This post has potentially manipulated dice roll results.
Hearing the command words spoken, Thomas knows the arrow barrage definitely was a distraction and silently curses himself for not spotting the other forces, then rushes down to ground level. Slinging his crossbow, he pulls out both swords, the cloak of his invisibility making him akin to a ghost as he engages the nearest invader from behind.
#Gamliel! Get into overwatch and follow any that escape!# He orders through the link, certain of the foes intentions.
(Assuming advantage from both attacks, bonus action dash to get into place)
Attack: 25 Damage: 10
Attack: 16 Damage: 6
Sneak Attack : 6
He then sidles sideways to avoid the counterattack.
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Sullivan and 5 Rangers 2112211596 One hit for 9 Thomas on the roof spots the group firing from a position behind the next door neighbors fence
Initiative
25 Aleister Moves to a back window and shoots in the general direction of the attackers 22 Max shoots back from the kitchen window 820 both miss due to cover 20 Thugs another volley 18191414104 a hit for 6 18 Blaize moves from the Lift area to the back bedroom and shoots at the thugs from the balcony. A hit and 5 damage (hiding is an action and you've used up all of yours this round) 18 Rangers, knowing that your good selves are guarding the prisoner move to melee the attackers 18 Blinky Perception 10 - outside 15 Sarah ignoring their cover (Sharpshooter) she manages a hit for 22 damage 15 Hedwig Perception 18 - balcony 11 Gamliel Perception 20 Stealth 4 8 Thomas fires at one of the thugs and misses (thanks cover) He looks around to see if others are approaching and sees (24) nothing 8 Sullivan sitting astride his steed he strikes over the fence for two hits and 18 damage
Damage
Sullivan
R1 9 R2 6
Th1 dead Th2 26
LSHS1 19
Round 2
25 Aleister uses the dining room table to block the doorway to the balcony and then use his Spider Climb to hang out on the ceiling of the room. 22 Max sees the rangers move to take on the attacking thugs so he moves back to the other end of the building to cover the lobby 20 Thugs fight the rangers 18 Blaize fire at the thugs for two hits and a death 18 Rangers fight the thugs 18 Blinky 15 Sarah Seeing the rangers and the others have the miscreants handled, Sarah blockades the door to the closet under the cover of her invisibility. Sarah does her best to keep her eyes peeled because this is just too good a distraction to be a false alarm. "Keep sharp, Max. Those bowmen aren't positioned to be able to do any real harm. That means the real trouble is on the way." Perception: 22 Stealth: 25 (ran out of actions) 15 Hedwig flies inside and keeps watch. 11 Gamliel flies up so that he gets a birds-eye-view (hee) of the house Perception 18 8 Thomas puts an arrow into a thug for an impressive 26 damage 8 Sullivan shoots at the thugs (results to come latter) 7 Lady Sandra's Hit Squad comes in through the front door to find Max waiting in the lobby. They swarm past him at their incredible Monk speed (one taking an OA = 27 damage 19) There are 4 of them using the dash action (110' movement) and they spread out to search the house to find their target. One ends up in the kitchen and sees the door to the utility closet barricaded. She (yes, they are all young women) calls to the others "He's in here!"
Round 3
25 Aleister 22 Max 20 Thugs 18 Blaize 18 Rangers 18 Blinky 15 Sarah 15 Hedwig 11 Gamliel 8 Thomas 8 Sullivan 7 Lady Sandra's Hit Squad
Fire bolt- Shoot a streaking ball of fire towards a foe and deal a measly 1d10 fire damage. Use eldritch blast instead.
Fireball - Drawing magic from your inner reserves, you unleash a devastating nuke that explodes in a circle, hitting multiple enemies, and burning them to a crisp with a godly amount of 8d6 fire damage. Make your DM’s fights look like garbage. It’s also a nice way of TPK your entire party and have them triggered at you for the rest of the week.
Aleister will target the closest attacker, using 'Limerick' and 'Poetry'.
'Limerick' is coated with Sluggard's Ointment' CON sv (DC 13): A being that fails their save will lose their next rounds action(s), and any bonus action(s) that requires movement; a successful sv negates any effect, except the dmg die+modifier of the delivery weapon.
