Spell info, Josh out of town, Round 3 part 1
Subject: Turn
Ok I am sitting down to write the turn.
From: Josh
Subject: Out of town
I'm leaving for 10 days to go on a vipassana meditation retreat. I'llbe gone from the 10th to late on the 21st. I leave Kal's fate inKarl's hands. I encourage him to roleplay!
From: Karl
Subject: Out of town
Hey, you're supposed to clear this with the temp controller before you turn him over. I'm really swamped right now and it's gonna be all I can do to do justice to Salix. (Store opens in two weeks or less).
Anyone else wanna take Kal? Otherwise he's gonna be a deaf mute for this fight. ;-)
From: Derek
Subject: out of town
I'd be happy to, and I'm sure Porter will be happy to lend a hand also.
From: Josh
Subject: Out of town
Haha, my bad Karl. Derek he's yours. Thank you.
From: Mark
Subject: Spell info
Before you go can you get me the specs on the ice burst spell again. I have misplaced it and can not find it on the OGL stuff.
From: Mark
Subject: Round 3 part 1
Round 3
Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), H5, Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), Ragnar (5).
Harp continues on with the barrage of arrows at the figure on the left battlement (E3) (AC22, 10 +8=18, miss, 20 +3=23, hit, critical threat, critical threat roll, 5+3=8,miss, damage 8). The first arrow falls just short and the ½ orc makes a small adjustment for the range. His second shot grazes the figure, almost catching it dead center in the chest.
Ran, Mund, Ally, and Surin are surprised when a figure pops out of nowhere, (Several failed listen checks, heavy modifiers for being in combat) about 30 feet in the air. He is floating there. From his extended hand a small ember streaks towards Giaus and the Lady. Everyone in the party has seen this before, but never on the receiving end. A ball of flame engulfs the two. When the flames die down, Giaus is nothing but cinders on the floor of the pass. The Lady's form looks to be still.
Surin keeps to the shadows along the side of the pass as he works his way up the path towards where the lady and Gaius are. (Move to M47)
The Lady, her form charred and smoking, struggles to bring a flask to her mouth and swallow a dark green fluid.
Kal keeps urging his horse on as he concentrates on his ice spell. "Lets see how these things like cold." He aims his spell at the two on the east wall.
OODM:
I am going to stop here in case people who come after this want to change their actions. Those people who saw the guy pop in and still have actions: Mund, Ally and Ran, can change their actions if they wish.
From: Josh
Subject: Spell info
It's exactly the same as a fireball, except it does 1d4+1 instead of1d6 per level. I'll dig it up in a minute.
Round 3 part 2 actions
Subject: Round 3 part 2 actions
Allistair shouts up, "Ran! You go stop that guy in the air! Help is on it's way!" He then turns to Mund. "OK, let's give this a try now. You're used to being a creature now, just this time you can fly. Just relax and it should come to you naturally. Now go up and get that thing!"
Allistair will continue to as planned to polymorph Mund into a White Dragon, unless Mund objects. If Mund wants a change in plans, Ally will instead fire a magic missile at the flying spell caster.
From: Randy
Subject: Round 3 part 2 actions
Ran directs his crossbow at this new opponent and fires a shot.
From: Derek
Subject: Round 3 part 2 actions
OOC: Why are you using that sisssy crossbow? Use a sword, it's a man's weapon. ;) Seriously though, you should charge in and hack him with your sword. Ally your extra bonuses are for fighting with hand-to-hand, and assuming it's a mage you'll mop him up quick.
From: Randy
Subject: Round 3 part 2 actions
OOC: Can he switch to his sword without dropping (and losing/breaking) his crossbow and still get an attack in this round? If so, that is what I will have him do. I figured that the guy appeared out of nowhere and Ran wants to get an attack in before he disappears again.
Round 3 part 2 actions, cont
Subject: Round 3 part 2 actions
Most likely he can attack while grappled. My biggest concern is can he keep flying while grappling. I will have to read up on the monster description as well as the grapple rules.
It is likely to be Saturday before I will get to this. I am in the middle of a price increase and two auctions and am just swampped.
From: Jason
Subject: Round 3 part 2 actions
If he can fly while grappling, well that sounds great. If he can't fly while grappling, well that sounds just fine to me too. I doubt the mage can carry him :)
From: Porter
Subject: Round 3 part 2 actions
And who do you think can handle the fall better?
That's right!
From: Mark
Subject: Round 3 part 2 actions
I would guess that as long as the size of dragon that Mund will be can carry the weight of the mage while flying, he should also be able to fly while grappling, since grappling will use his arms and legs (and perhaps head) and not his wings. Of course it's Mark's call in the end. Either way though, I'm anticipating this being an interesting aerial battle.
From: Jason
Subject: Round 3 part 2 actions
Well the mage himself is flying, so I don't think it's an issue of whether or not Mund can carry the mage, but rather whether he can continue to pump his wings while grappling. Dragons are not particularly good flyers, and IIRC cannot hover even when they aren't grappling. So if he can't, it would be more like does the fly spell allow you to carry the weight of a white dragon?
I definitely think the idea of having the dragon-Mund plummet to the ground on top of the mage is a highly attractive option :) Ragnar will be happy to heal him up afterwards.
