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<blockquote data-quote="Mal Malenkirk" data-source="post: 5196550" data-attributes="member: 834"><p>[sblock=OOC]The location of the pit wasn't a free pass. I just misread your instructions! Fixed. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>[/sblock]</p><p></p><p>[sblock=Stealth]</p><p><a href="http://invisiblecastle.com/roller/view/2539173/" target="_blank">Stealth, H-Orcs, Human javelin hunters, Eladrin (1d20+5=23, 1d20+5=19, 1d20+6=23)</a></p><p></p><p>I rolled by groups of enemy. Surprisingly, even though they are not that good at stealth, they all beat all of your Passive Perception.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2539190/" target="_blank">Ashir's Nature Check (1d20+10=29)</a></p><p></p><p>Eh. Let that stand as the DC to spot the camouflaged pit. The bad guys get a surprise round, but they don't see Raiko and Max.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2539215/" target="_blank">Hunters initiative (1d20+7=27)</a></p><p></p><p>Wow. And they seize the initiative big time.</p><p>[/sblock]</p><p></p><p>Without warning, the hunters are here. Three pairs; Eldrin archers, half-orcs marauder and a duo of javelin wielding barbarians. The barbarians and the half-orcs seize the initiative and moves into favorable position while the archers stay on the edge of the forest and looses volleys or arcane arrows.</p><p></p><p>One such arrows explodes on the tower manned by Ashir to devastating effect. Ashir is thrown to the floor while ballista and the crewman are rocked.</p><p></p><p>Then they launch an onlsaught of fire arrows but the heroes fare rather wall, only the southern ballista taking a hit.</p><p></p><p>The javelin brother get to work and agilely attempts climbing the wall. One is so swift that he gets inside before he can be stopped. The other struggles a bit and is only halfway up.</p><p></p><p>The half-orc also open fire and take their toll.</p><p></p><p>[sblock=OOC]</p><p>Surprise round:</p><p></p><p>Javelin and HOrcs take one move. The Eldarin shoot arrows (with CA for suprise).</p><p></p><p>Eladrin 1:</p><p>Eldritch Burst (no cover, it centered on the middle of the tower)</p><p><a href="http://invisiblecastle.com/roller/view/2539220/" target="_blank">1: vs Ashir fortitude 2: vs Ballista crew 3:vs Ballista (1d20+10=16, 1d20+10=27, 1d20+10=23, 1d10+5=14)</a> hit everyone; despit annuncing the CA, I forgot the +2 to the roll. It was an 18 vs Ashir's fort.</p><p></p><p>Eladrin 2</p><p><a href="http://invisiblecastle.com/roller/view/2539230/" target="_blank">Flame arrows, 2 attack, vs Haruka AC 18+2, the 1d6 is fire damage. (1d20+10=23, 1d10+1d6=8, 1d20+10=12, 1d10+1d6=12)</a> 1 hit, 1 miss, 8 damage</p><p></p><p>Normal Round</p><p></p><p>Archers:</p><p></p><p>They both use Fire Arrow, 1 vs Ashir, 2 vs SW Ballista</p><p><a href="http://invisiblecastle.com/roller/view/2539235/" target="_blank">1&2 vs Ashir ref 17+2 3&4 vs Ballista SW (Vulnerable 5 fire) ref 14+2 (1d20+10=14, 1d10+1d6=4, 1d20+10=14, 1d10+1d6=9, 1d20+10=13, 1d10+1d6=9, 1d20+10=19, 1d10+1d6=12)</a></p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p><p></p><p>Not impressive.</p><p></p><p>The archers both move a bit inside the forest to gain full cover.</p><p></p><p>For archer 1</p><p><a href="http://invisiblecastle.com/roller/view/2539265/" target="_blank">Recharche the eldritch strike : 4+ (1d6=2)</a> fail</p><p></p><p>Javelin:</p><p></p><p>Both move 2 square than make a high jump</p><p><a href="http://invisiblecastle.com/roller/view/2539248/" target="_blank">Athletics, 1: Javelin1 2:Javelin2 (1d20+10=14, 1d20+10=17)</a></p><p></p><p>Both manage to grasp the edge of the wall, none have enough impulsion to clear it (It's 10 feet high, they can grasp 8 feet high, running jump of 10 get +2 feet, running Jump of 15 gets +3. If you get +4 feet I rule that you can clear your upper body and get a free acrobatic check to immediately move onto the wall. Failling that, they have to climb.</p><p></p><p>Climb, DC 15</p><p><a href="http://invisiblecastle.com/roller/view/2539253/" target="_blank">1d20+10=24, 1d20+10=12</a> 1 makes it, 2 fail and is still hanging on the wall.</p><p></p><p>Half Orcs</p><p><a href="http://invisiblecastle.com/roller/view/2539257/" target="_blank">1:Haruka 2:SW Ballista (1d20+10=23, 1d10+5=6, 1d20+10=30, 1d10+5=6)</a></p><p></p><p>Move:TPL</p><p>[/sblock]</p><p></p><p><a href="http://virtualbattlemat.com/game/hells_basement_1/" target="_blank">Hell's Basement 1 on Virtual Battlemat</a></p><p></p><p>[sblock=Stats & Status]</p><p>Javelin 2: Climbing</p><p></p><p>Ballista NW: 66/80</p><p>Ballista crew NW: 36/50 prone</p><p>Ballista SW: 48/80</p><p></p><p>Haruka: 37/51</p><p>Ashir: 20/34 prone</p><p></p><p>Javelin Dancer</p><p>Perception 14</p><p>HP 70; Bloodied 35</p><p>AC 20; Fortitude 18, Reflex 19, Will 17</p><p>OA: Weapon, Spear</p><p>+11 vs AC; 1d8+3 damage.