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<blockquote data-quote="haiiro" data-source="post: 1849607" data-attributes="member: 1891"><p><strong>Round 1 Completed, Start of Round 2!</strong></p><p></p><p><span style="color: sandybrown">OOC: Picking up with Artemis's action...</span></p><p></p><p>With a cry of, "Magic eating weasels!" Artemis somehow endeavors to flop <em>gracefully</em> off of the bridge, rapier in hand, and land upright. Still moving, he dives and rolls over the chasm -- it's deep, but only about a foot wide in most places -- as he heads for the closest insect-weasel.</p><p></p><p>Coming out of his series of rolls just in front of it, he continues the motion and thrusts deftly at the creature with his rapier -- but misjudges slightly, managing only to skim one of its paws with the tip.</p><p></p><p>Cupric paces up to the doorway, drawing his bow as he approaches the battle. Using the doorway for cover, he casts <em>dancing lights</em> into the room. As the four globes of light skim away from his outstretched hand, Cupric guides them with his mind until they are in the center of the room and spread out as far as they can be.</p><p></p><p>This lights up the room quite brightly, with only the furthest reaches -- by the broken archway, and the central door at the top of the stairs -- still somewhat in shadow. The radius of Tuggle's torchlight is suddenly much less important: now everyone can see equally well as the battle gets underway.</p><p></p><p>One part of it gets underway rather slowly, but then again it doesn't have far to go. The cube shudders slightly as it changes direction, sliding heavily across the floor towards Tal for a few inches -- and then putting on a hideous burst of speed, one corner deforming around the heap of rubble as it lunges for him.</p><p></p><p>It hits him, tilting over as it slams a wall of acidic slime down onto the aasimar. The acid doesn't affect him, but the crushing force does -- and a second after that, so does the paralysis. As the ooze forms back up into its cubic shape, the coating of jelly that covers Tal extends its icy fingers into his muscles -- he can't move at all.</p><p></p><p><span style="color: sandybrown">OOC: In-game background again:</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- You said Jump and Tumble, Artemis, but either will work for doing a controlled fall -- so I went with Tumble, as it's higher: DC 15, you beat it by miles. That takes 30' at 3d6 damage and turns it into 1d6 lethal, 1d6 subdual: 3 lethal, 4 subdual. Nice.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- Artemis hit the creature, just not very hard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- <em>Dancing lights</em> can create four globes, though you mentioned three in your post, tdr. I assumed you wanted a nice, brightly lit room, so I went with all four in the most effective spot possible.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- Tal & the cube: Tal is prone, which gives him -4 to AC. The cube rolled a 17 and hit, doing 1d6 slam damage + 1d6 acid: 5 slam, 3 acid. The 3 acid is soaked up by Tal's resist acid 5 (go aasimar!), so he takes 5 total.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Tal got a Fortitude save vs. paralysis: 14 ([10]+4). He is immobile. Tal's history of "bad luck with oozes" continues...</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">-----</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown"><strong>Round 2</strong></span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown"><a href="http://3d6.org/tools/02_elite_muster_room.gif" target="_blank">Updated map, for round 2</a>.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">New initiative order:</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Tuggle = 21</span></p><p><span style="color: sandybrown">Tal = 18 (paralyzed)</span></p><p><span style="color: sandybrown">DM (Weasels) = 17 (after delaying in round 1)</span></p><p><span style="color: sandybrown">Marduke = 12</span></p><p><span style="color: sandybrown">Artemis = 9</span></p><p><span style="color: sandybrown">Cupric = 3</span></p><p><span style="color: sandybrown">DM (Cube) = 1</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Damage taken so far:</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Weasel "Sg" = 1</span></p><p><span style="color: sandybrown">Cube = 9</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Artemis = 3 lethal, 4 subdual</span></p><p><span style="color: sandybrown">Tal = 20, paralysis</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown"><strong>48 hour deadline for round 2: 1:00 AM EST on 11/13.</strong></span></p></blockquote><p></p>
[QUOTE="haiiro, post: 1849607, member: 1891"] [b]Round 1 Completed, Start of Round 2![/b] [color=sandybrown]OOC: Picking up with Artemis's action...[/color] With a cry of, "Magic eating weasels!" Artemis somehow endeavors to flop [i]gracefully[/i] off of the bridge, rapier in hand, and land upright. Still moving, he dives and rolls over the chasm -- it's deep, but only about a foot wide in most places -- as he heads for the closest insect-weasel. Coming out of his series of rolls just in front of it, he continues the motion and thrusts deftly at the creature with his rapier -- but misjudges slightly, managing only to skim one of its paws with the tip. Cupric paces up to the doorway, drawing his bow as he approaches the battle. Using the doorway for cover, he casts [i]dancing lights[/i] into the room. As the four globes of light skim away from his outstretched hand, Cupric guides them with his mind until they are in the center of the room and spread out as far as they can be. This lights up the room quite brightly, with only the furthest reaches -- by the broken archway, and the central door at the top of the stairs -- still somewhat in shadow. The radius of Tuggle's torchlight is suddenly much less important: now everyone can see equally well as the battle gets underway. One part of it gets underway rather slowly, but then again it doesn't have far to go. The cube shudders slightly as it changes direction, sliding heavily across the floor towards Tal for a few inches -- and then putting on a hideous burst of speed, one corner deforming around the heap of rubble as it lunges for him. It hits him, tilting over as it slams a wall of acidic slime down onto the aasimar. The acid doesn't affect him, but the crushing force does -- and a second after that, so does the paralysis. As the ooze forms back up into its cubic shape, the coating of jelly that covers Tal extends its icy fingers into his muscles -- he can't move at all. [color=sandybrown]OOC: In-game background again: - You said Jump and Tumble, Artemis, but either will work for doing a controlled fall -- so I went with Tumble, as it's higher: DC 15, you beat it by miles. That takes 30' at 3d6 damage and turns it into 1d6 lethal, 1d6 subdual: 3 lethal, 4 subdual. Nice. - Artemis hit the creature, just not very hard. ;) - [i]Dancing lights[/i] can create four globes, though you mentioned three in your post, tdr. I assumed you wanted a nice, brightly lit room, so I went with all four in the most effective spot possible. - Tal & the cube: Tal is prone, which gives him -4 to AC. The cube rolled a 17 and hit, doing 1d6 slam damage + 1d6 acid: 5 slam, 3 acid. The 3 acid is soaked up by Tal's resist acid 5 (go aasimar!), so he takes 5 total. Tal got a Fortitude save vs. paralysis: 14 ([10]+4). He is immobile. Tal's history of "bad luck with oozes" continues... ----- [b]Round 2[/b] [url=http://3d6.org/tools/02_elite_muster_room.gif]Updated map, for round 2[/url]. New initiative order: Tuggle = 21 Tal = 18 (paralyzed) DM (Weasels) = 17 (after delaying in round 1) Marduke = 12 Artemis = 9 Cupric = 3 DM (Cube) = 1 Damage taken so far: Weasel "Sg" = 1 Cube = 9 Artemis = 3 lethal, 4 subdual Tal = 20, paralysis [b]48 hour deadline for round 2: 1:00 AM EST on 11/13.[/b][/color] [/QUOTE]
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