The Sundered Way
- NotStickFigures
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Re: The Sundered Way
Being that far away, Coljin holds off on his shot.
- M0rtimer
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Re: The Sundered Way
(Ulmwin is aware Randy and co seem to be chasing someone down right, but don't have vision? He and his squad would probably move in, then dash barring they can get vision with a normal move.)
- spiderwrangler
- Game Master
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Re: The Sundered Way
((30 ft towards it would put Randy in melee range. Do you want to stop as soon as you have clear visual (5-10 ft), or go to 25 ft?))
((Neither Ulmwin's nor his squad have good visual, even after dashing.))
((Zokk will be up after that!))
((Neither Ulmwin's nor his squad have good visual, even after dashing.))
((Zokk will be up after that!))
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- Lurks_In_Shadows
- Cures Light Wounds
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Re: The Sundered Way
Just far enough to have a clear shot, so probably just the10 feet.
- M0rtimer
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Re: The Sundered Way
((Alright... I think at that point, Ulmwin would also be casting expeditious retreat.))
- spiderwrangler
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Re: The Sundered Way
Randy puts two arrows into his quarry, though it seems unfazed by their impact, and his dragonborn retreat back down the slope and circle around to hurl javelins up at it.
Javelins: 4D6+8 = [3, 4, 6, 1]+8 = 22
The being hisses in anger at being partially surrounded, with more on the way.
Ulmwin and his squad rush forward, the little gnomes feet churning sand as he nearly catches up to Coljin, swinging a bit wide to get a partial view, though his fellow gnome and a rock provide a bit of cover.
((Zokk's up!))
Javelins: 4D6+8 = [3, 4, 6, 1]+8 = 22
The being hisses in anger at being partially surrounded, with more on the way.
Ulmwin and his squad rush forward, the little gnomes feet churning sand as he nearly catches up to Coljin, swinging a bit wide to get a partial view, though his fellow gnome and a rock provide a bit of cover.
((Zokk's up!))
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- The Lost
- Indulges in Conversation
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Re: The Sundered Way
Zokk rushes ahead. Using the hight of the terrain tothier advantage they will jump and whack the zombie with as much force as possible. They will then kick it before doing a final attack*
Quarterstaff 1 [1d20+7] = 1+7 = 8[1d8+4] = 2+4 = 6
Kick [1d20+7] = 18+7 = 25[1d6+4] = 5+4 = 9
Any attack that his has dc of 14 or stun
If the zombie is stunned: Zokk pushes the Zombie to the ground as thier final attack ( stunned fails str and dex saves automatically) and takes out the imovible rod
Else: final quarterstaff attack:
Final quarterstaff [1d20+7] = 1+7 = 8[1d8+4] = 3+4 = 7
————
Zokk’s retainers moves closer and hopefully flank the zombie abd hit it, but if not able to they will let the spears fly into the zombie.
[4d6+8] = 14+8 = 22
Does Zokk have any inspiration? If so I’d like to reroll the firstquarterstaff attack.
Quarterstaff 1 [1d20+7] = 1+7 = 8[1d8+4] = 2+4 = 6
Kick [1d20+7] = 18+7 = 25[1d6+4] = 5+4 = 9
Any attack that his has dc of 14 or stun
If the zombie is stunned: Zokk pushes the Zombie to the ground as thier final attack ( stunned fails str and dex saves automatically) and takes out the imovible rod
Else: final quarterstaff attack:
Final quarterstaff [1d20+7] = 1+7 = 8[1d8+4] = 3+4 = 7
————
Zokk’s retainers moves closer and hopefully flank the zombie abd hit it, but if not able to they will let the spears fly into the zombie.
[4d6+8] = 14+8 = 22
Does Zokk have any inspiration? If so I’d like to reroll the firstquarterstaff attack.
- spiderwrangler
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- Posts: 21091
Re: The Sundered Way
Zokk connects on a kick, but whiffs badly with both staff swings. They don't manage to connect in a way that would impede its ability to function.
Con Save: 1D20+3 = [11]+3 = 14
It spins and hacks at Zokk again, leaving a few twigs, needles and a spray of sap on the sand, before whirling and running to the northeast.
Longsword on Zokk: 1D20+6 = [9]+6 = 15 MISS
1D20+6 = [12]+6 = 18
1D10+4 = [9]+4 = 13
((Zokk, if you want to have kept spike growth up, give me two CON saves. If you'd have let it drop, then no need.))
((Zokk may make an opportunity attack, then it's Dornikal! Dornikal would be able to get to about where Zokk is with a move and dash, but the only ones with visual on it right now are Randy's retainers.))
Con Save: 1D20+3 = [11]+3 = 14
It spins and hacks at Zokk again, leaving a few twigs, needles and a spray of sap on the sand, before whirling and running to the northeast.
Longsword on Zokk: 1D20+6 = [9]+6 = 15 MISS
1D20+6 = [12]+6 = 18
1D10+4 = [9]+4 = 13
((Zokk, if you want to have kept spike growth up, give me two CON saves. If you'd have let it drop, then no need.))
((Zokk may make an opportunity attack, then it's Dornikal! Dornikal would be able to get to about where Zokk is with a move and dash, but the only ones with visual on it right now are Randy's retainers.))
