lumber forward. He doesn't deter it though as it charges at him!
Atk: 1d20 + 5 ⇒ (14) + 5 = 19 Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Meanwile, the other charged Adonai:
Atk: 1d20 + 5 ⇒ (7) + 5 = 12 Dmg: 1d6 + 1 ⇒ (2) + 1 = 3
Both scarecrows claw at the faces of their foes, with long, sharp talons.
If they hit, also make a DC13 Fort save to avoid being paralysed for 1d4 + 1 ⇒ (1) + 1 = 2
Reynard's bolt hits home, barely slowing the scarecrow.
Adonai
| Jerjia Nimburhombus |
Still have a readied action above. If she can flank, add 1d6 ⇒ 6 for sneak attack.
Nevynxxx
|
Well they aren't getting any closer to you until they get past Wits and Adonai. If you want to move to flank one of them, and use the attack, then go for it. Just let me know which one.
Also, no one posted for the bobbies, so now would be good time to do that.
Nevynxxx
|
I am going to leave you responsible for the 6 watchmen. WHen combat comes around they will be on the map. They will get a single initiative, and whoever is around when that init comes up, and make their actions. Their stats can be found here.
Seeing the things attack, the watchmen move to flank the things, and stab at them.
Just to remind you, there are 6 bobbies, now three attacking each scarecrow.