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Post by Deekin on Mar 21, 2011 17:26:45 GMT -5
"Don't let 'em pin us on the bridge!" Xi Shouts, as she draws a deep, multi-hued crystal from within her bag. She concentrates for a moment, light shining from withing the crystal. A Flash of light shinesfrom her eyes, as she mutter to herself. " Yet let's be content, and the times lament, you see the world turn'd upside down" A flash of whirling light whips across the bandits surrounds Abraxus and with a sudden stop... Augment 1 Dimscram centered on L4
Attack Bandits 1,6,10e
Attack Vs fort:
Bandit 1:[dice=20]+6=12 (assuming miss)
Bandit 6:[dice=20]+6=20
Bandit 10:[dice=20]+6=20
Damage:[dice=6]+5=9
If hit, Teleport Bandit 1 into M6, Bandit 6 to N6, and Bandit 10 to N5. [Reminder Text: Teleportation on another creature is not considered forced movement by the rules (however it acts like it most of the time). Thus, They don't get a saving throw for being forced into hostile terrain.
[rand=26661024404229869973763193550845058396615238569543398698723875292]
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Post by harknail on Mar 21, 2011 18:01:02 GMT -5
The bandits find themselves standing on the pond, one of them standing on his head. There is a splash as they fall to their waists. One clutches his heart and collapses face down in the water. The one that was upside down kicks in the air briefly before his legs slump and float. The last seems a bit disoriented for a moment, then comes to his senses. Pointing at Xi he yells "That ones a witch! Kill her!"
You did indeed hit all 3. I think they do get a saving throw to avoid being teleported into hazardous terrain (like off a cliff), perhaps from errata. But the water isn't hazardous, just inconvenient. Water is difficult terrain. Anyone starting their turn in water is slowed that turn (it's muddy and leaves your feet heavy). Anyone in water grants combat advantage but has cover. This applies for the water here, effects vary.
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Post by similar on Mar 21, 2011 18:19:49 GMT -5
Can i just check. Can we only enter/exit the bridge through the 2 squares at the end or can we enter/exit diagonally, giving us the option of 4 squares?
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Post by harknail on Mar 21, 2011 18:28:41 GMT -5
Can i just check. Can we only enter/exit the bridge through the 2 squares at the end or can we enter/exit diagonally, giving us the option of 4 squares? Those are hard corners, so only the 2 squares at the end. However, you could vault over the bridge railing with a DC 12 Acrobatics check to leave diagonally or to the side. That's how #4 got onto the bridge. Success you may continue moving, failure you fall prone in the target square and end that movement action.
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Post by similar on Mar 21, 2011 18:31:28 GMT -5
Can we use Athletics too? Thats jumping as well right?
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Post by harknail on Mar 21, 2011 18:41:06 GMT -5
Can we use Athletics too? Thats jumping as well right? Sure, that applies at least as well. Just to make it a little different, it's Athletics DC 8 and takes two squares of movement to climb over the rail. In this case Athletics is more reliable but slower, representing climbing onto the railing rather than a fancy vaulting maneuver. Failure leave the character prone in the original space.
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Post by harknail on Mar 23, 2011 11:48:33 GMT -5
A dazed Harknail finds himself unable to attack the nearest bandit. The bandit is too far to attack and too close to charge. While Harknail could charge the most distant bandit, he's not willing to leave Xi unprotected. So he staggers forward so as to maintain his Divine Challenge and keep any of the bandits from reaching Xi. Move S to K7 Tag Abraxus, Laira, and the archer on the bluff.
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Post by similar on Mar 23, 2011 15:40:19 GMT -5
Abraxus looked around in surprise as the bandits surrounding him tumbled off the bridge.
With the way off the bridge to the North free he was tempted to charge off and teach the bandits on the other side a leason for tossing daggers at them all but decides staying amongst the others to encourage them was needed.
Abraxus makes his way to L7 and plants his standard there calling out for all to hear "While this flag flies, this is our bridge. While you continue to challenge us you will die!"
