TURTLEDOME!: Battle Bone (DM: KenHood, Judge: Lord S.)

ooc:I was wrong, delaying does nothing for Hadarai in this case, ongoing dmg takes place at regular time. However, mohalloran, how will you mark enemies if you cannot attack? Finnian comes first in initiative anyway so it might not matter, but I think trying to heal Hadarai is the best use of a standard action for you at the moment.
 

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[sblock=OOC]Well, I was more thinking get them into melee this round so that they have to move and can't hit all of us with area attacks. So, I know what you mean, but the fewer people getting hit, the less healing we'll need to dole out. Thank goodness these creatures are already bloodied. :) One more scorching burst might just finish the swarm off.[/sblock]
 

FInnian looks at the long metal stick in his hand, puzzled about why its there. Taking a glance over at Erlai, who has given up on trying to be a dog, and is now pecking at the ground like a chicken in hope of finding something familiar, Finnian almost has a complete mental breakdown but resolves to press on despite the madness surrounding him.

Hadarai is clearly in bad shape, so he puts away his sword and moves to his companions side to try and offer assistance.

Heal Check (1d20+7=14)
 

[sblock=Tactics]As a general rule, in this type of game where your enemies still maintain full attack power even if wounded (i.e. they don't suffer cumulative penalties for injuries--pretty much a binary condition of either 'okay' or 'dead'), it's better to focus all of your party's attacks on a single opponent, eliminate that target as soon as possible, and move to the next target.

Consider: Let's say you have five enemies. If everyone focuses on a different opponent, then you end up with five opponents attacking for several rounds, then four, then three, then two, and so on. If you focus on one opponent and wipe it out in a round, then in the first round five attack; in the second, four; in the third, three; and so forth. Your opponents have fewer attack opportunities over time. (This is how I play group opponents against the party, if they have average or better intelligence. Also, since PC's can recover from incapacitation with a good death save or assistance, it makes sense for reasonably intelligent opponents to 'kick them when they're down' and ensure they don't get back up.)

It tends to be better to attack an opponent lower on the initiative scale, too. If you incapacitate it, it won't have an opportunity to attack and deplete your resources.[/sblock]

[sblock=Mean DM]Okay, that's enough of Ata's strategery in OOC. Hadarai can make noise and point--stick with the spirit of the condition. ;)[/sblock]
 

Round 2 (continued)

Round 2 Continued...
As Finnian moves to aid Hadarai, the Impulse Control Rat lunges for the ranger.

[sblock=Action]Opportunity Attack - v. AC (1d20+4=5, 1d6+2=5)[/sblock]
Finnian steps out of the way with ease. Impulse Control Rat makes a disparaging remark about the possible sibling relationship of Finnian's parents and its deleterious effects to Finnian's geno- and phenotype.

Finnian provides medical assistance to Hadarai. (Hadarai gets a Second Wind without spending an action.)

A second later, Finnian recalls all of his fighting skills. Erlai looks about in surprise. The hawk leaps from the floor and takes to the air. (Memory effects have ended.)


[sblock=Status and Initiative]
Origami Rat Swarm 23 damage, bloodied
Vocabulary Rat
Finnian - HP: 14/26, AP: 1 (Erlai - HP: 10/16)
Vaunea - HP: 38/38, AP: 1 - No attacks until EOT <== You're up!
Impulse Control Rat - 25 damage, bloodied
Origami Rat 21
Hadarai - HP: 2/31, AP: 1, bloodied, ongoing 3 damage (save ends) & Expressive Aphasia (save ends)
Memory Rat
Origami Rat 11
Origami Rat 25
Origami Rat 12
Drivan - HP: 20/20, AP: 2
Emral - HP: 19/24, AP: 1, ongoing 3 damage (save ends)

---

Resources Expended
Drivan - 2 Healing Surges
Emral - Flaming Sphere, 1 Healing Surge, 1 AP
Finnian - 1 Healing Surge, AP
Hadarai - 3 Healing Surge, Inspiring Word, 1 AP, Second Wind
Vaunea - 2 Healing Surges, AP
Memory Rat - Amnesia (recharge on a 6)
[/sblock]

