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Post by harknail on Sept 29, 2011 10:59:11 GMT -5
The bats take to the air and start making flyby attacks on the leaders of the group. Bat 1 goes after Harknail: Atk vs. AC, Damage: (1d20+8=14, 1d6+4=8) and missed but didn't provoke any opportunity attacks before retreating into the darkness. Bat 2 goes after Harknail: Atk vs. AC, Damage: (1d20+8=26, 1d6+4=10) and hit for 10 damage but didn't provoke any opportunity attacks before retreating into the darkness. Bat 3 shivers as it slowly charges Romra: Atk vs. AC, Damage: (1d20+8+1=24, 1d6+4=9) and hit for 9 damage. Because it was slowed the bloodied bat was not able to retreat. Bat 4 goes after Romra: Atk vs. AC, Damage: (1d20+8=18, 1d6+4=5) and hits for 5 damage, provoking an opportunity attack from Blastishy as it flys back to the darkness. Bat 5 goes after Romra: Atk vs. AC, Damage: (1d20+8=15, 1d6+4=9) and misses thanks to Blastishy's enchantment, provoking an opportunity attack from Blastishy as it flys back to the darkness. The bats are attacking Romra because he looks more dangerous than Blastishy to grant an opportunity attack to.There is still no sign of the rats. Tag all. Blastishy also gets 2 opportunity attacks, one each on bat 4 and bat 5. You can use either the built in dice roller, or Invisible Castle (click on the dice roles above to get to the site), whichever you find easiest.Map (will be updated to reflect current situation)
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Post by at on Sept 29, 2011 11:56:59 GMT -5
(what are the circled Bs on the map?)
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Post by harknail on Sept 29, 2011 12:08:44 GMT -5
The circled 'B's are starting positions for the Bats. I didn't do the extra work to erase those this time, it would have been hard to erase the Rat starting positions anyway. There are more circled letters under the rats that you'll see when they start moving. There aren't as many circles as bats cause I added lots more bats because this is such a large group. Needed to keep you XP rewards up where they're supposed to be
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Post by harricklomax on Sept 29, 2011 13:54:42 GMT -5
Popol says, "Let's get out of this bottle-necked murder-hallway, guys"
I'm gonna wait to see if anyone moves before I act because I can't do much from here unless something unspeakably horrible tries to come into the cave behind us. Also, are these regular bats, or Indiana Jones style "giant vampire bats" or something else actually dangerous? Just for a sense of how seriously I should take them.
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Post by at on Sept 29, 2011 14:00:27 GMT -5
Inching forwards along the wall, careful to avoid Dart's fiery trap, Barbatos extends his magical light further into the cave. As long as they could cripple the bats' ability to withdraw they should be able to deal with them.
Move to G14. Minor action to shift the light one square north, keeping it in range.
Ray of frost on the bat at 4e [dice=20]+7 vs fort [dice=6]+5 cold damage and slowed[rand=5281098456793216323698402538888048163889442940897003469161407782695]
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Post by harknail on Sept 29, 2011 14:08:47 GMT -5
They are man sized (medium) creatures. Llewelyn realizes that these bats are not natural. Maybe someone with knowledge of Arcana can identify them.
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Post by harknail on Sept 29, 2011 15:09:45 GMT -5
The bats squealed when the light shifted to shine on them. Although the wounded bat was in the way, Bat #2 also got a sudden case of hypothermia and a dusting of frost on it's fur.
#3 is providing cover to #2 from Barbatos, but he hit easily anyway.
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Post by (George) 3.5./ ZEM ( 4.0) on Sept 29, 2011 17:35:35 GMT -5
Ok hear are my attacks of op. Joe i thought i only get one attack of op in a round, if that is the case I am going for bat 4. for bat # 4 [dice=20]+3 [dice=8] For bat # 5 [dice=20]+3 [dice=8][rand=6639768455643207348235510522499704399022483266895977895606774837]
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Post by harknail on Sept 29, 2011 17:55:20 GMT -5
It's one opportunity attack per turn. So you get one on Bat #4's turn and one on Bat #5's turn. The attack on bat #4 just barely hit and the attack on bat #5 missed. Still, proves that they can't ignore Blastishy, even if he doesn't look as scary. You still get you're normal turn as well.
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Post by (George) 3.5./ ZEM ( 4.0) on Sept 30, 2011 0:25:23 GMT -5
um Joe Romra has 20 Ac when i last looked it may have changed and i did not know If not then Bat 4 vs Romra: Atk vs. AC, Damage: (1d20+8=18, 1d6+4=5) and hits for 5 damage would not do damage to Romra,
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Post by whave88 on Sept 30, 2011 0:36:55 GMT -5
Stria will curse the nearest noncursed enemy, and prepare to launch an eldrich bolt at the next bat that does a flyby.