</p><p> </p><p>Half-Orc Hunter</p><p>Perception 18; low-light vision</p><p>HP 62; Bloodied 31</p><p>AC 19; Fortitude 18, Reflex 18, Will 16</p><p>OA Battleaxe (if drawn) </p><p>+10 vs AC; 1d10+5 damage.</p><p> </p><p></p><p>Eladrin Arcane Archer</p><p>Perception +7; low-light vision</p><p>HP 51; Bloodied 25</p><p>AC 17; Fortitude 16, Reflex 18, Will 16</p><p>OA Short Sword (if drawn) </p><p>+12 vs AC; 1d6+4 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5196550, member: 834"] [sblock=OOC]The location of the pit wasn't a free pass. I just misread your instructions! Fixed. :) [/sblock] [sblock=Stealth] [url=http://invisiblecastle.com/roller/view/2539173/]Stealth, H-Orcs, Human javelin hunters, Eladrin (1d20+5=23, 1d20+5=19, 1d20+6=23)[/url] I rolled by groups of enemy. Surprisingly, even though they are not that good at stealth, they all beat all of your Passive Perception. [url=http://invisiblecastle.com/roller/view/2539190/]Ashir's Nature Check (1d20+10=29)[/url] Eh. Let that stand as the DC to spot the camouflaged pit. The bad guys get a surprise round, but they don't see Raiko and Max. [url=http://invisiblecastle.com/roller/view/2539215/]Hunters initiative (1d20+7=27)[/url] Wow. And they seize the initiative big time. [/sblock] Without warning, the hunters are here. Three pairs; Eldrin archers, half-orcs marauder and a duo of javelin wielding barbarians. The barbarians and the half-orcs seize the initiative and moves into favorable position while the archers stay on the edge of the forest and looses volleys or arcane arrows. One such arrows explodes on the tower manned by Ashir to devastating effect. Ashir is thrown to the floor while ballista and the crewman are rocked. Then they launch an onlsaught of fire arrows but the heroes fare rather wall, only the southern ballista taking a hit. The javelin brother get to work and agilely attempts climbing the wall. One is so swift that he gets inside before he can be stopped. The other struggles a bit and is only halfway up. The half-orc also open fire and take their toll. [sblock=OOC] Surprise round: Javelin and HOrcs take one move. The Eldarin shoot arrows (with CA for suprise). Eladrin 1: Eldritch Burst (no cover, it centered on the middle of the tower) [url=http://invisiblecastle.com/roller/view/2539220/]1: vs Ashir fortitude 2: vs Ballista crew 3:vs Ballista (1d20+10=16, 1d20+10=27, 1d20+10=23, 1d10+5=14)[/url] hit everyone; despit annuncing the CA, I forgot the +2 to the roll. It was an 18 vs Ashir's fort. Eladrin 2 [url=http://invisiblecastle.com/roller/view/2539230/]Flame arrows, 2 attack, vs Haruka AC 18+2, the 1d6 is fire damage. (1d20+10=23, 1d10+1d6=8, 1d20+10=12, 1d10+1d6=12)[/url] 1 hit, 1 miss, 8 damage Normal Round Archers: They both use Fire Arrow, 1 vs Ashir, 2 vs SW Ballista [url=http://invisiblecastle.com/roller/view/2539235/]1&2 vs Ashir ref 17+2 3&4 vs Ballista SW (Vulnerable 5 fire) ref 14+2 (1d20+10=14, 1d10+1d6=4, 1d20+10=14, 1d10+1d6=9, 1d20+10=13, 1d10+1d6=9, 1d20+10=19, 1d10+1d6=12)[/url] :eek: Not impressive. The archers both move a bit inside the forest to gain full cover. For archer 1 [url=http://invisiblecastle.com/roller/view/2539265/]Recharche the eldritch strike : 4+ (1d6=2)[/url] fail Javelin: Both move 2 square than make a high jump [url=http://invisiblecastle.com/roller/view/2539248/]Athletics, 1: Javelin1 2:Javelin2 (1d20+10=14, 1d20+10=17)[/url] Both manage to grasp the edge of the wall, none have enough impulsion to clear it (It's 10 feet high, they can grasp 8 feet high, running jump of 10 get +2 feet, running Jump of 15 gets +3. If you get +4 feet I rule that you can clear your upper body and get a free acrobatic check to immediately move onto the wall. Failling that, they have to climb. Climb, DC 15 [url=http://invisiblecastle.com/roller/view/2539253/]1d20+10=24, 1d20+10=12[/url] 1 makes it, 2 fail and is still hanging on the wall. Half Orcs [url=http://invisiblecastle.com/roller/view/2539257/]1:Haruka 2:SW Ballista (1d20+10=23, 1d10+5=6, 1d20+10=30, 1d10+5=6)[/url] Move:TPL [/sblock] [url=http://virtualbattlemat.com/game/hells_basement_1/]Hell's Basement 1 on Virtual Battlemat[/url] [sblock=Stats & Status] Javelin 2: Climbing Ballista NW: 66/80 Ballista crew NW: 36/50 prone Ballista SW: 48/80 Haruka: 37/51 Ashir: 20/34 prone Javelin Dancer Perception 14 HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 19, Will 17 OA: Weapon, Spear +11 vs AC; 1d8+3 damage. Half-Orc Hunter Perception 18; low-light vision HP 62; Bloodied 31 AC 19; Fortitude 18, Reflex 18, Will 16 OA Battleaxe (if drawn) +10 vs AC; 1d10+5 damage. Eladrin Arcane Archer Perception +7; low-light vision HP 51; Bloodied 25 AC 17; Fortitude 16, Reflex 18, Will 16 OA Short Sword (if drawn) +12 vs AC; 1d6+4 damage. [/sblock] [/QUOTE]
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