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Post by harknail on Dec 18, 2013 1:11:32 GMT -5
The Gnoll before Harknail (#1) scampered to his feet and then used a Mobile Melee attack to strike at Harknail while retreating. But it's claws were unable to penetrate Harknail's steel plating. The Gnoll by the skull (#2) went back to trying to kill Vetch, charging him and attacking with both hands. But only one set of claws connected with Vetch (for 15 HP). The almost dead Gnoll (#3) also tried to kill Vetch, but Vetch parried with one of his swords. The Gnoll decided not to try his flesh against Vetch's steel. (in other words, he missed) More panels open and more of the room fills with sand sliding down into the crevasse. The sand tries to carry Harknail with it, but the big strong construct was able to hold his spot. Map (updates as positions change) Tag all
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Post by at on Dec 18, 2013 6:05:19 GMT -5
Can a character willfully fail their save? (that is to say - can Harknail allow a thunderwave to push him out of the sand if warned or do I need to roll against him?)
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Post by harknail on Dec 18, 2013 11:42:10 GMT -5
Can a character willfully fail their save? (that is to say - can Harknail allow a thunderwave to push him out of the sand if warned or do I need to roll against him?) A Thunderwave doesn't allow a saving roll to avoid it, if it hits then it pushes. Although I don't remember any rules on the subject, I'd say that yes, Harknail could decide to let himself be hit by a particular attack. This might not make the hit automatic, but it would greatly increase the chance of hitting (same as being helpless).
But in any case, Harknail can easily get out of the sand under his own power. Other than during the traps turn where it's actively trying to push the characters, the sand is difficult terrain. It just takes 2 MP per square.
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Post by rhinobullet on Dec 18, 2013 16:22:00 GMT -5
Vetch decides to try and finish the Gnoll in the corner, and focuses his intentions on him. He flourishes his bastard swords and growls at the gnoll. He swings in a vicious double strike at the gnoll, hoping to finally put it down. He hopes that if the Gnoll goes down, it will allow him to turn and face the one trying to strike him from behind.
Vetch will use Twin Strike on the Gnoll at P7.
Attack #1 [dice=20] +11 for a total of 14
Attack #2 [dice=20] +11 for a total of 14
Damage #1 [dice=10] +2 for total of 4 Damage #2 [dice=10] +2 for a total of 9 Add Hunter's Quarry: [dice=6] [rand=11065649504683661225934453439079364649627001762679533534354476583283]
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 19, 2013 0:24:04 GMT -5
using divine Fortune on myself, shift to P-7 Using Healing strike at 9+[dice=20]= 27 Healing surge to who needs it most vetch or myself ( i don't know how many he or myself has left)
damage [dice=8]+[dice=8]+4 = 15[rand=88476109365001326762728281319141871303167194128420001408085227]
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 19, 2013 0:39:27 GMT -5
Now was a good time as any to help push the attack but he needed a plan and not leave the wizard to fend for his own : " Harknail move to I-7 , keep doing what your doing B keep it up but move back to the stairs as a fall back if need be." (being d10). "we got this end."
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Post by at on Dec 19, 2013 11:14:00 GMT -5
Seeing Vetch was flanked and struggling to fight free Barbatos decided that it was time to commit to the attack, running through the flowing sand as best he could and trusting Harknail and his own magical shield to protect him from the nearby Gnoll. Crossing the constructs path he grabbed onto the back of Harknails armour shouting "get the gnoll, pull us free" and relased a blast of incandescent light into the room. Run to H8 (half speed) and fire off an enlarged prismatic spray to catch the Gnolls in I6 and N6 [dice=20]+9 vs will (I6) [dice=20]+9 vs will (N6)
[dice=6] psychic +10 radiant and dazed (I6) [dice=6]+4 radiant and dazed (N6)
That's the way to do it ... aside from the pitiful damage anyway [rand=99023116375037954260969283792321364906307161287259686131146068105]
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Post by rhinobullet on Dec 19, 2013 11:36:30 GMT -5
hear hear!
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Post by harknail on Dec 21, 2013 16:48:10 GMT -5
Vetch decides to try and finish the Gnoll in the corner, and focuses his intentions on him. He flourishes his bastard swords and growls at the gnoll. He swings in a vicious double strike at the gnoll, hoping to finally put it down. He hopes that if the Gnoll goes down, it will allow him to turn and face the one trying to strike him from behind. Unfortunately the Gnoll was able to evade both swings, either which would have been enough to finish him off.
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Post by harknail on Dec 21, 2013 17:00:10 GMT -5
Zem shifts and finishes off the Gnoll that Vetch couldn't hit, receiving healing from his god as he did so.
I applied the healing to Zem because Vetch is down to 1 healing surge left (Zem had 3). He'd get the most benefit from that healing surge if Zem uses Healing Word (which gives a lot of bonus HP), but to get the most benefit Zem should wait till Vetch is bloodied again.
