Not to get too meta, and I'm new at this, but should we focus on getting the priest out so we can have the more powerful ranged guys unleash the AoE attacks?
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited April 2009
That was my long-term plan in attacking the guy that I just did--getting to the priest, dropping a Lay on Hands or other healing effect, and then getting his ass out of there.
Not to get too meta, and I'm new at this, but should we focus on getting the priest out so we can have the more powerful ranged guys unleash the AoE attacks?
Moving the Priest will be tricky -- I can use AoEs without hurting him, though. I just need to be careful where I aim. I'm up now, so here we go.
Alead walks into the center of the intersection and glares down the alley at the thugs.
"Monsters," he mutters. "This shall not stand."
Lightning crackles into being down the alley, dancing from thug to thug and making them shudder with pain. One of the ruffians collapses in a heap, and the others are plagued by lingering electricity.
Move to C1 Vanguard's Lightning on C8. Burst 1 -- Thugs D, C, E, and A affected. Thug D : Hit. Thug C: Miss. Thug E: Hit. Thug A: Hit.
If Thug D or E makes an opportunity attack before the end of my next turn, he will take 4 damage.
Encounter Information:
Thug A -- DEAD
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 39/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25 Kreel 25/30
Quinn 27/27
Alead 22/22
Blublo 26/26
Also, MikeDanger:
Wouldn't your move put you on the roof of that building?
Blublo is up!
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited April 2009
E6 is where Kreel is standing; you could move to D6 and still hit Thug B on the far right. I need to know where Quinn is before Blublo can move into melee.
E6 is where Kreel is standing; you could move to D6 and still hit Thug B on the far right. I need to know where Quinn is before Blublo can move into melee.
I think he'd have to be at D6, given that he marked guard B.
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited April 2009
Blublo Phillippei darts out from the shadows, sword drawn and raised, and charges in tow of the paladin.
"Take to his defense! Cover me, Alead!" he exclaims as he dives for the scoundrel on the right, putting his full force into the strike.
Now assuming the thug counters and Alead lets me dictate his reaction (Blublo will also need the immediate attack on him resolved. I'm pretty sure the ally basic attack goes off simply if the thug attacks, not merely a hit, but I can look it up this afternoon):
The thug takes the opening to give the gnome a thorough whallop. Seeing this opportunity, Alead unleashes a flare of divine light upon the attacker, shoving him out of the way.
Thug A -- DEAD
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25 Kreel 25/30
Quinn 27/27
Alead 22/22
Blublo 26/26
EDIT: to Grimmy:
Yes, it is a great power. Asides from the 1[W] damage and the change to get hit, it's practically like my encounter power, which I may use next turn (or my other at-will depending where we need to rearrange for the start of round three).
Now assuming the thug counters and Alead lets me dictate his reaction:
I'm fine with you dictating my reaction -- I'm just not sure why I get to respond like that. My power just deals 4 automatic damage to the guards. I don't get to make an attack against them.... Is it a Brash Assault thing?
EDIT: Never mind, it was Brash Assault. That's a great power.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
Well, my internet went down until about now, so here comes a steamy batch of readied actions that should have happened before.
Kreel, since you moved in to E6 (adjacent to Thugs C and , you get two of those directed at you. Thug B - HIT, 5 damage. Thug C - Miss.
Quinn, you moved into D6, so now it's your turn to face some readied attack from Thug D! Thug D - HIT, 4 damage.
And in order to settle the basic attack the thug got on you, Blublo... Thug C - HIT, 7 damage.
So! That leaves with with Kreel on 20HP, Quinn on 23HP, and Blublo on 19HP.
Whew! Now, onto the next round!
Round Two!
"Oh Gods," cried the thug furthest back in the alley, "They killed Mikhael! They ain't playing around!"
"Then I guess we ain't neither," came the reply from the thug who had been knocked back by the invoker. "This one's for Mikey, lads!"
With that, he charges forward and strikes out with a powerful swing that misses the paladin entirely. The other thugs respond as well, attempting to strike out with a similar force onto the enemies in front of them - only the one attacking the gnome makes contact, however, but the calculated swing is enough to knock the warlord onto the ground.