Over his shoulder to Laira Abraxus calls, "Laira! don't let the little cuts from these bragards daggers phase you! They may make you bleed but will never diminish your beauty!"
The standard glows with his praises inspiring even Abraxus himself to battle on dispite his slight wounds.
Abraxus deploys the the Battle standard of healing at L7 then uses Inspiring Word on Laira healing d6+7 HP and 1 HP to himself and Harknail.
Planning on using Vengeance is Mine on any adjacent grey opponent who hits Abraxus. Nominating either Laira or Harknail. Not sure which as unsure where LAira will be or what she will be doing. Lets say Harknail unless Laira could do with the movement.
Always active: Bravura Prescence: When an ally who can see you spends an action point to make an attack, before they make the attack roll they can choose to use this feature. If the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Mar 23, 2011 21:26:22 GMT -5
Laira Elereth steps to K6, pulls out her rod, curses bandit 4 and then strikes him with an eldritch blast. Hitting vs reflex 24 for 19 damage for a total of 20 counting the curse. [dice=20]+4+1+1=24 [dice=10] +4+1+[dice=6]=19 for a total of 20 damage Give the bonus to Harknail, it will do him more good. Good job roleplaying, although despite the fact that the injuries keep getting described as just grazes, Laira is in danger of dieing. [rand=888770211255177982296092645265162238457994535565427901323535479605]
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namklim
Veteran of the War
Posts: 240
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Post by namklim on Mar 23, 2011 22:10:50 GMT -5
The archer quickly stands then shifts back in order to get a better shot at those who approach him. He quickly fires off two shots, one for each of them. Minor to stand. Move to shift to B 11. Twin shot at 9 and 8. 29 v AC for 8 <a href="http://invisiblecastle.com/roller/view/2948981/">1d20+10=29</a> <a href="http://invisiblecastle.com/roller/view/2948987/">1d10+2=8</a>
and
16 v AC for 12
<a href="http://invisiblecastle.com/roller/view/2948986/">1d20+10=16</a> <a href="http://invisiblecastle.com/roller/view/2948988/">1d10+2=12</a>
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Post by harknail on Mar 24, 2011 2:14:20 GMT -5
Abraxus deploys the the Battle standard of healing at L7 then uses Inspiring Word on Laira healing d6+7 HP and 1 HP to himself and Harknail. Rolling for healing: [dice=6]+7+1=10 Looks to me like Laira also gets +1 from the Battle Standard of Healing.
Nice flavorful post [rand=2900844272226095497723575448617348346684589050716892242613248527]
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Post by harknail on Mar 24, 2011 12:19:09 GMT -5
Laira's bolt of dark, crackling eldritch energy struck the bandit in the chest. It didn't kill him, but it did leave him bloodied.
I've been describing Laira's wounds as painful grazes because I was anticipating the healing being an inspiring word to overcome your wounds. Minor but painful wounds works better with the non-magical healing now available to the party. But yes, you'll still go down to 0 just as fast.
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Post by similar on Mar 24, 2011 13:22:05 GMT -5
Good job roleplaying, although despite the fact that the injuries keep getting described as just grazes, Laira is in danger of dieing. [/color][/quote] Nice flavorful post [/color][/quote] Thanks. Do you think I am interpreting Inspiring Word right then. He just shouts words of encouragement to convince them to keep going despite their wounds?
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Post by harknail on Mar 24, 2011 13:48:29 GMT -5
Thanks. Do you think I am interpreting Inspiring Word right then. He just shouts words of encouragement to convince them to keep going despite their wounds? Yes, that's also why I'm describing most wounds as minor but painful, to fit in with how your healing works.
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Post by harknail on Mar 24, 2011 13:56:18 GMT -5
The archer quickly stands then shifts back in order to get a better shot at those who approach him. He quickly fires off two shots, one for each of them. [/spoiler][/quote] The first arrow went though the heart of the nearest bandit. His falling gave the archer a clear shot at the second bandit, who received an arrow in his neck for the same result. Both Frink and Sem joined Keneth in death.
