Turn, Round 2, round 3 actions and Sir Robin
Subject Turn
Turn!!! Turn!!!!, Turn!!!, Turn!!!, Turn!!!, Turn!!!
I am "lost" without it.
From: Mark
Subject Turn
I will try and get something out this morning.
From: Randy
Subject Turn
Do or do not. There is no try.
From: Kevin
Subject Turn
I understand, Randi-won Kenobi.
From: Mark
Subject Round 2
Round 2 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).
As Kal prepares to charge and attack he hears a commanding voice from behind him shout "Withdraw NOW". The elf is a bit surprised but years of training with the bladesingers makes his body react, almost with out thinking, to the voice of command. Not wanting to leave with out doing some damage, he quickly casts the magic missile spell. The three glowing bolts of energy strike Sharpspike in the haunch, burning small holes in his leg (damage 9) and then retreats to the door. As he gets there he tells Harp "We are going to need to clear this door and the hall way if we are going to get every one out."
Surin hears Harp call for the retreat and starts to make his way out of the room. "Salix and Allistair spread out so we aren't that easy of a target."
Harp takes a step forward after calling the retreat, his sword ready, taking position so that he can act as rear guard when the others pass. "Allistair, can you manage one of those fireball things? It might take some pressure off of the others. If you can do it and move back up the hallway with Surin."
Salix, still recovering from the damage he had just taken is able to concentrate enough to see that the others need help. He reaches to touch the acorn and leaves symbol on the chest of his armor but his hand finds the spike still there. Pulling it out with a grunt of pain, he continues his prayer, summoning lightning in the room and calling down a bolt on Sharpspike. The bolt flashes down, but the beast is able to dodge out of the way and is only singed (REF save, DC16, 15+7=22, save, damage 8). Salix waits in the corner of the hallway seeing if he can strike the creatures again.
Mund hears Harps call for withdraw and nods grimly. They were not in a good place for this and needed to change tactics. The barbarian feints to his right to distract the beast, and while it is off balance he moves back out of danger and hightails it back to the door, must making it past Harp and Kal and taking position next to his brother just outside the door.
Ran also hears Harp call withdraw. Hoping that the 1/2 orc had a plan, he blocks a claw on his shield and pulls back as well. Not turning his back on the things, he back peddles towards the door, turning his head now and then to make sure he does not bump into anyone else. He gets to the door and takes up position next to Ragnar and Kal. He sees Allistair stick his head in the room judging the distance to the creatures.
Allistair has a grim look on his face as the others start their withdraw. He sees Salix's lightning bolt do a little damage to Sharpspike but the other creature has not be damaged at all. Now was the time. No allies in the way, both foes close together. Chanting the spell, he throws the small ball of dung and it flies to a spot between the two manitcores. And then it explodes in a ball of flame. Flailtail is able to shield itself with its wings and blocks most of the effect (REF save, DC16, 17+7=24, save, damage 9). However, Sharpspike, still off balance from avoiding the lightning is caught full force (REF save, DC16, 1+7=8, fail, damage 18). Fur catches fire and wings start to smolder. Allistair then moves back down the hallway as fast as he can.
Sharpspike charges at the party members still in the room. Its 1000lbs of muscle and claws and wings and spikes charges Harp but the 1/2 orc stands his ground, and with a swift swing of his shield, is able to block the claws that rake at his head (AC21, 8+12=20, miss). The claws screech as the grate against the steel shield, sparks flying.
Flailtail also charges the party, but her movement is hampered by Sharpspike's wings and she is unable to make an attack, although she able to close with Harp and Kal.
Ragnar watches with horrified fascination as the two creatures charge and attack. Remembering himself, he chants the prayer of protection from Evil, hoping this will aide his friends before they are torn apart.
OODM: Round 2 is over. I need round 3 actions.
Map attached
From: Porter
Subject Round 3 actions
Why didn't everybody withdraw out of the room?
From: Mark
Subject Round 3 actions
Not everyone said that they were going to leave the room. Also, not every one moves as fast as Mund. Ran would not be able to make it out of the room this round.
From: Porter
Subject Round 3 actions
Suckers!
From: Porter
Subject Round 3 actions
Mund sees that not everybody was able to make it out the door. He grabs Ran and Ragnar and pulls them back through the door as far as he can.
From: Mark
Subject Sir Robin
Now we will all sing the Sir Robin theme.
From: Derek
Subject Round 3 actions
If Allistair was in square O10 or P10, would he be able to shoot a fireball that goes past everyone and explodes behind the Manticores?
From: Derek
Subject Sir Robin
Sir Robin:
http://www.youtube.com/watch?v=YjNycOFzUKc
From: Mark
Subject Round 3 actions
Not at this time. Too many people in the way. If people move out of the way then He might be able to. Of course then it will be just Allistair in the way of the creatures.
From: Derek
Subject Round 3 actions
Can the Manticores fit through the door?