Recovering from the death of his friend somewhat, the thug in the back moves towards his comrades, seeking to strengthen the line as best he can.
The priest on the ground crawls on the ground for a moment, trying to get away from the sounds of combat, but only gets so far before realising just how injured he actually is.
Thug C moves to D7 and attacks Quinn - MISS.
Thug D attacking Blublo - HIT, 10 damage and Blublo is knocked prone.
Thug B attacking Kreel - MISS.
Thug E moves to D8.
Rufus crawls to E9.
MAP:
The red sections are the rooftops of the buildings that stand either side of the alley. They're twenty feet up in the air.
ENCOUNTER INFORMATION:
Thug A - DEAD, YOU MONSTERS
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 20/30
Quinn 23/27
Alead 22/22
Blublo 9/26, invisible, bloodied and prone.
EDIT:
I just realised something - Kreel, you're an Avenger with 13 Wisdom. You invested more into Dex than you did into Wisdom. This party is completely insane. If you wanted to, you know, rework your stats slightly, I would not object in the slightest. It won't retcon any of your previous attacks, but... Jesus. Wisdom is your primary stat, yeah?
I just realised something - Kreel, you're an Avenger with 13 Wisdom. You invested more into Dex than you did into Wisdom. This party is completely insane. If you wanted to, you know, rework your stats slightly, I would not object in the slightest. It won't retcon any of your previous attacks, but... Jesus. Wisdom is your primary stat, yeah?
I guess I should have realized that. Course, begs the question if Kreel will still be alive post this encounter.
Edit: Dropping intelligence down would make so much game sense.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
I guess I should have realized that. Course, begs the question if Kreel will still be alive post this encounter.
Like I said, if you just want to shuffle those two around, go ahead.
I'll be honest with you, the round of attacks the three guards just did was their special power attack, so they won't be using it every round. I'd be more worried about Blublo than anyone else, at the moment.
simonwolf on
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited April 2009
I should have used Fade Away after the first attack, but I wasn't thinking ahead of what damage I might take during the beginning of the next round.
I'm going to Fade Away and turn invisible from at least the second attack, in any case.
Utsanomiko on
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
So you're using Fade Away after the attack from Thug D? Done deal, lemme edit the map and encounter information to match that.
So you're using Fade Away after the attack from Thug D? Done deal, lemme edit the map and encounter information to match that.
Yeah, since it's a little too late to retroactively say I'll Fade from the first hit and avoid the whopper of a second hit. Next fight I'll have to keep in mind how many times I might get hit in one round and plan accordingly to Fade from the first and avoid the second or third.
EDIT: Astral Fire with an 18INT preserver is the bee's knees, I wrote up an Eladrin Invoker like that this wekeend. +5AC for a round? Yes please.
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
Kellus watches his companions advance into the alley, shoulder to shoulder. Brave men, it won't do for me to let them have all the glory though. Quckly, the magic in his blood builds, the air shimmers as he summons another incandescent bolt of pure chaos and hurls it at his target. Unfortunately, the magic binding it together is weak, the energy releases itself in a small flash of light, and the thug is left unharmed.
Kellus uses a Standard Action to cast Chaos Bolt on Thug C. 1d20+4 → [3,4] = (7) vs. Reflex Miss!
(Accidentally had +8 to the roll rather than +4, stupid autofill)
Since I'm out all night, here is a (Godawful) roll for my post when I'm up. That is, if you are ok with the switch in mid round, otherwise I'll change it in the AM. Wouldn't do much anyway.
Kreel growls out, suddenly feeling less nimble but somewhat wiser. Lifting the stone representation of the Raven's wing to the sky, he calls forth the rage of the Raven Queen upon Thug C. Sadly, his voice cracks at the precise moment of calling. As the Raven Queen does not have affection for those who have not yet passed puberty, no aid is come.
Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited April 2009
If Kreel is all set, here is my attack
Quinn strikes again, focused only on getting through the enemies surrounding him to the cleric in need of help. The thief manages to dodge the blow again, and Quinn grits his teeth in frustration.
Alead utters words of Power, the syllables shaking the air of the alley. Atom-thin slices of heaven appear in the air around the scrum in the alley, weaving in and out of the combatants -- here darting in to slice an exposed arm, there moving to intercept a falling blade.