'Limerick' Attack: 27 Damage: 18 Dread Ambusher 8
'Poetry' Attack: 10 Damage: 10
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
Thanks for the reminder. I sometimes have a problem remembering things from 150 posts ago ;-) I'll add that in next rounds update. Remind me again, what did you do and where did you do it.
OOC: Far as i know it, the most strategic place to hold him would be the ‘utility’ room. It’s the furthest room from the entrance or the lift. This means we have more time to prepare and gives us places where we could ambush them.
Blaize casts ‘mold earth’ and makes the area near the target difficult terrain. He also sets up 3 ‘cordon of arrows’ (12 magical ammunition) scattered around the place only activating when sensing the PPA (excluding the prisoner).
Forgot to mention this but Blaize will cast ‘snare’ in the entrances of the two balconies, and the entrance of the kitchen.
Blaize will also cast ‘Pass without Trace’ on him self and others if they are nearby and hide near the lifts. He will retreat back to the lifts and recast ‘Pass without Trace’ if it ends.
Basically:
A snare each on the entrances of the two balconies, a snare at the entrance of the kitchen. Set up three cordon of arrows with a total of 12 magical ammunition scattered inside the building.
Rollback Post to RevisionRollBack
Fire bolt- Shoot a streaking ball of fire towards a foe and deal a measly 1d10 fire damage. Use eldritch blast instead.
Fireball - Drawing magic from your inner reserves, you unleash a devastating nuke that explodes in a circle, hitting multiple enemies, and burning them to a crisp with a godly amount of 8d6 fire damage. Make your DM’s fights look like garbage. It’s also a nice way of TPK your entire party and have them triggered at you for the rest of the week.
OOC: Far as i know it, the most strategic place to hold him would be the ‘utility’ room. It’s the furthest room from the entrance or the lift. This means we have more time to prepare and gives us places where we could ambush them.
Blaize casts ‘mold earth’ and makes the area near the target difficult terrain. He also sets up 3 ‘cordon of arrows’ (12 magical ammunition) scattered around the place only activating when sensing the PPA (excluding the prisoner).
Forgot to mention this but Blaize will cast ‘snare’ in the entrances of the two balconies, and the entrance of the kitchen.
Blaize will also cast ‘Pass without Trace’ on him self and others if they are nearby and hide near the lifts. He will retreat back to the lifts and recast ‘Pass without Trace’ if it ends.
Basically:
A snare each on the entrances of the two balconies, a snare at the entrance of the kitchen. Set up three cordon of arrows with a total of 12 magical ammunition scattered inside the building.
The two balconies are fine but not the entrance to the kitchen. Snare does not differentiate between targets. it just effects the first person who -"The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius."
This post has potentially manipulated dice roll results.
Sullivan and 5 Rangers 2112211596 One hit for 9 Thomas on the roof spots the group firing from a position behind the next door neighbors fence
Initiative
25 Aleister Moves to a back window and shoots in the general direction of the attackers 22 Max shoots back from the kitchen window 820 both miss due to cover 20 Thugs another volley 18191414104 a hit for 6 18 Blaize moves from the Lift area to the back bedroom and shoots at the thugs from the balcony. A hit and 5 damage (hiding is an action and you've used up all of yours this round) 18 Rangers, knowing that your good selves are guarding the prisoner move to melee the attackers 18 Blinky Perception 10 - outside 15 Sarah ignoring their cover (Sharpshooter) she manages a hit for 22 damage 15 Hedwig Perception 18 - balcony 11 Gamliel Perception 20 Stealth 4 8 Thomas fires at one of the thugs and misses (thanks cover) He looks around to see if others are approaching and sees (24) nothing 8 Sullivan sitting astride his steed he strikes over the fence for two hits and 18 damage