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- Rodgeir
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Re: The Sundered Way
Dornikal will drop his rage and dash to catch up, his retainers can remain where they are.
- spiderwrangler
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Re: The Sundered Way
Dornikal puts on a burst of dwarven speed, and pulls even with Zokk.
((Zokk, you've still got an opportunity attack if you'd like to take it!))
((Zokk, you've still got an opportunity attack if you'd like to take it!))
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- The Lost
- Indulges in Conversation
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Re: The Sundered Way
(They won’t keep it up.)
They try tohit them again
Dc 14 con vs stun [1d20+7] = 4+7 = 11[1d8+4] = 1+4 = 5
If they hit they will attempt to stun again.
They try tohit them again
Dc 14 con vs stun [1d20+7] = 4+7 = 11[1d8+4] = 1+4 = 5
If they hit they will attempt to stun again.
- spiderwrangler
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Re: The Sundered Way
Zokk's staff seems to have an aversion to hitting this enemy.
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- The Lost
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Re: The Sundered Way
(Obviously the staff is conspiring to help Zokk make friends with the zombie.)
- spiderwrangler
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Re: The Sundered Way
((If Coljin opts to dash north, he'd make it just in front of Dornikal. Kind of running out of map here, but there is a bit of a gap at the eastern edge. If Coljin were to dash NE, he may have visual as the guy comes around have possibly still have LoS next round? Retainers can get in range for javelins with move, or melee with move and dash.))
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- NotStickFigures
- Prattles on Unremittingly
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Re: The Sundered Way
Coljin will dash NE and retainer will run and dash to get into melee!
- spiderwrangler
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Re: The Sundered Way
Coljin gets in position to deal with the creature if it flees further east, and his retainers get up close and personal.
((Randy's squad can get in melee with a dash, and largely box him in, only out would be to scramble up the rock, or cut his way out. Randy can get, with movement, to a spot he'd have a shot at him, but with dragonborn providing half cover.))
((Randy's squad can get in melee with a dash, and largely box him in, only out would be to scramble up the rock, or cut his way out. Randy can get, with movement, to a spot he'd have a shot at him, but with dragonborn providing half cover.))
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- Lurks_In_Shadows
- Cures Light Wounds
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Re: The Sundered Way
Randy directs his squad to cut the creature off (Dash if necessary). Seeing the Dragonborn in the way, he draws his rapier and moves in at a dash as well.
- spiderwrangler
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Re: The Sundered Way
Randy's crew gets up close, hemming the creature in as he switches to melee and takes a fallback position to one of the other dragonborn crew.
((Ulmwin, with his extra speed, could get about to where Randy is, and his dragonborn would only be a bit behind, with everything as movement, but wouldn't be able to attack this turn.))
((Zokk, you'll similarly be able to get in the neighborhood, but largely be prevented from getting close by the squads of dragonborn.))
((Ulmwin, with his extra speed, could get about to where Randy is, and his dragonborn would only be a bit behind, with everything as movement, but wouldn't be able to attack this turn.))
((Zokk, you'll similarly be able to get in the neighborhood, but largely be prevented from getting close by the squads of dragonborn.))
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- The Lost
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Re: The Sundered Way
Even if Zokk jumps? They will use ring of jumping if needed.
- spiderwrangler
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Re: The Sundered Way
((Hmmm... with use of your ring, and Athletics and Acrobatics checks, I'd say Zokk could attempt to run forward to the three fingers of stone sticking out, leap from the left one up to the middle one (out of attack range), then down to the right one, where he'd be able to make staff attacks down on it.))
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- The Lost
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Re: The Sundered Way
Athletics [1d20] = 8 acrobatics [1d20+4] = 5+4 = 9
Zokk’s retainers will get closer to the archer, dashing if needed.
Zokk’s retainers will get closer to the archer, dashing if needed.
- spiderwrangler
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Re: The Sundered Way
Zokk biffs it and falls short, landing between left and middle fingers of stone.
((Can still take stuff from Ulmwin, but kind of out of view to be able to impact the immediate action, so moving on.))
The creature hisses and carves into the dragonborn to the north of them (Randy's squad), its longsword carving deep cuts on two of the members.
_: 1D20+6 = [14]+6 = 20
1D20+6 = [19]+6 = 25
((Dornikal's up, can still take turn from Ulmwin!))
((Coljin, from the sounds of things from your position above, you would probably be able to gather that they'd cornered it, and it won't be coming out the east unless it manages to fight its way free.))
((Can still take stuff from Ulmwin, but kind of out of view to be able to impact the immediate action, so moving on.))
The creature hisses and carves into the dragonborn to the north of them (Randy's squad), its longsword carving deep cuts on two of the members.
_: 1D20+6 = [14]+6 = 20
1D20+6 = [19]+6 = 25
((Dornikal's up, can still take turn from Ulmwin!))
((Coljin, from the sounds of things from your position above, you would probably be able to gather that they'd cornered it, and it won't be coming out the east unless it manages to fight its way free.))
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- Lurks_In_Shadows
- Cures Light Wounds
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- Location: In the Pharoh's mud pits, making bricks without straw.
Re: The Sundered Way
((Question: just before all this started, Randy had cast protection from good/evil on his crew. Would that still be in effect?))
- spiderwrangler
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Re: The Sundered Way
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((Coljin and crew are up, can still take a turn from Ulmwin!))
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