Blades of Astral Fire on D7: Guards D & B: Hit. Guards C & E: Missed.
Guards D & B take 9 damage.
Quinn, Blublo, and Kreel gain a +5 bonus to AC until the end of my next turn.
Encounter Info:
Thug A - DEAD, YOU MONSTERS
Thug B 25/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 25/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 20/30 +5 to AC (Alead's next turn ends)
Quinn 23/27 +5 to AC (Alead's next turn ends)
Alead 22/22
Blublo 9/26, invisible, bloodied and prone. +5 to AC (Alead's next turn ends)
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
Doesn't using a ranged power in melee provoke an opportunity attack?
Sigh. Yes, yes it does.
I've been being a nice DM, but if I keep coddling you guys, you'll never learn.
However, I'm at uni now and can't check the rulebooks to double-check if he provokes from both Thugs B and C, or just one of them. I am assuming both and will roll as such:
Thug B - HIT, 9 damage.
Thug C - HIT, 3 damage.
Kreel is on 8HP.
simonwolf on
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
*sigh* Looks like Grimmy and I are gonna have to save all y'alls asses.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
I really didn't think this would be such a hard fight for you guys, honestly. At least the priest is slowly crawling away? Does... does that make it better?
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited April 2009
the future: imagine a multiclassed KISS member/thief stamping on a cleric's face...forever
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited April 2009
That would have been the point at the tabletop where every other player would point out he ought to shift first to avoid two OAs. Incoming action from Blublo, gotta decide whose butt I'm healing first.
Blublo throws himself back on his feet. "Hold the line, Quinn! Don't back down that easily!" Blublo slashes at Quinn's adversary, leaving him open for a quick attack.
I really didn't think this would be such a hard fight for you guys, honestly. At least the priest is slowly crawling away? Does... does that make it better?
I actually don't think the fight's too bad, mostly it's just some fairly bad rolls (I don't think Bublo or Quinn have hit anything yet) and the opportunity attacks that have made it as bad as it looks. If we can do some damage and some timely surges and Inspiring Words can keep Bublo and Kreel up, I think we'll be alright. And if all else fails Alead and I will mop up what's left after the melee goes down fighting.
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited April 2009
I've been setting up some hefty damage so far (34; 18 from ally basic attacks); Our melee tank/heavy hitter Kreel and Quinn have whiffed both attacks, the less-armored of them has been dealt with a severe OA hit as well, which is unfortunate. I think Quinn needs to be using more of his class features, especially Lay on Hands and/or Divine Challenge
Utsanomiko on
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
My bad, I need to learn to read.
I'm considering the use of my daily. I should probably conserve it, but it is a ray, which dazzles.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
Round 3!
Broken, bloodied and pissed off are three ways you could describe the thug in the middle. After pointing at the paladin who had dealt him that last ringing blow, he and his two friends each took a swing at Quinn - but all three of them hit nothing but air or bounced off metal.
Shaken, the middle thug stepped back from the front line and waved his comrade in to take his position. The previously inactive thug relished the opportunity, and tried to take a swing at the reappearing gnome, but his luck was no better.
The magics of the Invoker had done its job well, this day.
The cleric, realising fully that the attack had ceased and people were trying to rescue him, propped himself up on his knees and clutched his amulet. With a whispered prayer, a divine light shone around the weapons and implements of the five people who had come to his aid.
His energy spent, he promptly collapsed backwards and onto the ground again.
Thugs B, C, D attacking Quinn - MISS, MISS, MISS.
Thug C shifts to E8.
Thug E moves to D7 and attacks Blublo - MISS.
Rufus uses his holy amulet to cast Bless on the party - until the end of the encounter, you all get a +1 bonus to attack rolls.
Rufus collapses into E10.
MAP: ENCOUNTER INFORMATION:
Thug A - Deadsies
Thug B 25/39HP - AC 16, F 15, R 13, W 12
Thug C 5/39HP - AC 16, F 15, R 13, W 12
Thug D 25/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12 Kellus 25/25 Kreel16/30 Quinn23/27 Alead 22/22 Blublo9/26
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
Kellus is filled with an exultant surge of power as the blessings of the cleric fall upon him. "Well done, Alead!" he cries "I think you've turned things in our favor!"