Damage
Sullivan
R1 9 R2 6
Th1 dead Th2 26
LSHS1 25 LSHS2 1 LSHS3 26 ki 1 LSHS4 6
Max 10/74
Round 2
25 Aleister uses the dining room table to block the doorway to the balcony and then use his Spider Climb to hang out on the ceiling of the room. 22 Max sees the rangers move to take on the attacking thugs so he moves back to the other end of the building to cover the lobby 20 Thugs fight the rangers 18 Blaize fire at the thugs for two hits and a death 18 Rangers fight the thugs 18 Blinky 15 Sarah Seeing the rangers and the others have the miscreants handled, Sarah blockades the door to the closet under the cover of her invisibility. Sarah does her best to keep her eyes peeled because this is just too good a distraction to be a false alarm. "Keep sharp, Max. Those bowmen aren't positioned to be able to do any real harm. That means the real trouble is on the way." Perception: 22 Stealth: 25 (ran out of actions) 15 Hedwig flies inside and keeps watch. 11 Gamliel flies up so that he gets a birds-eye-view (hee) of the house Perception 18 8 Thomas puts an arrow into a thug for an impressive 26 damage 8 Sullivan shoots at the thugs (results to come latter) 7 Lady Sandra's Hit Squad comes in through the front door to find Max waiting in the lobby. They swarm past him at their incredible Monk speed (one taking an OA = 27 damage 19) There are 4 of them using the dash action (110' movement) and they spread out to search the house to find their target. One ends up in the kitchen and sees the door to the utility closet barricaded. She (yes, they are all young women) calls to the others "He's in here!" Moving around they each set of Cordon of Arrows and save 24172413 Three hits for 2, 3 and 3 damage
Round 3
25 Aleister attacks one of the for a lot of damage and a miss 22 Max chases after the one that went into the kitchen and makes it to the doorway. He shoots two arrows at the target in there. 2025 a hit for 8 She tries to deflect the missile 14. She succeeds and sends the arrow flying back 22 for 10 damage 20 Thugs fight the rangers 18 Blaize (you are in the north bedroom near the balcony) 18 Rangers fight the thugs 18 Blinky 15 Sarah 15 Hedwig 11 Gamliel 8 Thomas 8 Sullivan 7 Lady Sandra's Hit Squad
This post has potentially manipulated dice roll results.
Round 3:
Blaize will go confront the Hit squad: both hands each with a shortsword.
Attack: 24 Damage: 9
Two Weapon Fighting: Attack: 11 Damage: 7
Extra Attack: Attack: 18 Damage: 4
Rollback Post to RevisionRollBack
Fire bolt- Shoot a streaking ball of fire towards a foe and deal a measly 1d10 fire damage. Use eldritch blast instead.
Fireball - Drawing magic from your inner reserves, you unleash a devastating nuke that explodes in a circle, hitting multiple enemies, and burning them to a crisp with a godly amount of 8d6 fire damage. Make your DM’s fights look like garbage. It’s also a nice way of TPK your entire party and have them triggered at you for the rest of the week.
Fire bolt- Shoot a streaking ball of fire towards a foe and deal a measly 1d10 fire damage. Use eldritch blast instead.
Fireball - Drawing magic from your inner reserves, you unleash a devastating nuke that explodes in a circle, hitting multiple enemies, and burning them to a crisp with a godly amount of 8d6 fire damage. Make your DM’s fights look like garbage. It’s also a nice way of TPK your entire party and have them triggered at you for the rest of the week.
RD 3 Aleister will again try to poke some more holes in his chosen target. (Did they make their sv vs Sluggard's Oinment for his first hit? CON DC 13 A being that fails their save will lose their next rounds action(s), and any bonus action(s) that requires movement)
Attack: 9 Damage: 7 Dread Ambusher 8 This is 'Limerick'.
'Poetry' Attack: 18 Damage: 7
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
OOC - Thomas' sidling sideways is just flavour for the disadvantage against his invis.That was the Round 3 post.
