Stringbean2142
First Post
[sblock=OOC]Note to self: Enlarge Spell sucks. Big time.
Very nice, Veruzak. I actually was trying to make sure they couldn't all get hit by a single burst. Whoops! Probably your best bet is along the wall of the tavern somewhere for your move; is H19 acceptable?
Let's see, resolving your rolls so the others know what they're facing. First, the daily. The archer and the scouts are hit, Rayn is missed by 2. All but Rayn take 8 damage. All are slowed and -2 to attack.
Now, the scorching burst. The scouts are hit again, but the archer and Rayn are both missed. This time, it was a crit miss on Rayn. Pray IC comes back, because I'm rolling pretty crappy for y'all! So, 7 more damage to the scouts. Very productive first actions.
Now, for Bell's actions. She hits for 8 damage and pulls the scout to G9. Color me impressed; two of you have gone, and one dude's near dead already. Keep it up, team!
I'll add in fluff when the bad guy's next turn comes around; usually, you could do it yourself, but with IC down I'm improvising here to let you know what's going on with the actions before yours.[/sblock]
[sblock=Veruzak]In regards to what you find in those minds: darn near nothing. I mean nothing, as though they are a blank slate. Rolled Arcana for you, and got a 29 (you a bad man, wizard!), so there is something on the very edge of your ability to sense. It's a clicking, along with some sort of a buzz. Think an old dial-up modem's sound, and you'll have a good idea. It's on the edge not because it's subtle or quiet, but because it's everywhere and it's almost impossible for you to get a feel for it because it's so much bigger than what your magics allow you to sense. It's white noise, and probably explains at least in part why you can't pick anything up.[/sblock]
[sblock=Status]Archer @ E7: 24/32, Slowed, -2 to Attack.
Scout @ G9: 4/27, Bloodied, Slowed, -2 to Attack.
Scout @ G11: 12/27, Bloodied, Slowed, -2 to Attack.
Lt. Rayn: Slowed, -2 to Attack.
Archers (BLUE)
AC 15, Fort 11, Reflex 13, Will 12
HP 32, Speed 7
OA Simple Punch
+3 versus AC, 1d4+2 damage
Scouts (YELLOW)
AC 15, Fort 11, Reflex 14, Will 13
HP 27, Speed 6
OA Club
+6 versus AC, 1d8+2 damage
Lt. Rayn (RED)
AC 18, Fort 16, Reflex 15, Will 14
HP 47, Speed 5
OA Bastard Sword
+10 versus AC, 1d10+5 damage[/sblock]
Very nice, Veruzak. I actually was trying to make sure they couldn't all get hit by a single burst. Whoops! Probably your best bet is along the wall of the tavern somewhere for your move; is H19 acceptable?
Let's see, resolving your rolls so the others know what they're facing. First, the daily. The archer and the scouts are hit, Rayn is missed by 2. All but Rayn take 8 damage. All are slowed and -2 to attack.
Now, the scorching burst. The scouts are hit again, but the archer and Rayn are both missed. This time, it was a crit miss on Rayn. Pray IC comes back, because I'm rolling pretty crappy for y'all! So, 7 more damage to the scouts. Very productive first actions.
Now, for Bell's actions. She hits for 8 damage and pulls the scout to G9. Color me impressed; two of you have gone, and one dude's near dead already. Keep it up, team!
I'll add in fluff when the bad guy's next turn comes around; usually, you could do it yourself, but with IC down I'm improvising here to let you know what's going on with the actions before yours.[/sblock]
[sblock=Veruzak]In regards to what you find in those minds: darn near nothing. I mean nothing, as though they are a blank slate. Rolled Arcana for you, and got a 29 (you a bad man, wizard!), so there is something on the very edge of your ability to sense. It's a clicking, along with some sort of a buzz. Think an old dial-up modem's sound, and you'll have a good idea. It's on the edge not because it's subtle or quiet, but because it's everywhere and it's almost impossible for you to get a feel for it because it's so much bigger than what your magics allow you to sense. It's white noise, and probably explains at least in part why you can't pick anything up.[/sblock]
[sblock=Status]Archer @ E7: 24/32, Slowed, -2 to Attack.
Scout @ G9: 4/27, Bloodied, Slowed, -2 to Attack.
Scout @ G11: 12/27, Bloodied, Slowed, -2 to Attack.
Lt. Rayn: Slowed, -2 to Attack.
Archers (BLUE)
AC 15, Fort 11, Reflex 13, Will 12
HP 32, Speed 7
OA Simple Punch
+3 versus AC, 1d4+2 damage
Scouts (YELLOW)
AC 15, Fort 11, Reflex 14, Will 13
HP 27, Speed 6
OA Club
+6 versus AC, 1d8+2 damage
Lt. Rayn (RED)
AC 18, Fort 16, Reflex 15, Will 14
HP 47, Speed 5
OA Bastard Sword
+10 versus AC, 1d10+5 damage[/sblock]