Focusing his attention on the new thug, Kellus summons the shimmering chaos once more, sending it winging toward his target. Once again, the binding on the extra-planar energy proves too weak to hold it, and the bolt dissipates to nothing.
Keluss uses a Standard Action to cast Chaos Bolt on Thug E 1d20+5 → [4,5] = (9) vs. Reflex Miss!
This is fucking criminal. Absolutely fucking criminal.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
How I am supposed to make this any easier for you guys
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
Pfft. Elder Blue Dragon. Like he'd be able to save us when the Bugbear ninjas arrive.
Other than our abysmal rolling, I feel like this has gone pretty well. Good peeps up ins and all that. Maybe once we have to replace our deceased characters our luck will improve. :P
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
I've made a monster sheet for a Level 30 Elite Skirmisher called the Elder Bugbear Ninja Sensei. One of its powers is an insta-kill called "I'm Gonna Eat Your Family". You'll be meeting them in the next encounter.
Regarding this fight - this is one of those times where I'm feeling the DM trouble of trying to give the party a challenge and also not wipe you all out. But there's not much I can do about terrible dice rolls from almost the entire party! I don't think I chose the most mechincally min-maxed as other DMs might, but I chose an excellent group for having a fun game with.
Hey, we're doing fine. We probably won't wipe. I blame nobody but those sadists at Invisible Castle.
We've got them (kind of) on the run.
GrimmyTOA on
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
If Kellus goes down I'm gonna make this a ton easier on myself and just make a goddamn Ranger. I'm gonna go fucking dual wield crazy on people's asses and it will be glorious. Seriously, I'm gonna be popping Twin Strikes and shit all over the place. God, the things I could do.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
Who said anything about instantly replacing your dead characters? This is a pretty popular game, from what I've heard! No, the first person who dies will be replaced after a contest I like to call... Shackled City Idol!
That, or the Thunderdome.
simonwolf on
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AlectharAlan ShoreWe're not territorial about that sort of thing, are we?Registered Userregular
edited April 2009
Think of this as the hook for this season of Shackled City Idol. Kellus, once voted off the show, has now returned with an extreme makeover as a Longtooth Shifter Ranger named Garr Lightfoot. What a shocking and (dare I say it) touching personal journey.
I'm the retarded kid in the corner, aren't I? Is this a good time to mention I'm 31 and haven't played DnD since I was in HS?
Kreel grunts as the Thugs B and C rain down blows upon him, as if powered by the God's of Thunder and possibly Rock and Roll (It's a KISS reference, because see... never mind). Blood begins to seep from his skin, and shrugging off the powerful feel of ineptidude that encompasses him, the Goliath swings his Scimitar at Thug B.
The blade cuts deep under the Thug's arm, drawing blood and bringing the slightest amount of self confidence back to the Avenger. From somewhere in the fractured corners of his mind a slightly snotty and accented voice whispers to him.
"Not bad, but I've seen better."
Grumbling under his breath, the Goliath's skin bristles once again.
Minor action to activate Stone's Endurance again. If I can't, just ignore this part.
Posts
Mark thug at F7
Enfeebling Strike http://invisiblecastle.com/roller/view/2021993/ (miss)
"Monsters," he mutters. "This shall not stand."
Lightning crackles into being down the alley, dancing from thug to thug and making them shudder with pain. One of the ruffians collapses in a heap, and the others are plagued by lingering electricity.
Vanguard's Lightning on C8. Burst 1 -- Thugs D, C, E, and A affected. Thug D : Hit. Thug C: Miss. Thug E: Hit. Thug A: Hit.
Damage: 5.
Thug A dies.
If Thug D or E makes an opportunity attack before the end of my next turn, he will take 4 damage.
Encounter Information:
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 39/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 25/30
Quinn 27/27
Alead 22/22
Blublo 26/26
Also, MikeDanger:
Blublo is up!
"Take to his defense! Cover me, Alead!" he exclaims as he dives for the scoundrel on the right, putting his full force into the strike.
Spending Action Point to attack again. Attack 23 vs AC16 = HIT 5 DAMAGE.
