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<blockquote data-quote="two" data-source="post: 2349838" data-attributes="member: 9002"><p><strong>Double moving through the woods -- and a critial hit. PC down.</strong></p><p></p><p><span style="color: DarkOrange">The party double moves through the woods, in an attempt to ward off further Ratman Attacks. You manage to go 40' a round, the speed of your slowest double-mover (Ogrin).</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">To cover the distance (350') it takes about 10 rounds, given some slow-up in the dark and adjustment towards the objective.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Due to the party's speed, the ratmen are somewhat at a disadvantage; they can't do their normal thing every other round, and get in only 1d3 attacks before the party reaches the rise.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">"2" attacks, as it turns out, aiming for: </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">1: Ogrin</span></p><p><span style="color: DarkOrange">2: Rasereit</span></p><p><span style="color: DarkOrange">3: Vargo</span></p><p><span style="color: DarkOrange">4: Wolf</span></p><p><span style="color: DarkOrange">5: Hallidor</span></p><p><span style="color: DarkOrange">6: Juliana</span></p><p><span style="color: DarkOrange">7: Zaeryl</span></p><p><span style="color: DarkOrange">8: Almayce </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">6/8/6/1, or Juliana, Almayce, Juliana, and Ogrin.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Attack rolls are: 10/9/20/12 -- all missing except for the natural "20" and the attack on low -AC Almayce. Almayce takes 2 points of damage.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Is the attack on Juliana a crit? "14". Juliana's AC is 16. Uh oh.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Juliana takes "9" points of damage, dropping her just below zero given the previous damage.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">When this happened the party was within 50 feet of the hill, which now rises up before the party.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">It's time for the well-documented "defensible hill position quality" roll. Meaning, you found a nice hill, but what are its defensible qualities? Given that you have a Druid with excellent outdoorsy skills, you get +9 to the determination roll -- meaning, the druid will find them if they are there, most likely. However, what's there to begin with? High rolls are better.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">The roll.... is... a.... "19". Holy Christ you got lucky.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Ok looks like I'll have to cook up a "hill graphic". Next post in a bit.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">(refer to <a href="http://invisiblecastle.com/find.py?id=&u=LPNN&limit=on" target="_blank">http://invisiblecastle.com/find.py?id=&u=LPNN&limit=on</a> for roll details as usual).</span></p></blockquote><p></p>
[QUOTE="two, post: 2349838, member: 9002"] [b]Double moving through the woods -- and a critial hit. PC down.[/b] [COLOR=DarkOrange]The party double moves through the woods, in an attempt to ward off further Ratman Attacks. You manage to go 40' a round, the speed of your slowest double-mover (Ogrin). To cover the distance (350') it takes about 10 rounds, given some slow-up in the dark and adjustment towards the objective. Due to the party's speed, the ratmen are somewhat at a disadvantage; they can't do their normal thing every other round, and get in only 1d3 attacks before the party reaches the rise. "2" attacks, as it turns out, aiming for: 1: Ogrin 2: Rasereit 3: Vargo 4: Wolf 5: Hallidor 6: Juliana 7: Zaeryl 8: Almayce 6/8/6/1, or Juliana, Almayce, Juliana, and Ogrin. Attack rolls are: 10/9/20/12 -- all missing except for the natural "20" and the attack on low -AC Almayce. Almayce takes 2 points of damage. Is the attack on Juliana a crit? "14". Juliana's AC is 16. Uh oh. Juliana takes "9" points of damage, dropping her just below zero given the previous damage. When this happened the party was within 50 feet of the hill, which now rises up before the party. It's time for the well-documented "defensible hill position quality" roll. Meaning, you found a nice hill, but what are its defensible qualities? Given that you have a Druid with excellent outdoorsy skills, you get +9 to the determination roll -- meaning, the druid will find them if they are there, most likely. However, what's there to begin with? High rolls are better. The roll.... is... a.... "19". Holy Christ you got lucky. Ok looks like I'll have to cook up a "hill graphic". Next post in a bit. (refer to [url]http://invisiblecastle.com/find.py?id=&u=LPNN&limit=on[/url] for roll details as usual).[/COLOR] [/QUOTE]
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