From: Mark
Subject Round 3 actions
One at a time. They are about 5 feet wide when their wings are furled, maybe 8 feet long plus the tail.
From: Porter
Subject Round 3 actions
We can run back to the main room and close that door.
From: Randy
Subject Sir Robin
This one is better:
http://www.youtube.com/watch?v=oYU25cGcbEg
From: Randy
Subject Round 3 actions
Ranthir goes along with the retreat, making sure to not turn his back on the creatures. If the creatures got into the hallway, there was no telling if they would again pepper them with the spikes. "Retreat to the main room! We need to regroup and get away from their spikes!"
From: Kevin
Subject Round 3 actions
OOC: Look at the initiative count - Ragnar is going to have issues.
IC: Salix watches as the lightning hits the creature, but it is fast enough to avoid most of the bolt. Well, he had more where that came from. He takes a step back from the doorway (5 ft. step to J15) concentrates on the creature in front of them, and aims another bolt at Sharpspike.
OOC: Let me think about Harp's next move.
From: Porter
Subject Round 3 actions
Remember that Mund's going to be dragging him out.
From: Derek
Subject Round 3 actions
I have two spells that might be useful - I still have a web spell I can cast, and I have a rope trick. Would a web have a decent chance of slowing these guys down? Although Rope Trick can only be climbed by one person at a time, so it would take a full 8 rounds for us to get inside, so that might not be so useful.
Maybe if we get everyone through the door and our two strongest guys in O9 and P9 we can close the door on them. Only one of them can push on the door at a time, so we might have a chance.
From: Derek
Subject Round 3 actions
Does anyone have some oil we could spread on the floor behind us, or even better, some caltrops? Anything that could slow them down...
What I wouldn't give for a Grease spell, or a formidable Wall spell right now....
From: Kevin
Subject Round 3 actions
I am not sure that Harp knows that, but I will try to write it up so that *if* that happens, he can work with that.
From: Kevin
Subject Round 3 actions
Doesn't Web have strength based chance to break free? My guess is these things are REALLY strong - most animals are, and these are large animals.
Mark, change Salix's turn to have him throw the bolt from where he is and then have him move up the hallway to where he is next to Surin.
Still thinking about Harp.
From: Porter
Subject Round 3 actions
Does Kal have any more Bull's Strength spells that he could use on one of the two strongest party members?
Right now, the two strongest are Mund (20) and Harp (18).
From: Kevin
Subject Round 3 actions
Harp watches as everyone retreats, lightning and fire going off around the manticores. They seem to do some damage, but not enough. There were still four of them in the room, and the creatures had covered the distance between them so quickly. Harp hopes that the others will keep falling back, but it is up to Harp, who had chosen to explore this room, who had told Surin to stay outside, it was his responsiblity to keep the way open until the others were out. "Keep moving" he shouts, " we need to make the hallway and fall back to the main room"
OOC: Mark, Harp will hold action until he sees the last of the team exit the room. If Ragnar is pulled out, then Harp will Withdraw with Ran. If Mund is unable to get Mund out on his own, the Harp will hold his action, fight using total defense, and then take a 5 ft step back to where Ran is now.
From: Derek
Subject Round 3 actions
Allistair also has an Enlarge he could cast on Harp or someone else.
From: Ashley
Subject Round 3 actions
Is the room with the Fire Elementals too far away?
From: Kevin
Subject Round 3 actions
OOC: IMO, lets hold off until we get back to the main room. If one of us is enlarged, then no one can get around him and it would be really hard to throw spells around him.
At least magic seems to hurt these things.
From: Derek
Subject Round 3 actions
I think it's pretty far. If Salix summoned a couple of creatures to out-flank these Manticores though (or get between us and the Manticores) it would probably buy us enough time to get away to somewhere.
From: Kevin
Subject Round 3 actions
I think that if we can draw them into the hallway, where only one can attack us at a time, Salix would be likely to summon some Hippogriffs to distract them. As in next turn, assuming we all can get out of the door and one of them sticks its head through.
From: Jason
Subject Round 3 actions
Nobody drags a dwarf!
Actually, Mark if you could check your emails, in the email where I attached the JPG version of the last map, I clarified that I wanted to move to square O10. I think you may have missed it.
Once he's out of the room (whether by retroactive DM action or being dragged or moving on his own initiative) Ragnar will cast Spirit Weapon and have it attack the one that got hit by lightning.
From: Jason
Subject Round 3 actions
PS I think the weapon doesn't get in the way (I know it doesn't give flanking bonuses) so I'd like it on this side of the manticores, alongside our fighters. If you think it DOES get in the way, then go ahead and have it appear behind him instead.
From: Mark
Subject Round 3 actions
As far as I am concerned it does not get in the way.
From: Jason
Subject Round 3 actions
Kal speaks up. "Harp! Hold them at this door with me!"
He attacks the green one and then takes a 5 foot step back and to his right (into the corner). If Harp runs like a little girl Kal will retreat too.
:-D