Thrane strike force. RAIDERS OF AUNDAIR STAY OUT

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H  hatch
BB Ballista
SS stairway
XXXXXXX : support beams for the elemental ring.


1 Bonall Morr
2 trask
3 Syro deskane
4 Alestair Sarhain
5 Valderio
6 Armament

You approch the ship and enter the deck. One of the figures, an odd-looking halfling (g), looks straight at you and fires a beam of energy at Syro deskane, hitting him squarely in the chest. Blood immediatly oozes through the burnt skin (13 pts damage)

[sblock=sense motive DC 15]
The others still haven't seen you.
[/sblock]

The good news is, we finally have a combat. The bad news is, they all act before you :)
 

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Sense Motive (1d20=2)

Armament indicates the others in the group via hand-signals that he intends to charge as close as he can to spellcaster that just lit up Syro, then gets a good two-handed grip on his greatsword.

[sblock=OOC]Unless the others express disagreement, Armament will activate his sandals of sprinting and charge across the deck, getting as close to the 'g' as possible.
If anyone in the group disagrees, he'll go for the specified target, or just move with the group if no new target is specified.
Don't forget that the 20' radius silence spell is centered on Armament, and that he'll become visible as soon as he moves further than 10' away from Syro.[/sblock]
 


Syro Desekane: AC 22, HP 13/26, Fire Resistance 10

Thrane Strike Force: Sense Motive (1d20+1=20)

Syro signals Desekane to heal him, and prepares to cast his final preparatory spell as soon as the silence disappears from around him.

OOC: Casting Haste on everyone but me (5 targets) as soon as Armament gets clear of me. Duration is 5 rounds.

[sblock=DrZombie]
I'm presuming this is all taking the Fire Resistance 10 into account, which makes me glad I put it up :).
[/sblock]
 
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Yeah, Kaodi, don't forget that we can't heal until I move the silence effect out of range of everyone - and our mage is already half-dead.
 

Trask, Cleric, HP: 42/42, AC: 19, Fort: 6, Refl: 2, Will: 8

Sense Motive (1d20+4=21)

Trask, acting in his function as the team's healer, casts a spell to restore Syro's injured body. He realizes that only the lone defender knows where they are, and considers paralyzing him with a Hold Person spell; however, his duty to protect his flock must come first! Besides, the charging Warforged will surely silence that caster soon enough...


ooc: When Armament leaves silence range, Trask will cast Faith Healing for 13 on Syro (no roll). Move action is used to remain in range of the invisibilty sphere. ... That is, if the group will slow down enough for me to get the heal off. If not, Trask will double move to stay invisible, and not heal (or if Armament hasn't left silence range yet).
 

( I wish it was better defined who the heck was doing what, when. If that picture shows where we are right now, before we act, then this is the rest of my action... )

Valderion briefly glances at his companions before mouthing the order to charge as his hand comes sweeping down in the signal to act.

Valderion uses his Grant Move Action ability as a standard action (all allies can take a free move action immediately, before Valderion takes any more actions), then flies towards the enemy, keeping up high enough that he will be able to strike with his reach weapon without being attacked in return. Also, as a swift he changes his minor aura from Motivate Dexterity to Force of Will, which gives +3 on Will saves.
 

Seems we're more or less agreed. Since we're all moving on the same initiative, I propose we do things this way:

Valderian starts us off with the free move action and takes his turn.
Armament moves 30' forward to c?23, the rest scatter as appropriate with their free moves.
Syro and Trask cast their spells, hopefully snagging Armament in the haste.
Armament activates his sandals if not hasted and moves up to 50' around the front-line characters to directly threaten the caster, and initiates Steel Wind (if there are two enemies threatened) or Bonecrusher on the caster (if he only threatens the caster).
Other characters take their normal turns.
 

( Actually, I start, I use my ability, and then all of you take your free moves before I take my normal move, and then you all get to continue your actions as normal. )
 

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