Now assuming the thug counters and Alead lets me dictate his reaction (Blublo will also need the immediate attack on him resolved. I'm pretty sure the ally basic attack goes off simply if the thug attacks, not merely a hit, but I can look it up this afternoon):
The thug takes the opening to give the gnome a thorough whallop. Seeing this opportunity, Alead unleashes a flare of divine light upon the attacker, shoving him out of the way.
Encounter Information:
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 25/30
Quinn 27/27
Alead 22/22
Blublo 26/26
EDIT: to Grimmy:
EDIT: Never mind, it was Brash Assault. That's a great power.
Kreel, since you moved in to E6 (adjacent to Thugs C and , you get two of those directed at you.
Thug B - HIT, 5 damage.
Thug C - Miss.
Quinn, you moved into D6, so now it's your turn to face some readied attack from Thug D!
Thug D - HIT, 4 damage.
And in order to settle the basic attack the thug got on you, Blublo...
Thug C - HIT, 7 damage.
So! That leaves with with Kreel on 20HP, Quinn on 23HP, and Blublo on 19HP.
Whew! Now, onto the next round!
Round Two!
"Oh Gods," cried the thug furthest back in the alley, "They killed Mikhael! They ain't playing around!"
"Then I guess we ain't neither," came the reply from the thug who had been knocked back by the invoker. "This one's for Mikey, lads!"
With that, he charges forward and strikes out with a powerful swing that misses the paladin entirely. The other thugs respond as well, attempting to strike out with a similar force onto the enemies in front of them - only the one attacking the gnome makes contact, however, but the calculated swing is enough to knock the warlord onto the ground.
Recovering from the death of his friend somewhat, the thug in the back moves towards his comrades, seeking to strengthen the line as best he can.
The priest on the ground crawls on the ground for a moment, trying to get away from the sounds of combat, but only gets so far before realising just how injured he actually is.
Thug D attacking Blublo - HIT, 10 damage and Blublo is knocked prone.
Thug B attacking Kreel - MISS.
Thug E moves to D8.
Rufus crawls to E9.
MAP:
The red sections are the rooftops of the buildings that stand either side of the alley. They're twenty feet up in the air.
ENCOUNTER INFORMATION:
Thug B 34/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 34/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 20/30
Quinn 23/27
Alead 22/22
Blublo 9/26, invisible, bloodied and prone.
EDIT:
I guess I should have realized that. Course, begs the question if Kreel will still be alive post this encounter.
Edit: Dropping intelligence down would make so much game sense.
Like I said, if you just want to shuffle those two around, go ahead.
I'll be honest with you, the round of attacks the three guards just did was their special power attack, so they won't be using it every round. I'd be more worried about Blublo than anyone else, at the moment.
I'm going to Fade Away and turn invisible from at least the second attack, in any case.
EDIT: Astral Fire with an 18INT preserver is the bee's knees, I wrote up an Eladrin Invoker like that this wekeend. +5AC for a round? Yes please.
1d20+4 → [3,4] = (7) vs. Reflex Miss!
(Accidentally had +8 to the roll rather than +4, stupid autofill)
Next up: Kreel!
Battle.net
Battle.net
Quinn strikes again, focused only on getting through the enemies surrounding him to the cleric in need of help. The thief manages to dodge the blow again, and Quinn grits his teeth in frustration.
Guards D & B take 9 damage.
Quinn, Blublo, and Kreel gain a +5 bonus to AC until the end of my next turn.
Encounter Info:
Thug B 25/39HP - AC 16, F 15, R 13, W 12
Thug C 25/39HP - AC 16, F 15, R 13, W 12
Thug D 25/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 20/30 +5 to AC (Alead's next turn ends)
Quinn 23/27 +5 to AC (Alead's next turn ends)
Alead 22/22
Blublo 9/26, invisible, bloodied and prone. +5 to AC (Alead's next turn ends)
Sigh. Yes, yes it does.
I've been being a nice DM, but if I keep coddling you guys, you'll never learn.
However, I'm at uni now and can't check the rulebooks to double-check if he provokes from both Thugs B and C, or just one of them. I am assuming both and will roll as such:
Thug B - HIT, 9 damage.
Thug C - HIT, 3 damage.
Kreel is on 8HP.