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Sullivan and 5 Rangers 2112211596 One hit for 9 Thomas on the roof spots the group firing from a position behind the next door neighbors fence
Initiative
25 Aleister Moves to a back window and shoots in the general direction of the attackers 22 Max shoots back from the kitchen window 820 both miss due to cover 20 Thugs another volley 18191414104 a hit for 6 18 Blaize moves from the Lift area to the back bedroom and shoots at the thugs from the balcony. A hit and 5 damage (hiding is an action and you've used up all of yours this round) 18 Rangers, knowing that your good selves are guarding the prisoner move to melee the attackers 18 Blinky Perception 10 - outside 15 Sarah ignoring their cover (Sharpshooter) she manages a hit for 22 damage 15 Hedwig Perception 18 - balcony 11 Gamliel Perception 20 Stealth 4 8 Thomas fires at one of the thugs and misses (thanks cover) He looks around to see if others are approaching and sees (24) nothing 8 Sullivan sitting astride his steed he strikes over the fence for two hits and 18 damage
Damage
Sullivan
R1 9 R2 6
Th1 dead Th2 26
LSHS1 25 LSHS2 17 LSHS3 42 ki 1 LSHS4 6
Max 10/74
Round 2
25 Aleister uses the dining room table to block the doorway to the balcony and then use his Spider Climb to hang out on the ceiling of the room. 22 Max sees the rangers move to take on the attacking thugs so he moves back to the other end of the building to cover the lobby 20 Thugs fight the rangers 18 Blaize fire at the thugs for two hits and a death 18 Rangers fight the thugs 18 Blinky 15 Sarah Seeing the rangers and the others have the miscreants handled, Sarah blockades the door to the closet under the cover of her invisibility. Sarah does her best to keep her eyes peeled because this is just too good a distraction to be a false alarm. "Keep sharp, Max. Those bowmen aren't positioned to be able to do any real harm. That means the real trouble is on the way." Perception: 22 Stealth: 25 (ran out of actions) 15 Hedwig flies inside and keeps watch. 11 Gamliel flies up so that he gets a birds-eye-view (hee) of the house Perception 18 8 Thomas puts an arrow into a thug for an impressive 26 damage 8 Sullivan shoots at the thugs (results to come latter) 7 Lady Sandra's Hit Squad comes in through the front door to find Max waiting in the lobby. They swarm past him at their incredible Monk speed (one taking an OA = 27 damage 19) There are 4 of them using the dash action (110' movement) and they spread out to search the house to find their target. One ends up in the kitchen and sees the door to the utility closet barricaded. She (yes, they are all young women) calls to the others "He's in here!" Moving around they each set of Cordon of Arrows and save 12122212 Three hits for 6, 1 and 6 damage
Round 3
25 Aleister attacks one of the for a lot of damage and a miss Edit: This makes no sense, so I'll post it again. : Aleister attacks the monk entering the dinning room for a hit and 26 damage. She saves v the poison on the blade 19 22 Max chases after the one that went into the kitchen and makes it to the doorway. He shoots two arrows at the target in there. 256 a hit for 12 She tries to deflect the missile 20. She succeeds and sends the arrow flying back 26 for 10 damage 20 Thugs fight the rangers 18 Blaize moves to the closest hit squad member and attacks. His luck causes his miss to hit (3 hits) for 16 damage 18 Rangers fight the thugs 18 Blinky 15 Sarah calls to activate the glyph in the prisoner's room. The prisoner saves 10 no and is polymorphed into a snail (Hedwig won't grab the prisoner as he is in a utility closet with the door closed and the bird isn't) You hit with an arrow for 16 damage 15 Hedwig 11 Gamliel 8 Thomas 8 Sullivan 7 Lady Sandra's Hit Squad
RD 3 Aleister will again try to poke some more holes in his chosen target. (Did they make their sv vs Sluggard's Oinment for his first hit? CON DC 13 A being that fails their save will lose their next rounds action(s), and any bonus action(s) that requires movement)
Attack: 9 Damage: 7 Dread Ambusher 8 This is 'Limerick'.
'Poetry' Attack: 18 Damage: 7
Your round three is #4379 I've reposted the combat as it looks like I a had a stroke when I typed your action (completely incoherent)
Hearing the command words spoken, Thomas knows the arrow barrage definitely was a distraction and silently curses himself for not spotting the other forces, then rushes down to ground level. Slinging his crossbow, he pulls out both swords, the cloak of his invisibility making him akin to a ghost as he engages the nearest invader from behind.
#Gamliel! Get into overwatch and follow any that escape!# He orders through the link, certain of the foes intentions.
(Assuming advantage from both attacks, bonus action dash to get into place)
Attack: 22 Damage: 5
Attack: 21 Damage: 8
Sneak Attack : 9
He then sidles sideways to avoid the counterattack.
You are lying prone in the centre of the roof. Half a move to stand. 25' feet to the edge of the building. 20' drop to the ground. Half speed to climb down or 2d6 damage to just jump. Which side of the building are you on?