[sblock=Crossing the Chasm]If you want to jump the chasm at a place where the chasm crosses two squares, you must make a DC 20 Athletics Check. Where it crosses only one square, you must make a DC 10 Athletics Check.[/sblock]

[sblock=Moving on the Right Side]On the right side of the chasm, all movement is non-linear. Meaning: You teleport (automatically) up to the limits of your speed.[/sblock]
 

[sblock=KenHood]Does no attacks mean no using weapons or nothing that would allow an attack roll. I was thinking more about things like grappling. I'm pretty sure you mean nothing that would allow an attack roll, but I wasn't sure.

Also, does that mean I can't charge on the right side of the chasm?[/sblock]
 


Ata --> :p

[sblock=mohalloran]
Does no attacks mean no using weapons or nothing that would allow an attack roll. I was thinking more about things like grappling. I'm pretty sure you mean nothing that would allow an attack roll, but I wasn't sure.
You've got it. Nothing that takes an attack roll.

Also, does that mean I can't charge on the right side of the chasm?
How about Vaunea has to make a Wisdom check against DC 12 to fight the topography of that side? If she does, then she can run and make the charge.[/sblock]
 

Vaunea, looking at the foreign metal objects in her hands, begins looking around the battlefield, determining the best place to be standing. After careful consideration of battlefield tactics (as well as the assumption that Finnian had to move onto the rock in K6 in order to properly heal Hadarai) Vaunea takes the bold move to get around the Impulse Control Rat.

[sblock=Actions]Move Action = Move (I5, I4, I3(two movement squares?), J3)
Standard Action = Move (Squeeze onto K3, K4)[/sblock]

Upon reaching his destination, Vaunea remembers how to attack, and yells to Hadarai "Vaunea attack!"
 

Round 2

OOC: Good movement, mo. Like you how you circled past the op-attack.​

Round 2 Continued...
Origami Rat 25 takes a wee bite at Vaunea.

[sblock=Action]Opportunity Attack - v. AC (1d20+6=13)[/sblock]
The creature's paper snout crinkles on Vaunea's mail.

Vaunea circles around the Impulse Control Rat.

Impulse Control Rat attacks Hadarai.

[sblock=Action]Standard-v. AC (1d20+4=23, 1d6+2=3)[/sblock]

The rat hits and chews a bit from Hadarai's already beaten hide. (3 damage)

Hadarai howls with rage, rebuking Finnian for not helping him sooner. He swings his longsword at his 'ally'.

[sblock=Action]Free Action-v. AC (1d20+6=23, 1d8+3=7)[/sblock]
Hadarai's longsword batters aside the Sword of Five Elements and scores a deep wound upon Finnian (7 damage).

Origami Rat 12 bites at Hadarai.

[sblock=Action]Standard-v. AC (1d20+6=25)[/sblock]

And the little monster draws blood! (3 damage)

Hadarai takes 3 points of ongoing damage.



[sblock=Status and Initiative]
Origami Rat Swarm 23 damage, bloodied
Vocabulary Rat
Finnian - HP: 7/26, AP: 1 bloodied! (Erlai - HP: 10/16)
Vaunea - HP: 38/38, AP: 1
Impulse Control Rat - 25 damage, bloodied
Origami Rat 21
Hadarai - HP: 1/31, AP: 1, bloodied, ongoing 3 damage (save ends) & Expressive Aphasia (save ends) <== You're up!
Memory Rat
Origami Rat 11
Origami Rat 25
Origami Rat 12
Drivan - HP: 20/20, AP: 2
Emral - HP: 19/24, AP: 1, ongoing 3 damage (save ends)

---

Resources Expended
Drivan - 2 Healing Surges
Emral - Flaming Sphere, 1 Healing Surge, 1 AP
Finnian - 1 Healing Surge, AP
Hadarai - 3 Healing Surge, Inspiring Word, 1 AP, Second Wind
Vaunea - 2 Healing Surges, AP
Memory Rat - Amnesia (recharge on a 6)
[/sblock]
 

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