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<blockquote data-quote="GlassEye" data-source="post: 5757868" data-attributes="member: 40413"><p>Borric's arrow hits the caster and the chanting abruptly cuts off. A few choice words waft over the waters to the boat. It's clear Borric managed to disrupt the spell being cast but didn't kill the caster. </p><p></p><p>Sylvain isn't entirely sure since he can't see the halfling clearly but movement from the halfling he targeted with <em>Hold Person</em> seems to have stopped.</p><p></p><p>Nathan's follow up to Borric's arrow briefly limns the halfling caster with a flash of sickly green light before it fades. Strong words again sound across the water; clearly the caster isn't done for yet.</p><p></p><p><span style="color: lime">"Oi! Take 'im out, already!"</span></p><p></p><p><span style="color: pink"><strong>"Dunk that biggun in the river! I bet he'd sink right good."</strong></span></p><p></p><p>The two chatter as they reload and the familiar whirr of a sling in action is heard just before the lead bullets fly. Both bullets fly over the top of the cabin missing their targets entirely. After firing the two halflings drop down behind the hillocks of grass they were hiding behind. They are obscured but not totally out of sight.</p><p></p><p>The halfling caster pronounces words of power and then also drops behind his hillock of cover. There is a rumble like the sound of thunder, or rather more like the sound of stones grinding together or a wagon wheel rolling over stone and then the sky over the boat breaks open into a painful shower of rocky debris pelting everyone aboard and a good bit of water around with small stones, gravel, pebbles and dirt.</p><p></p><p>[OOC]Combat: Round 4[/OOC][sblock=Combat Information]</p><p>Stones pelt the boat dealing 7 dmg to everyone and making the deck difficult terrain for a period of time.</p><p></p><p><u>Initiative</u>:</p><p>The group</p><p>Halfling pirates</p><p></p><p><u>Map</u>:</p><p><a href="http://imageshack.us/photo/my-images/338/pirates3.jpg/" target="_blank"><img src="http://img338.imageshack.us/img338/4126/pirates3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p><u>Party Status</u>:</p><p>Borric: 46/53 hp remaining</p><p>Nathan: 1/22 hp remaining</p><p>Sylvain: 35/42 hp remaining</p><p>Zelena: 27/34 hp remaining</p><p>Celebfedhiin: 6/13 hp remaining</p><p></p><p>Abilities Used:</p><p>Spells Cast: Zelena: Bless; Nathan: Glitterdust, Magic Missile, Snapdragon Fireworks; Sylvain: Hold Person</p><p>Conditions in Effect: Party: Bless; Nathan: Mage Armor; Borric: Air Bubble; Boat: Difficult Terrain 5/6 rounds.</p><p></p><p><u>Enemy Status</u>:</p><p>Halfling (unnumbered): 26 damage</p><p>Halfling 1:</p><p>Halfling 2:</p><p>Halfling 3: Held 4/5 rounds remaining</p><p></p><p><u>Map Notes</u>:</p><p>Bright light in the golden circles; Dim light beyond.</p><p>Scattered trees 20 feet (off map) beyond the grassy mudbanks.</p><p>Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.</p><p>Brown squares (e.g. H3) are muddy but do not impede movement.</p><p>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.</p><p>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.</p><p>Anything farther out is deeper water, all must swim.</p><p>[/sblock][GM]Everyone is up for Round Four.[/GM]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5757868, member: 40413"] Borric's arrow hits the caster and the chanting abruptly cuts off. A few choice words waft over the waters to the boat. It's clear Borric managed to disrupt the spell being cast but didn't kill the caster. Sylvain isn't entirely sure since he can't see the halfling clearly but movement from the halfling he targeted with [i]Hold Person[/i] seems to have stopped. Nathan's follow up to Borric's arrow briefly limns the halfling caster with a flash of sickly green light before it fades. Strong words again sound across the water; clearly the caster isn't done for yet. [color=lime]"Oi! Take 'im out, already!"[/color] [color=pink][b]"Dunk that biggun in the river! I bet he'd sink right good."[/b][/color] The two chatter as they reload and the familiar whirr of a sling in action is heard just before the lead bullets fly. Both bullets fly over the top of the cabin missing their targets entirely. After firing the two halflings drop down behind the hillocks of grass they were hiding behind. They are obscured but not totally out of sight. The halfling caster pronounces words of power and then also drops behind his hillock of cover. There is a rumble like the sound of thunder, or rather more like the sound of stones grinding together or a wagon wheel rolling over stone and then the sky over the boat breaks open into a painful shower of rocky debris pelting everyone aboard and a good bit of water around with small stones, gravel, pebbles and dirt. [OOC]Combat: Round 4[/OOC][sblock=Combat Information] Stones pelt the boat dealing 7 dmg to everyone and making the deck difficult terrain for a period of time. [u]Initiative[/u]: The group Halfling pirates [u]Map[/u]: [URL=http://imageshack.us/photo/my-images/338/pirates3.jpg/][IMG]http://img338.imageshack.us/img338/4126/pirates3.jpg[/IMG][/URL] [u]Party Status[/u]: Borric: 46/53 hp remaining Nathan: 1/22 hp remaining Sylvain: 35/42 hp remaining Zelena: 27/34 hp remaining Celebfedhiin: 6/13 hp remaining Abilities Used: Spells Cast: Zelena: Bless; Nathan: Glitterdust, Magic Missile, Snapdragon Fireworks; Sylvain: Hold Person Conditions in Effect: Party: Bless; Nathan: Mage Armor; Borric: Air Bubble; Boat: Difficult Terrain 5/6 rounds. [u]Enemy Status[/u]: Halfling (unnumbered): 26 damage Halfling 1: Halfling 2: Halfling 3: Held 4/5 rounds remaining [u]Map Notes[/u]: 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 Four.[/GM] [/QUOTE]
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