Dockside Diversion/Still Waters

[sblock=OOC]Perrin, you have to have a listed speed for that movement mode in order to withdraw. However, you could allow yourself to sink to the riverbottom and slog through the mud and water at half speed (and withdrawing) to reach your destination. Works out to be the same in the end but mechanically makes a (minor) difference.

jkason, the beast is about five feet below the surface of the water. Despite my description, Borric is as deep as Perrin wants him to be. You can see the creature but it will still have cover in relation to the characters (excepting Borric) because of the water.[/sblock]
 

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[sblock=OOC]I am not particular about how deep Borric is. I just want him out of the water ASAP. I will even give the monster an AoO to do it this round if there is no other option. The way I see it, if try to avoid the AoO but Borric is still in water to get attacked then it is a wash. But if he cannot avoid getting attacked despite that, then any method to reach E4 faster as possible without AOO.

Sorry to not be able to figure the mechanics myself, but the 3D issues & terrain make it difficult from my phone. ;) But, GE needs to adjudicate even I take a swing so maybe it is better to state my intention and let him tell me where Borric ends up[/sblock]
 

[sblock=OOC]Swimming or slogging turns out essentially the same. Borric can end up at any square 30 feet from his currently marked location with a full round move without taking an AoO from the creature. E4 is 20 feet of move; Borric could move a bit farther if you want.[/sblock]
 

Borric Hawkins, Male Human Fighter

OOC: Adjusted actions
Dropping lower to slog through the mud, Borric gets away from the serpent and trudges up onto the mudflat. He moves towards the halfling spellcaster and quickly drops his bow in favor of his trusty guisarme.

"Ha, I got you now! Meet the Mageslayer, arsehead."

[sblock=Actions]Move Action: Double move
Standard Action: Withdraw to C5; Swim (1d20+4=18)
Free Action: Talking, drop longbow at C5, Quick Draw Guisarme
AoO priority, Halfling spellcaster first, then anyone that provokes after him. DM can Roll for me.[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 38 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves)

Current Weapon in Hand: MWK Guisarme
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

Seeing Borric emerge from the water Zelena is relieved that her spell helped the warrior from drowning. The gnome reloads her crossbow and starts to sing one of the great battle songs she recently heard, to inspire her companions.

((Reload, Inspire Courage ))

[sblock=Please note that Bless and Inspire Courage stack for attacks...] Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Inspire Courage:+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.[/sblock]
As Celebfedhiin reaches the rail she propels herself over the rail in a jumps... landing near her target and attempts to chomp down on the held hafling.

[sblock=Celebfedhiin's Stuff]Hoping that the movement in the prior round makes it a normal long jump, as she would have had 40ft double move in difficult terrain... Jump check of 1d20+14=25 clears 25 ft... :D to land around 5-S,

Attack Halfling 3 1d20+3=6 + 4 for attacking a helpless target in melee and +2 inspire/bless for 12

Which might hit (being helpless and all), if it does... 1d6+3=4 +1 Inspire for 5 damage

Plus possible trip 1d20+3=9 again +4 vs helpless target in melee +2 inspire/bless for 15[/sblock]
[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (15 rounds), Inspire Courge
AC: 21 (13 touch; 19 flat-footed)
HP: 31 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: Light Crossbow +5 (1d6)
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d)
Arcane Spell Slots 0-level At Will (Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation) 1st level: 4 of 4 slots remaining (Grease, Silent Image, Vanish)
Channeling: 4 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 10 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

Nathan Tchanlach, human sorcerer

"Looks like the hounds have their targets well in hand. Let's see if we can't attract the big monster with some bright lights, shall we?" Nathan says. Another set of sparking motes pops into being, one streaking across the surface of the lake to explode in the face of the non-casting halfling nearest Borric.

[sblock=actions]Cast Snapdragon Fireworks. Attack Halfling 1.

Firework damage (1d4=1)

1 damage. Reflex DC 15 to avoid dazzling (I believe damage spells always deal at least 1 in the case of 1/2 saves barring Evasion?)[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee), Inspire Courage (+1 attack & weapon damage)

Fireworks: 3/4 rounds remaining

AC: 15 (19) (23 ranged, 15 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 10/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
[/sblock]
 

Borric makes a slow, guarded retreat from the behemoth, slogging through riverbottom muck until he can drag himself onto the relatively more solid ground of the mudbank. The Ouhm River Behemoth surges up onto the grass after, snapping at Borric like some sort of rabid creature, dagger-teeth slicing into the steel-wrapped warrior. The slinger squeaks in surprise at the sudden appearance of warrior and beast and almost loses the momentum of his bullet.

"Owbej in a bucket!" the slinger exclaims. Changing his target he flings the lead ball at Borric. Halfling luck is with the slinger and the bullet pings into the joint of Borrics armor wounding the big man. He rapidly loads another bullet into his sling and sets it to spinning.

Though surprised at Borric's appearance the halfling caster begins to cast a spell unaware or uncaring of the danger… The Mageslayer cuts down at the halfling with his guisarme and it is a close thing but the halfling manages to avoid the attack. His spell goes off and Borric's armor begins to get uncomfortably warmer.

Celebfedhiin's leap places her right next to the held halfling. She savages the little slinger then drags him down with a splash. The halfling begins to scream and thrash, sure sign that Sylvain's spell has worn off.