Battle.net
Blublo throws himself back on his feet. "Hold the line, Quinn! Don't back down that easily!" Blublo slashes at Quinn's adversary, leaving him open for a quick attack.
Hammer and Anvil on Thug C: 1d20+6 → [7,6] = (13) = HIT (oh thank god).
1d20+5 → [13,5] = (18)= HIT (god bless us, every one).
1d8+3;1d10+6 → [8,3] = (11)
1d8+3;1d10+6 → [3,6] = (9) = 20 Damage to Thug C
"That's how Phillippei serves justice! Don't fall yet, giant!" he shouts out following the double-team attack.
1d6+7 → [1,7] = (8)
I actually don't think the fight's too bad, mostly it's just some fairly bad rolls (I don't think Bublo or Quinn have hit anything yet) and the opportunity attacks that have made it as bad as it looks. If we can do some damage and some timely surges and Inspiring Words can keep Bublo and Kreel up, I think we'll be alright. And if all else fails Alead and I will mop up what's left after the melee goes down fighting.
Battle.net
I'm considering the use of my daily. I should probably conserve it, but it is a ray, which dazzles.
Battle.net
Broken, bloodied and pissed off are three ways you could describe the thug in the middle. After pointing at the paladin who had dealt him that last ringing blow, he and his two friends each took a swing at Quinn - but all three of them hit nothing but air or bounced off metal.
Shaken, the middle thug stepped back from the front line and waved his comrade in to take his position. The previously inactive thug relished the opportunity, and tried to take a swing at the reappearing gnome, but his luck was no better.
The magics of the Invoker had done its job well, this day.
The cleric, realising fully that the attack had ceased and people were trying to rescue him, propped himself up on his knees and clutched his amulet. With a whispered prayer, a divine light shone around the weapons and implements of the five people who had come to his aid.
His energy spent, he promptly collapsed backwards and onto the ground again.
Thug C shifts to E8.
Thug E moves to D7 and attacks Blublo - MISS.
Rufus uses his holy amulet to cast Bless on the party - until the end of the encounter, you all get a +1 bonus to attack rolls.
Rufus collapses into E10.
MAP:
ENCOUNTER INFORMATION:
Thug B 25/39HP - AC 16, F 15, R 13, W 12
Thug C 5/39HP - AC 16, F 15, R 13, W 12
Thug D 25/39HP - AC 16, F 15, R 13, W 12
Thug E 34/39HP - AC 16, F 15, R 13, W 12
Kellus 25/25
Kreel 16/30
Quinn 23/27
Alead 22/22
Blublo 9/26
Focusing his attention on the new thug, Kellus summons the shimmering chaos once more, sending it winging toward his target. Once again, the binding on the extra-planar energy proves too weak to hold it, and the bolt dissipates to nothing.
1d20+5 → [4,5] = (9) vs. Reflex Miss!
This is fucking criminal. Absolutely fucking criminal.
Next up: Kreel!
Battle.net
Other than our abysmal rolling, I feel like this has gone pretty well. Good peeps up ins and all that. Maybe once we have to replace our deceased characters our luck will improve. :P
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Regarding this fight - this is one of those times where I'm feeling the DM trouble of trying to give the party a challenge and also not wipe you all out. But there's not much I can do about terrible dice rolls from almost the entire party! I don't think I chose the most mechincally min-maxed as other DMs might, but I chose an excellent group for having a fun game with.
We've got them (kind of) on the run.
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That, or the Thunderdome.
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Kreel grunts as the Thugs B and C rain down blows upon him, as if powered by the God's of Thunder and possibly Rock and Roll (It's a KISS reference, because see... never mind). Blood begins to seep from his skin, and shrugging off the powerful feel of ineptidude that encompasses him, the Goliath swings his Scimitar at Thug B.
Melee attack against Thug B
1d20+5+1 → [18,5,1] = (24) V 16 = HIT
Damage
1d8+3 → [8,3] = (11)
Thug B is now at 14
The blade cuts deep under the Thug's arm, drawing blood and bringing the slightest amount of self confidence back to the Avenger. From somewhere in the fractured corners of his mind a slightly snotty and accented voice whispers to him.
"Not bad, but I've seen better."
Grumbling under his breath, the Goliath's skin bristles once again.
Next Up: Quinn