| Caireann o'Shea |
Did Caireann's Fiddle affect anybody?
Caireann will continue flying on top of the humans attacking Hrrm, trying to keep 10' up, away from them, and keeps using her legs to create a melody that compels the humans to dance and shuffle their feet.
Fiddle ability, 20' spread range, Will DC 14 or become staggered as long as the grig continues to fiddle, round 3/10
Hrrm
|
With a roar, Hrrm once again pulls against one of the Bandits. Bandit 5
Opposed strength check: 1d20 + 9 ⇒ (8) + 9 = 17 I presume that if he fails, I have pulled the rope out of his hands and I am only constrained by the other bandit.
| Goldmyr |
Bandit 5 Will: 1d20 - 1 ⇒ (6) - 1 = 5
Bandit 5 is unnerved by the owl's piercing gaze and wild hooting.
Sykk manages to untie the net around the pixies. He gets them to run for a safe hiding place.
The first archer again shoots at High Feather.
Bandit 2 Attack: 1d20 + 2 ⇒ (14) + 2 = 16
The second archer fires at Caireann.
Bandit 2 Attack: 1d20 + 4 ⇒ (13) + 4 = 17
The Bandit who lost his net draws his longsword and attacks Hrrm.
Bandit 5 Attack: 1d20 + 3 ⇒ (11) + 3 = 14
The last Bandit who still has a net around Hrrm tries to use it to pull him down.
Bandit 6 Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Bandit 2 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Bandit 5 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
High Feather takes a grazing shot along his wing.
Hrrm takes a rather deep cut along his upper arm.
Hrrm
|
Hrrm roars as the sword bites deep and lashes out at his attacker assuming he has lost his weapons
-2 to attacks because of entanglement
Slam: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
damage if hits: 1d4 + 11 ⇒ (2) + 11 = 13
| Caireann o'Shea |
Caireann uses her Innate ability to try an entangle all the humans.
Reflex DC 14 or gain the Entagled Condition.
"Hey, humans! Can you hit a small target like me?"
She flies around them while signing a silly song.
"Half a dozen humans,
came looking for troubles,
Half a dozen humans,
We will exchange them with doubles!"
| Goldmyr |
Me. I got sidelined by the big storm.
Sykk hits the wounded bandit with his electricity and burns him. The bandit restraining Hrrm dodges the leprechaun's club.
The first archer continues to try and bring down the owl.
Bandit 2 Attack: 1d20 + 2 ⇒ (4) + 2 = 6
The second archer tries to hit Caireann and put an end to her disruptions.
Bandit 4 Attack: 1d20 + 4 ⇒ (1) + 4 = 5
The bandit with the sword tries to hit the Hrrm again.
Bandit 5 Attack: 1d20 + 1 ⇒ (18) + 1 = 19
The bandit with the net drops it, draws his sword, and attacks Ludvig.
Bandit 6 Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Only Hrrm is hit.
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
He makes another gash along Hrrm's chest.
| Caireann o'Shea |
Goldmyr: any enemies (and allies) in the entanglement area (60' radius) need to make a Reflex Save DC 14 or they will become entangled.
Can I know which enemies are entangled?
| Caireann o'Shea |
Caireann uses her Innate ability to try an entangle the archers, after having entangled the melee fighters.
400' range. Reflex DC 14 or gain the Entagled Condition.
"Hey, did you thought you were safe?"
She starts flying towards them.
"I am going to get you!"
| Sykk |
Woops, might be mine? I'm a little confused about the turn order.
"Just go away!" Sykk squeaks from in mid air, as he casts another Jolt at the un-entangled archer.
Ranged Touch Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d20 + 8 ⇒ (7) + 8 = 15
Electricity Damage: 1d3 ⇒ 3 -> 6 if crit
I should tell people to go away more often!