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Post by harknail on Mar 24, 2011 15:08:23 GMT -5
The surviving bandit in the pond (#1) cries out, "Both the girls are witches, Beb, get up there and engage them.
As directed Beb (#3) moved up to engage the women of the party. Deciding that the dark skinned one (Xi) was more dangerous, since she had already killed two of his fellows. He tried a Dazing Strike against Xi. But Xi was able to step out from under the blow, although it was uncomfortably close(AC 14=miss). Beb cursed as his blow missed.
The Bandit in the pond (#1) managed to climb out of the pond, then stamped his feet on the ground to knock the mud off of his boots. While he was stamping his feet, he drew a dagger and threw it at Xi, landing a grazing blow along her side (hit AC 15 for 7 damage).
The bandit in the tree (#2) decided to stay with Laira as a target since she was blocking a clear shot at Xi. But Laira was ready for him this time and dodged his dagger easily (AC 10 = miss).
Meanwhile on the south side of the creek, the bandit (#4) didn't like how everyone was heading his way, so he stepped back and threw a dagger at the still dazed Harknail. He hit, but his dagger failed to find an opening in the paladins steel plated exterior and so bounced off harmlessly (AC 19 = miss)
The remaining bandit (#5) was not too keen at charging an entire party either, so he stayed where he was and thew another dagger, this time at Abraxus, who seemed to be their leader. But Abraxus just bounced the dagger aside with his shield (AC 11 = miss)
Tag all
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Post by Deekin on Mar 24, 2011 17:09:45 GMT -5
The surviving bandit in the pond (#1) cries out, "Both the girls are witches, Beb, get up there and engage them. As directed Beb (#3) moved up to engage the women of the party. Deciding that the dark skinned one (Xi) was more dangerous, since she had already killed two of his fellows. He tried a Dazing Strike against Xi. But Xi was able to step out from under the blow, although it was uncomfortably close (AC 14=miss). Beb cursed as his blow missed. The Bandit in the pond (#1) managed to climb out of the pond, then stamped his feet on the ground to knock the mud off of his boots. While he was stamping his feet, he drew a dagger and threw it at Xi, landing a grazing blow along her side (hit AC 15 for 7 damage). The bandit in the tree (#2) decided to stay with Laira as a target since she was blocking a clear shot at Xi. But Laira was ready for him this time and dodged his dagger easily (AC 10 = miss). Meanwhile on the south side of the creek, the bandit (#4) didn't like how everyone was heading his way, so he stepped back and threw a dagger at the still dazed Harknail. He hit, but his dagger failed to find an opening in the paladins steel plated exterior and so bounced off harmlessly (AC 19 = miss)The remaining bandit (#5) was not too keen at charging an entire party either, so he stayed where he was and thew another dagger, this time at Abraxus, who seemed to be their leader. But Abraxus just bounced the dagger aside with his shield (AC 11 = miss)Tag all Can I get a map update?
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Post by similar on Mar 24, 2011 17:21:13 GMT -5
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Post by harknail on Mar 24, 2011 17:25:05 GMT -5
Current Map:
All the Map references are pointing to the same file, when I update the map, all references are updated. But I forgot to include a link this time.
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Post by Deekin on Mar 24, 2011 18:23:20 GMT -5
Xi, seeing herself trapped in a bad situation, falls back on her old tricks A quick twist of power lets her pick up some stray thoughts from the bandit attacking her, her features twisting into that of the first bandit, the one who demanded the toll. "I thought we were friends, Beb" as a plaintive looks plays across his features. Changeling trick on Bandit 3 [dice=20]+13=25 bluff vs passive insight.
Taking advantage of Beb's distraction, she once again whips up a storm of psionic energies, shattering reality, and plunging the two bandits into the river. Again. Dimscam @ L4. Psionic trick feat makes it so I don't provoke OAs from anyone I have CA against.
Bandit 1 [dice=20]+6=22 Teleport to J6 Bandit 3 [dice=20]+6=19 Teleport to M6
Damage [dice=6]+5
[rand=576449214501353268075782913994973960459071577116683299547899633]
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