Hearing the command words spoken, Thomas knows the arrow barrage definitely was a distraction and silently curses himself for not spotting the other forces, then rushes down to ground level. Slinging his crossbow, he pulls out both swords, the cloak of his invisibility making him akin to a ghost as he engages the nearest invader from behind.
#Gamliel! Get into overwatch and follow any that escape!# He orders through the link, certain of the foes intentions.
(Assuming advantage from both attacks, bonus action dash to get into place)
Attack: 22 Damage: 5
Attack: 21 Damage: 8
Sneak Attack : 9
He then sidles sideways to avoid the counterattack.
You are lying prone in the centre of the roof. Half a move to stand. 25' feet to the edge of the building. 20' drop to the ground. Half speed to climb down or 2d6 damage to just jump. Which side of the building are you on?
This post has potentially manipulated dice roll results.
OOC - When you said he couldn't see all the grounds, I stated he would move to the side where the attack is coming from. To shoot them, he would be using the edge of the roof as partial cover, not prone. "moving to get a better angle on them" was what I posted. Being invisible gives the same advantage as being prone. I'll have him climb down to get to the ground floor, at the corner nearest the entrance, then move on any nearby attackers.
Athletics (Climbing) 10
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
OOC - When you said he couldn't see all the grounds, I stated he would move to the side where the attack is coming from. To shoot them, he would be using the edge of the roof as partial cover, not prone. "moving to get a better angle on them" was what I posted. Being invisible gives the same advantage as being prone. I'll have him climb down to get to the ground floor, at the corner nearest the entrance, then move on any nearby attackers.
Hearing the command words spoken, Thomas knows the arrow barrage definitely was a distraction and silently curses himself for not spotting the other forces, then rushes down to ground level. Slinging his crossbow, he pulls out both swords, the cloak of his invisibility making him akin to a ghost as he engages the nearest invader from behind.
#Gamliel! Get into overwatch and follow any that escape!# He orders through the link, certain of the foes intentions.
(Assuming advantage from both attacks, bonus action dash to get into place)
Attack: 25 Damage: 10
Attack: 16 Damage: 6
Sneak Attack : 6
He then sidles sideways to avoid the counterattack.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Did they trigger my trap card?
(Cordon of arrows and snare)
Aleister will target the closest attacker, using 'Limerick' and 'Poetry'.
'Limerick' is coated with Sluggard's Ointment' CON sv (DC 13): A being that fails their save will lose their next rounds action(s), and any bonus action(s) that requires movement; a successful sv negates any effect, except the dmg die+modifier of the delivery weapon.
'Limerick' Attack: 27 Damage: 18 Dread Ambusher 8
'Poetry' Attack: 10 Damage: 10
Panic is a mechanism that strengthens the gene pool.
Thanks for the reminder. I sometimes have a problem remembering things from 150 posts ago ;-) I'll add that in next rounds update. Remind me again, what did you do and where did you do it.
Basically:
A snare each on the entrances of the two balconies, a snare at the entrance of the kitchen. Set up three cordon of arrows with a total of 12 magical ammunition scattered inside the building.
The two balconies are fine but not the entrance to the kitchen. Snare does not differentiate between targets. it just effects the first person who -"The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius."
Sullivan and 5 Rangers 21 12 21 15 9 6 One hit for 9 Thomas on the roof spots the group firing from a position behind the next door neighbors fence
Initiative
25 Aleister Moves to a back window and shoots in the general direction of the attackers
22 Max shoots back from the kitchen window 8 20 both miss due to cover
20 Thugs another volley 18 19 14 14 10 4 a hit for 6
18 Blaize moves from the Lift area to the back bedroom and shoots at the thugs from the balcony. A hit and 5 damage (hiding is an action and you've used up all of yours this round)
18 Rangers, knowing that your good selves are guarding the prisoner move to melee the attackers
18 Blinky Perception 10 - outside
15 Sarah ignoring their cover (Sharpshooter) she manages a hit for 22 damage
15 Hedwig Perception 18 - balcony
11 Gamliel Perception 20 Stealth 4
8 Thomas fires at one of the thugs and misses (thanks cover) He looks around to see if others are approaching and sees (24) nothing
8 Sullivan sitting astride his steed he strikes over the fence for two hits and 18 damage
Damage
Sullivan
R1 9
R2 6
Th1 dead
Th2 26
LSHS1 25
LSHS2 1
LSHS3 26 ki 1
LSHS4 6
Max 10/74
Round 2
25 Aleister uses the dining room table to block the doorway to the balcony and then use his Spider Climb to hang out on the ceiling of the room.