[dice=20] +7 = 14 vs reflex
[dice=10] +6 = 10[rand=328760178771776436002667676609563614011790392250111112813468460303]
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Post by sageaqua on Sept 30, 2011 1:14:26 GMT -5
Dart cast warlocks curse on bat 3 (?)+4 damage, [dice=20]
paladins challenge (?)+4 damage on bat 3, [dice=20]
eye bite bat 3 (?)+4 [dice=20] damage [dice=6][rand=9119441572111151066329260356726785775420721627854108202736825]
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Post by harknail on Sept 30, 2011 1:50:48 GMT -5
um Joe Romra has 20 Ac when i last looked it may have changed and i did not know If not then Bat 4 vs Romra: Atk vs. AC, Damage: (1d20+8=18, 1d6+4=5) and hits for 5 damage would not do damage to Romra, Thanks for pointing that out. The copy of Romra I was using had a base AC of 15, but that didn't match the other versions. I checked the other characters and saw some differences too. So I updated all to use the correct copy of the character and I think they're good now. And you're right, you didn't take that 5 points of damage
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nobu
Veteran of the War
Posts: 104
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Post by nobu on Sept 30, 2011 2:53:46 GMT -5
Tol
Duck between the Warforged and the wolfy and moves to D8 so i have some breathing room. Tol is kinda surprised about not hearing anything about sparing bats or the like cause beside clipping wings it sounds difficult. Once there i send a Eldritch Bolt in Bat 1 or 2 general direction.
Eldritch Bolt vs Ref [dice=20] +7 (-5 due to blindness?)= 19 Damage [dice=10] +9= 12 Force damage.[rand=82082622502190780995331141281430127774633278655579210800559270835]
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Post by Rojito on Sept 30, 2011 3:04:58 GMT -5
Oh wow.... just read the rulings on AoO (Attacks of Oppurtunities) Nobu and I have been doing it wrong the entire time. We thought you only got 1 per round not turn. I remember changing battles because my Rogue would move around provoking everyones attacks so that his allies could move through without being attacked. Good to know.
Romra will charge and attack the nearest bat he can see. If i can reach them in a regular move action i will just move and use Earth Shield Strike, if i cant than Charge and Wardens Lunge. I dont know what is still alive and what is dead sorry.
Attack +9 +1 if i charge [dice=20] Damage +4 [dice=8] [rand=06539561066691274689351047474132177876998098540576323513628822364]
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Post by harricklomax on Sept 30, 2011 9:05:39 GMT -5
See I was thinking regular sized bats, not man sized "It Lives By Night" abominations. Now I'm totally afraid of these bats.
Popol will use Lance of Faith on Bat 3.
[dice=20]
+6 vs Reflex to hit
[dice=8] +5 damage
IF that guy's already dead by the time DM gets to me, I will run through people to E9 and do the same against Bat 2. I'm assuming I can run 7 squares and then shoot since it's called a move action, but I don't actually know the difference between run 7 and walk 5 as they are listed on my sheet.[rand=42689513059930007087280291250427834287857492686067559580015333267]
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Post by harknail on Sept 30, 2011 15:30:36 GMT -5
Dart cast warlocks curse on bat 3 (?)+4 damage, paladins challenge (?)+4 damage on bat 3, eye bite bat 3 (?)+4 damage
Applying a curse does not take a dice roll and does not have a +4 damage, also Stria just cursed bat #3, so you can't curse (but do get the extra damage).
Applying your Divine Challenge does not take a dice roll and does not have a +4 damage, it's automatic.
The Eyebyte does take a roll with +4 to the roll, it does 1d6 +3 damage, and if the target is cursed, it takes a second 1d6 of damage.
So you should be rolling 1d20+4 and 2d6+3 for eyebite, assuming he has his magic dagger in hand, otherwise he does 1d20+3 and 2d6+2 instead.
A roll of 9 misses, but the Bat is challenged.
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Post by harknail on Sept 30, 2011 15:37:42 GMT -5
Tol Duck between the Warforged and the wolfy and moves to D8 so i have some breathing room. Tol is kinda surprised about not hearing anything about sparing bats or the like cause beside clipping wings it sounds difficult. Once there i send a Eldritch Bolt in Bat 1 or 2 general direction. The light shifted to bring bat #2 into view, so I assumed Tol would hit the one with no penalties. This leaves bat #2 bloodied.Tol moving past the bat in front of Romra (#3) gave the bat the chance to attack with a tail slash. Atk vs AC, damage: (1d20+8=14, 1d6+4=8)The bat missed, but took some divine damage from Dart.
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Post by harknail on Sept 30, 2011 15:50:22 GMT -5
Romra will charge and attack the nearest bat he can see. If i can reach them in a regular move action i will just move and use Earth Shield Strike, if i cant than Charge and Wardens Lunge. I dont know what is still alive and what is dead sorry. The closest live bat is flying right in front of Romra, so he attacks it with an Earth Shield Strike, but misses. Red slash means bloodied, Red X means dead. All bats are still alive as I write this.
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Post by harknail on Sept 30, 2011 15:55:17 GMT -5
Popol will use Lance of Faith on Bat 3. IF that guy's already dead by the time DM gets to me, I will run through people to E9 and do the same against Bat 2. I'm assuming I can run 7 squares and then shoot since it's called a move action, but I don't actually know the difference between run 7 and walk 5 as they are listed on my sheet. The agile bat dodges the Lance of Faith (Popol missed). The difference is that a Run gives you a +2 move, -5 to hit, and grants combat advantage to your enemies (gives them +2 to hit). So Popol might want to start moving up now since he still has a move action after his attack.
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