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Post by harknail on Dec 21, 2013 17:25:59 GMT -5
Seeing Vetch was flanked and struggling to fight free Barbatos decided that it was time to commit to the attack, running through the flowing sand as best he could and trusting Harknail and his own magical shield to protect him from the nearby Gnoll. Crossing the constructs path he grabbed onto the back of Harknails armour shouting "get the gnoll, pull us free" and relased a blast of incandescent light into the room. Even with the effort of running though sand Barbatos was able to affect both of the surviving Gnolls.
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Post by harknail on Dec 21, 2013 17:56:07 GMT -5
Harknail follows the most recent orders. Wrapping his right arm and shield around Barbatos, Harknail pulls both though the sand to a spot that is currently clear. Then he lashes out at the fallen Gnoll with his left sword hand attempting yet another Holy Strike. But Gnoll rolls on the floor and Harknail strikes just stone.
Standard: Grab Barbatos (assuming automatic success) Move: Move Barbatos (should be standard, but assuming automatic success) Action Point: Attack Gnoll, rolled 5+9 = 14, miss
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Post by harknail on Dec 21, 2013 18:12:11 GMT -5
Still dazed by the colored lights from Barbatos, the Gnolls were not at their best.
It was all the Gnoll by Harknail (#1) could do to struggle to his feet.
The other surviving Gnoll (#2) lashed out at Vetch as it moved into the main room. But a quick step back allowed Vetch to avoid the blow. (Rolled 5+11=miss)
The third Gnoll simply lay motionless on the ground, blood pooling around the body.
With a loud thunk more panels opened and even more sand started flooding the room. Harknail had not been able to drag Barbatos far enough so both were caught in the sand, as was the Gnoll who had been unable to move away due to Barbatos' magic.
Harknail and the Gnoll manage to hold their ground, but Barbatos is swept towards the crevasse. As he struggles to keep his feet beneath him, he notices the apple he had tossed into the room as a distraction was being swept into the crevasse. Fortunately Barbatos wasn't carried that far (yet).
Tag all
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Post by rhinobullet on Dec 22, 2013 10:52:04 GMT -5
Seeing the wizard struggling, Vetch is torn between saving the wizard and killing the gnoll which had just attacked him. He reaches into his kit and tosses his rope (50' hempen) to Blastishy and shouts "Help the wizard and the golem, I'll take the gnoll!". He then moves to attack the Gnoll before it can do any further harm to the party.
I considered the rope toss a minor action. Vetch will move to M9 and attack the gnoll with twin strike
Attack #1 [dice=20] +11 for a total of 28
Attack #2 [dice=20] +11 for a total of 17
Damage #1 [dice=10] +2 for a total of 6
Damage #2 [dice=10] +2 for a total of 10
[rand=82376731363235620528707709536924140213772878047286956696776407913377]
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Post by at on Dec 22, 2013 13:31:56 GMT -5
"I'm fine, keep pressing"
(If Barbatos acts before Vetch he'll use a thunderwave to blast sand into the eyes of the Gnoll at M10 to blind him to the next attack, and then run to K8. Otherwise he'll double move to the skull mechanism)
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Post by harknail on Dec 22, 2013 19:05:57 GMT -5
Vetch moves first, but speaks up in time to keep Vetch from wasting time tossing Barbatos a robe when he (and everyone else) already has rope.
I'm assuming Vetch would instead make Gnoll #2 his quarry and do an extra d6 damage:[dice=6]
Vetch moves up and again tries his double slash. One strikes the Gnoll, the other just barely misses the dazed Gnoll.[rand=153178845997899774829220061656087601359379477798938813351892912760377]
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Post by rhinobullet on Dec 22, 2013 21:55:59 GMT -5
You read my mind
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Post by harknail on Dec 22, 2013 23:04:10 GMT -5
Glad I that I guessed right
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 23, 2013 1:44:21 GMT -5
I was thinking maybe Zem should have gone before Vetch did but he still hit on his first attack so it would not matter cause the text of my attack says +2 the next attack used so no worries there and i can give it to the others. Zem was about to fallows the orders but they are changed. So He moves to N6 and fires off a Lance of faith at Gnoll #1,
[dice=20]+7 vs Ref [dice=8]+5 Damage
As the Lightning is flung at Gnoll #1 and goes wildly off the mark.
Zem tries to think how he can stop the sand but right now it was helping rather then hindering and there was not much time to try and stop if and when healing was needed.
Harknail buddy you got to hit him on his Right its his weaker side, he is just going to evade heavy swings.
give Harknail a +2 on his next attack if i hit.[rand=072718367911875255804899502545595909948797663673816611152538098395]
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Post by harknail on Dec 24, 2013 2:24:08 GMT -5
Nothing to add to Zem's description, waiting for Barbatos (no hurry).
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