22 Max sees the rangers move to take on the attacking thugs so he moves back to the other end of the building to cover the lobby
20 Thugs fight the rangers
18 Blaize fire at the thugs for two hits and a death
18 Rangers fight the thugs
18 Blinky
15 Sarah Seeing the rangers and the others have the miscreants handled, Sarah blockades the door to the closet under the cover of her invisibility. Sarah does her best to keep her eyes peeled because this is just too good a distraction to be a false alarm. "Keep sharp, Max. Those bowmen aren't positioned to be able to do any real harm. That means the real trouble is on the way." Perception: 22 Stealth: 25 (ran out of actions)
15 Hedwig flies inside and keeps watch.
11 Gamliel flies up so that he gets a birds-eye-view (hee) of the house Perception 18
8 Thomas puts an arrow into a thug for an impressive 26 damage
8 Sullivan shoots at the thugs (results to come latter)
7 Lady Sandra's Hit Squad comes in through the front door to find Max waiting in the lobby. They swarm past him at their incredible Monk speed (one taking an OA = 27 damage 19) There are 4 of them using the dash action (110' movement) and they spread out to search the house to find their target. One ends up in the kitchen and sees the door to the utility closet barricaded. She (yes, they are all young women) calls to the others "He's in here!" Moving around they each set of Cordon of Arrows and save 24 17 24 13 Three hits for 2, 3 and 3 damage
Round 3
25 Aleister attacks one of the for a lot of damage and a miss
22 Max chases after the one that went into the kitchen and makes it to the doorway. He shoots two arrows at the target in there. 20 25 a hit for 8 She tries to deflect the missile 14. She succeeds and sends the arrow flying back 22 for 10 damage
20 Thugs fight the rangers
18 Blaize (you are in the north bedroom near the balcony)
18 Rangers fight the thugs
18 Blinky
15 Sarah
15 Hedwig
11 Gamliel
8 Thomas
8 Sullivan
7 Lady Sandra's Hit Squad
Round 3:
Blaize will go confront the Hit squad: both hands each with a shortsword.
Attack: 24 Damage: 9
Two Weapon Fighting: Attack: 11 Damage: 7
Extra Attack: Attack: 18 Damage: 4
Blaize will use his Feat Lucky to roll another dice for the accuracy of his first attack.
17
First Attack: Attack 17 Damage 8
RD 3 Aleister will again try to poke some more holes in his chosen target. (Did they make their sv vs Sluggard's Oinment for his first hit? CON DC 13 A being that fails their save will lose their next rounds action(s), and any bonus action(s) that requires movement)
Attack: 9 Damage: 7 Dread Ambusher 8 This is 'Limerick'.
'Poetry' Attack: 18 Damage: 7
Panic is a mechanism that strengthens the gene pool.
OOC - Thomas' sidling sideways is just flavour for the disadvantage against his invis.That was the Round 3 post.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Sullivan and 5 Rangers 21 12 21 15 9 6 One hit for 9 Thomas on the roof spots the group firing from a position behind the next door neighbors fence
Initiative
25 Aleister Moves to a back window and shoots in the general direction of the attackers
22 Max shoots back from the kitchen window 8 20 both miss due to cover
20 Thugs another volley 18 19 14 14 10 4 a hit for 6
18 Blaize moves from the Lift area to the back bedroom and shoots at the thugs from the balcony. A hit and 5 damage (hiding is an action and you've used up all of yours this round)
18 Rangers, knowing that your good selves are guarding the prisoner move to melee the attackers
18 Blinky Perception 10 - outside
15 Sarah ignoring their cover (Sharpshooter) she manages a hit for 22 damage
15 Hedwig Perception 18 - balcony
11 Gamliel Perception 20 Stealth 4
8 Thomas fires at one of the thugs and misses (thanks cover) He looks around to see if others are approaching and sees (24) nothing
8 Sullivan sitting astride his steed he strikes over the fence for two hits and 18 damage
Damage
Sullivan
R1 9
R2 6
Th1 dead
Th2 26
LSHS1 25
LSHS2 17
LSHS3 42 ki 1
LSHS4 6
Max 10/74
Round 2
25 Aleister uses the dining room table to block the doorway to the balcony and then use his Spider Climb to hang out on the ceiling of the room.
