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<blockquote data-quote="jkason" data-source="post: 6003606" data-attributes="member: 2710"><p>[sblock=ooc]perrinmiller gave me go ahead to have Tyrien shoot wherever Kalgor points her while he's travelling. I'll go ahead and roll this round, but feel free to roll her attacks yourself if you like going forward while PM is unavailable.[/sblock]</p><p></p><p>Gragnor slinks backward in the tunnel as his summoner carefully moves to the shallow water. </p><p></p><p><span style="color: plum">"He wantss you up front to shoot things,"</span> the cat whispers to Tyrien as he passes.</p><p></p><p>The half-elf archer shuffles forward. However, she hasn't the same eyes for night as Kalgor, so when she finds the water's edge, she produces her Ioun stone again. The light allows her to easily spot the nearby fungus Kalgor points out to her, but the flare of illumination also seems to have caught the attention of the fungus. Tentacles writhe on the embankment, and the bruise-purple, pitted fungus drags itself over its pale yellow, bone white, and similarly-noxious hued 'cousins,' splashing lightly into the shallows. </p><p></p><p>[sblock=ooc]Kalgor's Darkvision reveals that the other fungi appear to be shifting in response to the light, as well.[/sblock]</p><p></p><p>Tyrien's bow takes on another momentary glow as she infuses her weapon with a portion of her magic, and she fires off two shots in quick succession. One merely careens off the wall, but the second rips through the fungal body, rending a visible hole in the creature.</p><p></p><p>[sblock=ooc]Using previous combats as a model, I'm applying Arcane Strike, Deadly Aim, and Rapid Shot to Tyrien's attacks:</p><p></p><p><a href="http://invisiblecastle.com/roller/view/3674608/" target="_blank">PBS Arcane Strike Deadly Aim Rapid Shot; Damage (1d20+10=15, 1d8+11=17, 1d20+10=13, 1d8+11=14)</a></p><p></p><p>One hit, 17 damage.[/sblock]</p><p></p><p>[sblock=Status]NOTE: </p><p></p><p>* The ioun torch only provides sufficient illumination out to 40' (20' normal, 20' dim). Past that, only the characters with darkvision can see and target effectively. I've shaded the map to reflect the ioun torch's aura.</p><p></p><p>* The pale blue 'coastal' area (The 5' adjacent to the walls and the small island) can be walked through as difficult terrain. All other water is 20' deep and requires a DC 10 swim check (calm water) to swim through. </p><p></p><p>* Any land without a grid on it is actually a wall or pillar. You can't move through it, and it provides cover as normal.</p><p></p><p>Kalgor: 39/54 </p><p>Gragnor: 26/26, Mage Armor, 3 CON and 5 STR damage</p><p>Tyrien: 48/48</p><p>Ausk: 82/82 </p><p>Anaerion: 44/44, Mage Armor </p><p></p><p>Fungus 1 (AC 15): Heavily wounded</p><p>Fungus 2 (AC 15): Undamaged.</p><p>Fungus 3 (AC 15): Undamaged.</p><p>Fungus 4 (AC 15): Undamaged.[/sblock]</p><p></p><p>[gm]Everyone but Tyrien can still act this round if they so desire.[/gm]</p></blockquote><p></p>
[QUOTE="jkason, post: 6003606, member: 2710"] [sblock=ooc]perrinmiller gave me go ahead to have Tyrien shoot wherever Kalgor points her while he's travelling. I'll go ahead and roll this round, but feel free to roll her attacks yourself if you like going forward while PM is unavailable.[/sblock] Gragnor slinks backward in the tunnel as his summoner carefully moves to the shallow water. [color=plum]"He wantss you up front to shoot things,"[/color] the cat whispers to Tyrien as he passes. The half-elf archer shuffles forward. However, she hasn't the same eyes for night as Kalgor, so when she finds the water's edge, she produces her Ioun stone again. The light allows her to easily spot the nearby fungus Kalgor points out to her, but the flare of illumination also seems to have caught the attention of the fungus. Tentacles writhe on the embankment, and the bruise-purple, pitted fungus drags itself over its pale yellow, bone white, and similarly-noxious hued 'cousins,' splashing lightly into the shallows. [sblock=ooc]Kalgor's Darkvision reveals that the other fungi appear to be shifting in response to the light, as well.[/sblock] Tyrien's bow takes on another momentary glow as she infuses her weapon with a portion of her magic, and she fires off two shots in quick succession. One merely careens off the wall, but the second rips through the fungal body, rending a visible hole in the creature. [sblock=ooc]Using previous combats as a model, I'm applying Arcane Strike, Deadly Aim, and Rapid Shot to Tyrien's attacks: [url=http://invisiblecastle.com/roller/view/3674608/]PBS Arcane Strike Deadly Aim Rapid Shot; Damage (1d20+10=15, 1d8+11=17, 1d20+10=13, 1d8+11=14)[/url] One hit, 17 damage.[/sblock] [sblock=Status]NOTE: * The ioun torch only provides sufficient illumination out to 40' (20' normal, 20' dim). Past that, only the characters with darkvision can see and target effectively. I've shaded the map to reflect the ioun torch's aura. * The pale blue 'coastal' area (The 5' adjacent to the walls and the small island) can be walked through as difficult terrain. All other water is 20' deep and requires a DC 10 swim check (calm water) to swim through. * Any land without a grid on it is actually a wall or pillar. You can't move through it, and it provides cover as normal. Kalgor: 39/54 Gragnor: 26/26, Mage Armor, 3 CON and 5 STR damage Tyrien: 48/48 Ausk: 82/82 Anaerion: 44/44, Mage Armor Fungus 1 (AC 15): Heavily wounded Fungus 2 (AC 15): Undamaged. Fungus 3 (AC 15): Undamaged. Fungus 4 (AC 15): Undamaged.[/sblock] [gm]Everyone but Tyrien can still act this round if they so desire.[/gm] [/QUOTE]
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