Final words...

Rethlin AC21, 10 Hit Points

ajanders said:
The sequence of actions regarding Rethlin should, I think, then be as follows:

1. Rethlin starts running.
2. Bonewright casts Grease.
3. Rethlin makes his save vs. Grease.
4. The two Emerald Claw mooks take a standard action to attack, shooting their crossbows at Rethlin.
5. The two Emerald Claw mooks take a move action to get between Rethlin and the named bad guys.
6. Rethlin finishes his run in front of the mooks, on the porch and out of the grease.

If Rethlin can live with this, we'll move on.

OOC: Perfect, that is the way I see it as well. The main question had to do with the location of the grease and the location of the mooks. We are good to go. The mooks cut Rethlin off.

OOC: Rethlin's run takes him right up to the two mooks that just fired on him. To prevent further missle fire from these two he readies his action. If either moves he takes a 5ft step to follow and attacks, if either drops his crossbow he attacks. And of course if either shoots him from where they are he attacks. This way they cannot simply take 5ft steps back, reload, and keep shooting him. Also his 5ft step to pursue keeps him close enough so if they try to step back and shoot he can take an AOO, a slick way to get a second attack on an archer you have closed on ;)

OOC: Likewise this 5ft step will help keep a mook between Rethlin and Manticore, much needed for both cover (+4 to AC) and firing into melee (-4 penalty to the shooters attack roll).

"Come men of Breland, we can take them!!!" Rethlin shouts back to the guardsmen as he threatens the mooks.
Rethlin Diplomacy (1d20-1=12)

OOC: Rethlin's attack roll on a mook posted in advance assuming they will do something to provoke at least one swing from his morning star:
Rethlin attack and damage (bolstered by James' lingering song effect) (1d20+4=19, 1d8+4=9)

OOC: 2 rounds remain on Resistance. 3 rounds remain on Protection from Evil. And the effects of James' song continues for 3 more rounds.
 

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"Follow me, men!" James shouts, leading the mostly intact guards across the yard. Detouring the grease patch means they don't quite catch up with Rethlin, but they'll be supporting him next round.

Manticore curses, snapping a shot off at one of the watchmen, who yelps as the bolt lodges in his forehead.
"Pull out!"
He disappears through the door of the MAIN building.

Manticore shooting the watch (1d20 10=21, 1d10 3=4)

Sedar is up.
 

Sedar perks up a bit at the sound of Manticore sounding the retreat. He looks out to see what is going on, then lowers himself over the edge of the skytruck and drops down the remaining few feet to the ground.

If he has enough movement left, he makes his way over towards Zook and Kae.
 

Manticore has sounded the retreat, but nobody else has followed him yet.
Possibly because they don't get an action until next round. They might keep fleeing, or they might take a shot at a target of opportunity.
 




Sedar has to let himself down carefully with his hands and the drop jars what's left of his lungs painfully, but at the end of the round he is down on the ground without sustaining any more damage.
Thus endeth the round.
 

Round 11

Morale among the Emerald Claw is getting pretty shaky as the party closes in on them.

Kae and Zook are back at the barricade.
Rethlin is at the porch of the MAIN building, threatening two Emerald Claw mooks in a complex fashion.
Sedar is under the skytruck.
James is leading the watchmen towards the MAIN building: they have to move around the grease, but should be able to start attacking this round. Assuming they can reach a target.

Zombies are pressed against the fence, scrabbling to get away from the beacon of Rethlin's faith.
Manticore has fled.

The order is:
Bonewright (aka Bandanna man)
Kae
Zook
Emerald Claw Mooks
Zombies
Rethlin
James and the Watch
MANTICORE
Sedar

"Bag this!" Bonewright exclaims.
Lighting a smokestick, he throws it between Rethlin and the mooks.
It lands, blossoming into thick green smoke that covers Rethlin and the mooks alike..

1d20 5=8

(The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).)

The patter of frightened evil feet suggests that behind the smoke Bonewright has also bottled out.

Kae is up.
 


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