22 Max sees the rangers move to take on the attacking thugs so he moves back to the other end of the building to cover the lobby
20 Thugs fight the rangers
18 Blaize fire at the thugs for two hits and a death
18 Rangers fight the thugs
18 Blinky
15 Sarah Seeing the rangers and the others have the miscreants handled, Sarah blockades the door to the closet under the cover of her invisibility. Sarah does her best to keep her eyes peeled because this is just too good a distraction to be a false alarm. "Keep sharp, Max. Those bowmen aren't positioned to be able to do any real harm. That means the real trouble is on the way." Perception: 22 Stealth: 25 (ran out of actions)
15 Hedwig flies inside and keeps watch.
11 Gamliel flies up so that he gets a birds-eye-view (hee) of the house Perception 18
8 Thomas puts an arrow into a thug for an impressive 26 damage
8 Sullivan shoots at the thugs (results to come latter)
7 Lady Sandra's Hit Squad comes in through the front door to find Max waiting in the lobby. They swarm past him at their incredible Monk speed (one taking an OA = 27 damage 19) There are 4 of them using the dash action (110' movement) and they spread out to search the house to find their target. One ends up in the kitchen and sees the door to the utility closet barricaded. She (yes, they are all young women) calls to the others "He's in here!" Moving around they each set of Cordon of Arrows and save 12 12 22 12 Three hits for 6, 1 and 6 damage
Round 3
25 Aleister attacks one of the for a lot of damage and a miss Edit: This makes no sense, so I'll post it again. : Aleister attacks the monk entering the dinning room for a hit and 26 damage. She saves v the poison on the blade 19
22 Max chases after the one that went into the kitchen and makes it to the doorway. He shoots two arrows at the target in there. 25 6 a hit for 12 She tries to deflect the missile 20. She succeeds and sends the arrow flying back 26 for 10 damage
20 Thugs fight the rangers
18 Blaize moves to the closest hit squad member and attacks. His luck causes his miss to hit (3 hits) for 16 damage
18 Rangers fight the thugs
18 Blinky
15 Sarah calls to activate the glyph in the prisoner's room. The prisoner saves 10 no and is polymorphed into a snail (Hedwig won't grab the prisoner as he is in a utility closet with the door closed and the bird isn't) You hit with an arrow for 16 damage
15 Hedwig
11 Gamliel
8 Thomas
8 Sullivan
7 Lady Sandra's Hit Squad
Your round three is #4379 I've reposted the combat as it looks like I a had a stroke when I typed your action (completely incoherent)
OOC: Does this mean that activating the glyph is an action? I thought speaking was free. If not, then her 3rd round action will become her 4th.
You are lying prone in the centre of the roof. Half a move to stand. 25' feet to the edge of the building. 20' drop to the ground. Half speed to climb down or 2d6 damage to just jump. Which side of the building are you on?
You are lying prone in the centre of the roof. Half a move to stand. 25' feet to the edge of the building. 20' drop to the ground. Half speed to climb down or 2d6 damage to just jump. Which side of the building are you on?
OOC - When you said he couldn't see all the grounds, I stated he would move to the side where the attack is coming from. To shoot them, he would be using the edge of the roof as partial cover, not prone. "moving to get a better angle on them" was what I posted. Being invisible gives the same advantage as being prone. I'll have him climb down to get to the ground floor, at the corner nearest the entrance, then move on any nearby attackers.
Athletics (Climbing) 10
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
R2
Sullivan will continue poking at the archers.
Attack: 16 Attack: 18
Damage: 6 Damage: 8
R3
Sullivan will continue poking at the archers, if there are any left. If not, he rides back to Attack the monks.
Attack: 26 Attack: 27
Damage: 11 Damage: 10 smite 5
R4
Sullivan targets the leader.
Attack: 12 Attack: 15
Damage: 12 Damage: 13 smite 9 and 3
***slaps forehead*** Moving along
No. Speaking is a free action. You hit with one of your attacks.