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Post by (George) 3.5./ ZEM ( 4.0) on Dec 10, 2013 3:55:57 GMT -5
Harknil Protect Mr.B or charge Gnoll 2, your pick. Vetch move diangle down towards me, I have an idea (N8),
I thought you must be at least 2 spaces away to make a charge so how could they get a charge on him if he moved only one space away from them?
Assuming he moved there on his turn Zem will double move to M8 avoiding attacks of op and use a minor action of healing word on Vetch.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 10, 2013 3:58:56 GMT -5
He gets 11+[dice=6]+6=22[rand=8211115605663508833319518947973884044369473122069848681122530252]
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Post by rhinobullet on Dec 10, 2013 9:08:27 GMT -5
Vetch will Move to N8 per Blast's direction.
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Post by harknail on Dec 11, 2013 0:01:12 GMT -5
Harknail's first inclination was to charge the Gnolls at the far end of the room, but it was no longer two on one and Vetch was looking much better thanks to Zem's Healing Word.
Instead he followed Zem's instructions (more or less). He moved over to the nearest Gnoll (#2), issued a Divine Challenge to that Gnoll, and swung a Holy Strike at the Gnolls neck. But the Gnoll simply ducked under the blow. (Harknail rolled a 2 to hit)
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Post by harknail on Dec 11, 2013 0:26:01 GMT -5
Gnoll #1 barks out something to the others, then his barking changes to something much like laughter. The other two gnolls join him in this disturbing sound. The Gnoll does a Mobile attack, clawing at Zem from K7 (hit AC 20 for 16 damage) before retreating over to that oversized skull. The Gnoll then spins the skull around in a full circle. Instantly a rumbling could be heard as something was put in motion.
Gnoll #2 uses a Mobile attack on Harknail, it's claws finding a weak spot in the constructs plating (Hit AC 27 for 9 damage), before moving to the east of Harknail.
Gnoll #3 backs up a bit, then charges at Vetch, attacking with both sets of claws. Vetch was able to maneuver so that the left hand just hit armor, but the right hand reached an unprotected spot. (hit AC 24 for 16 damage and AC 21 for a miss)
Then the panels in the westernmost alcoves open, spewing sand into the slopped room. Between the first panels (column G) and the crevice are soon filled with sand (shown as orange tint), making walking in this area difficult (difficult terrain, double cost to move into those squares).
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Post by harknail on Dec 11, 2013 1:33:55 GMT -5
Map (updates as positions change) Tag all
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Post by harknail on Dec 11, 2013 1:39:31 GMT -5
The sand is falling into the crevice, it does not look like significant sand would get past the crevice.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 11, 2013 2:45:53 GMT -5
move to O7 using resurgent sun [dice=20]+10 vs ac i posted this before and it was a 16+10 idk why it was changed to a 2 [dice=8]+[dice=8]+6=18[rand=07674589497037232718213763786479827219244535081094010423335712403]
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Post by at on Dec 11, 2013 12:53:41 GMT -5
The Gnolls had sprung their trap too late, now it's only effect was to protect Barbatos from harm and free the others to press their attack. Seeing the sand rising around Harknails feet he cast out another ice spell, this time to knock the nearby gnoll down. Icy Terrain on I9 [dice=20]+9 vs reflex [dice=6]+6 cold and knocked prone, burst 1 area is difficult terrain i posted this before and it was a 16+10 idk why it was changed to a 2 It's a side effect of a hack put in to fix a more serious bug - if you put your dice in and then don't edit/add/remove them between previews it should keep them[rand=51691717898496444272683734709392736754988540767019034155725858145]
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Post by rhinobullet on Dec 11, 2013 13:23:12 GMT -5
Is it our turn to attack/my turn to attack?
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Post by harknail on Dec 11, 2013 13:24:28 GMT -5
Is it our turn to attack/my turn to attack? Yes, it is the player turn to attack.
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Post by rhinobullet on Dec 11, 2013 13:35:15 GMT -5
Seeing the tide begin to turn, Vetch decides to finish off the Gnoll at P7. He will move to O-7 and exact vengeance on the Gnoll which had the audacity to injury him. He howls and swings his twin bastard swords in anger as he approaches. He strikes with both blades, and then swings a backhand attack at the Gnoll after the initial strike. As he does he yells "DIE!"
Vetch Will Move to o-7. (Move). He will then use Twin Strike (Standard) First Attack: [dice=20] +11 for a total of 28
Attack #2 [Dice=20] +11 for a total of 23
Damage #1, Attack #1 [dice=10] +2 for a total of 3
Damage #2, Attack #2 [dice=10] +2 for a total of 8
Hunter's Quarry Damage for Attack #1 [dice=6]
Vetch will then perform an Off Hand Strike (Minor action) [dice=20] +11 for a total of 19
Damage: [dice=10] +6 for a total of 11 [rand=860513456424283267845411391204162650969882500136019707593754170083]
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Post by harknail on Dec 12, 2013 1:39:50 GMT -5
move to O7 using resurgent sun +10 vs ac i posted this before and it was a 16+10 idk why it was changed to a 2 ++6=18 I accepted the roll of 16 (hit). Who did you want to have spend a healing surge?
Also, you can use Invisible Castle for a dice roller instead: invisiblecastle.com/roller/ It requires you to log in and fill in character name, campaign name and such, but can roll multiple rolls at once (both hit and damage) and add in the modifiers. Then roll the dice and past the BBCode into your reply, Which includes a link to allow the GM to confirm the rolls. Example: Hit, damage: (1d20+9=14, 1d8+6=7)
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 12, 2013 4:15:30 GMT -5
Ok, If you could change my move to be O-8, cause vetch wanted to be in O-7 that is fine with me. Vetch should get the healing from my attack and spend the surge. Harknil does need to do his action. then monsters turn.
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Post by rhinobullet on Dec 17, 2013 10:05:32 GMT -5
Where are we on this? Been quiet lately
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Post by harknail on Dec 17, 2013 11:17:58 GMT -5
Sorry, been either too busy or too exhausted to move things along. I hope to have something posted tonight.
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Post by rhinobullet on Dec 17, 2013 11:41:31 GMT -5
No worries. Wasn't trying to rush. Just making sure it wasn't on me
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Post by harknail on Dec 17, 2013 23:22:25 GMT -5
The Gnolls had sprung their trap too late, now it's only effect was to protect Barbatos from harm and free the others to press their attack. Seeing the sand rising around Harknails feet he cast out another ice spell, this time to knock the nearby gnoll down. The suddenly slick floor just as he was being chilled caused the Gnoll to slip and fall.
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Post by harknail on Dec 17, 2013 23:29:07 GMT -5
Seeing the tide begin to turn, Vetch decides to finish off the Gnoll at P7. He will move to O-7 and exact vengeance on the Gnoll which had the audacity to injury him. He howls and swings his twin bastard swords in anger as he approaches. He strikes with both blades, and then swings a backhand attack at the Gnoll after the initial strike. As he does he yells "DIE!" The first two swings struck true leaving the Gnoll near death. But the desperately dodging Gnoll just barely managed to avoid the 3rd backhanded swing that would have finished him. 2 hits and one just barely miss. The Gnoll is in poor shape.
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Post by harknail on Dec 18, 2013 0:54:17 GMT -5
Harknail tried to hit the Gnoll with a Holy Strike, but the agile Gnoll rolled to one side and avoided the blow.
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