Nathan begins to beckon one of the golden motes but the halfling slinger nearest the held halfling calls out in triumph. "Got ya now, wizard!" The bullet flies true and strikes the sorcerer solidly eliciting a flinch from Nathan that throws off his calling and saves the halfling from a colorful blast light.

Hastily the slinger loads another bullet. Torn between launching another attack at the wizard or helping his friend who is being savaged by the dog he hesitates then sends the bullet towards Nathan. His aim is way off and the bullet splash into the river far on the other side of the boat.

OOC: Combat: Round 8
[sblock=Combat Information]
In order to be able to complete my update I made (or rather, didnt make) Nathans concentration check.

Borric: Heat Metal has been cast upon him; DC 15 Will to negate.

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 14/53 hp remaining; bitten for 17 dmg; bulleted for 7 dmg; Heated?
Nathan: 4/22 hp remaining; bulleted for 6 dmg
Sylvain: 28/42 hp remaining
Zelena: 31/34 hp remaining
Celebfedhiin: 10/13 hp remaining

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust (x2), Magic Missile (x2), Snapdragon Fireworks (x2); Sylvain: Hold Person, Heroism
Conditions in Effect: Party: Bless, Courage; Nathan: Mage Armor; Borric: Air Bubble;
Boat: Difficult Terrain 1/6 rounds.

Enemy Status:
Halfling (unnumbered): 28 damage; glitterdusted 1/4
Halfling 1:
Halfling 2:
Halfling 3: 18 damage; bitten for 5 dmg; knocked prone
Ouhm B:

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Everyone is up for Round Eight.
 

OOC: Sorry, DM, I was out a day or so. Could you retcon the round for just a little so that Syl can read his Mage Armor scroll? That shouldn't effect any of the actions you stated.


Seeing Boric beginning to be swarmed, the witch uses one of his strange magicks, making himself lighter and lighter, untl he begins to lift off from the deck of the ship, and move higher in the air, toward the halflings. "The calvary is coming, Borric!"

OOC: Standard Action: Use Flight Hex. Move action: Begin flight hex, rising 10' above the ship, and 20' toward the fray. Free Action: Speech.
 
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[Sblock=OOC]With +13 Attack, you must have rolled pretty bad, GE. :( Is the Ouhm giving cover to the unnamed halfling? Is it hostile to it as well or only focused on Borric? I noticed it conveniently did not move straight at Borric, but went in between.

Guys, can we focus on one bad guy at a time and not spread out damage so we have to fight them all? Borric is going to get killed next round if he has to face 3 more hits the way the DM is rolling.

I am going to delay as I am not sure yet what to do. I dislike losing over 15 HP a round to the serpent thing, but I am not seeing any way around that.

I think Borric might be done for soon. And, all because Zelena made a fuss about sending her dog into danger. Me and Borric's stupid pride. :blush:[/Sblock]Wincing with pain from multiple wounds, Borric resists the spell's effects. He calls out, "You guys quick screwing around and take out the spellcaster!"

[sblock=Actions]1d20+2=17
Free Action: Talking & delay
Move Action: not yet
Standard Action: not yet[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 14 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves), Inspire Courage (+1 Att/dmg)

Current Weapon in Hand: MWK Guisarme
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

Nathan Tchanlach, human sorcerer

[sblock=ooc]Owbej! Ha! :D[/sblock]

"You know, You're not the only one in trouble here, Borric," Nathan calls out as his vision spins a bit and he drags himself across the roof of the cabin, dropping prone on the deck itself, grunting as he lands. "I've been sucking blood in my lungs nearly since this all started!"

Turning with a vicious glare to the space over his left shoulder, the sorcerer hisses, "No I will not be 'joining you in ascension' if I have any bloody thing to say about it!

"All right. Time for the big guns,"
he says, yanking a golden bead from the necklace he wears.

"Fire in the ho... er, swamp!" he shouts, flinging the bead out across the water. It stops midair to the south of both the behometh and the caster, then explodes in a massive ball of fire that envelopes both of them. While Borric can't miss the waves of heat coming off the explosion, he's positioned just outside of the fire itself.

[sblock=ooc]Okay, I may need some help / rulings on this.

Move: I believe prone characters can drag themselves at a reduced speed. If it's possible for Nathan do to that and get himself to J 11 (thus netting him cover from the cabin against two of the slingers, lord knows I feel silly not having realized that sooner), I'll do that. If not, however far he can drag himself over the difficult terrain in that direction without exposing himself will be fine.

Standard: hail mary: I'm trying to use the 5d6 bead on Nathan's Necklace of Fireballs. The description says "The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half)."

I'm assuming this means Nathan can aim it like the spell, and doesn't need to make thrown weapon rolls, since the bead doesn't ignite on impact, but upon reaching whatever trajectory the user desires. If I've got that wrong, I may want / need to edit.

Also, looking at areas of effect, I believe centering on the intersection of 9&10 A&B should catch the caster and behomoth while leaving Borric in the clear. Again, if I've got that wrong, let me know and I'll adjust.

Sigh. Of course I rolled two 1's :p :

Fireball damage (Reflex 14 half) (5d6=12)[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee), Inspire Courage (+1 attack & weapon damage)

AC: 15 (19) (23 ranged, 15 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 4/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
Used: 5d6 bead on Necklace of Fireballs
[/sblock]
 

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