From: Porter
Subject: Round 3 part 2 actions
Is there anything more annoying than a mage? Yes -- a clever mage.
Not that Mund would mind if the "Lady" were taken down a notch or two, but Mund can't let that mage control the battlefield like that. It sets a bad precedent.
Mund "runs" straight up at the mage and tackles him, latching on with all four legs continuing to beat his wings.
Turn, Flying question
Subject: Turn
Ok I am working on the turn now.
From: Mark
Subject: Flying question
To answer your question, dropping an item is a free action. This might have a chance of breaking the item, your crossbow, but you are only 5 feet from the ground, so I have no problem with that. The only problem is that while the new guy is only 30 feet away in a straight line he is 25 feet above you. I am going to have Ran do a charge action. This gets him 60 feet of movement plus an attack at +2. He can also draw his sword as part of his move action. He does take -2 to his AC but this is a mage of some sort.
From: Mark
Subject: Flying question
Ok belay that.
He can fly at 60 so he does not need to make a charge. He still needs to drop his crossbow and pull his sword as part of the move action, but he will not get the +2 to attack or the -2 to AC because of the charge.
Falling, Round 3 final and round 4 actions
Subject: Round 3 final
Round 3
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), H5, Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), Ragnar (5).
Harp continues on with the barrage of arrows at the figure on the left battlement (E3) (AC22, 10 +8=18, miss, 20 +3=23, hit, critical threat, critical threat roll, 5+3=8,miss, damage 8). The first arrow falls just short and the ½ orc makes a small adjustment for the range. His second shot grazes the figure, almost catching it dead center in the chest.
Ran, Mund, Ally, and Surin are surprised when a figure pops out of nowhere, (Several failed listen checks, heavy modifiers for being in combat) about 30 feet in the air. He is floating there. From his extended hand a small ember streaks towards Giaus and the Lady. Everyone in the party has seen this before, but never on the receiving end. A ball of flame engulfs the two. When the flames die down, Giaus is nothing but cinders on the floor of the pass. The Lady's form looks to be still.
Surin keeps to the shadows along the side of the pass as he works his way up the path towards where the lady and Gaius are. (Move to M47)
War crys echo from the walls of the pass. Maximus's voice can be heard somewhere up ahead.
The Lady, her form charred and smoking, struggles to bring a flask to her mouth and swallow a dark green fluid.
Kal keeps urging his horse on as he concentrates on his ice spell. "Lets see how these things like cold." He aims his spell at the two on the east wall. Standing up in his stirrups as his horse gallops along (Concentration check, DC13, 6+9=15, success, Spell failure check, 94, success) he throws a small pearl up at the creatures. The tiny gem streaks up as if under it's own power and about 15 feet above the creatures explodes. Shards of razor sharp ice slice through the two thing (REF save DC16, E1 18+5=23, save, E2 5+5=10, fail).
The first creature sees the pearl streak through the air and grabs the body of one of the riffs and holds it up like a shield. The broken body give the creature some protection (Damage 12). The other creature is not so lucky. It catches the blast full force, hundreds of needle like pieces of ice piercing its thick hide (Damage 25). Kal's horse continues on until he is just short of the two open doors (Move to F8).
Ran's years of training take over. He pushes the thoughts of the Lady's burning death from his mind and springs into action. Dropping his crossbow, he flys towards the new foe, pulling his sword as he goes. He flys up at a mental command. Wind whispering through his hair, he reaches the floating figure and strikes (AC16, 6+12=18, hit, damage 11). As he attacks Ran sees that the man is heavy set, with long dark hair. His face grimaces in pain as Ran's sword cuts through the robes and into his side.
Ally, finally able to suppress the pain from his wounded shoulder, turns to Mund and chants the words to the polymorph spell. He rubs a silk cocoon across Mund's forehead as he completes the incantation "Ok brother, you like changing form. Try this one. White Dragon." Before his eyes Mund starts to transform. His head elongates, he falls to the ground and sprouts wings and a tail. His skin turns a milky white and within seconds a small white dragon is on the ground in front of him.
Salix sends Noctis into the air and slides from his horse, telling the four legged creature to head off back down the pass and gather up the other horses. It neighs and gallops down the path. Salix then takes the shape of an eagle and launches himself into the sky. He climbs quickly above the fortifications, looking to see what is going on. He watches the last Hippogriff attack the large creature on the west and the Byhoians charge out of the staircases at the top of the fortifications.
The lone hippogriff (H5) on the west side attacks with it's full fury (AC20, 9+6=15, miss, 7+6=13, miss, 13+1=14, miss) but is surprisingly ineffective against its foe (E3).
With a rousing shout the legionaries come streaming from the staircases, Maximus in the lead on the eastern side.
The creature on the west side wastes no time finishing off his flying foe (AC15, 16+16=32, hit, damage 17, AC15, 4+11=15, hit, damage 19) and batters the griff out of the air. The dead griffs body starts to fall towards the pass when it disappears the same way it had appeared just seconds before.
The other two creatures on the east side turn to face the legionaries, their great clubs swinging easily from hand to hand. Their voices can be heard, taunting the Byhoians in a language they don't understand, but whose tone is obvious.
Mund finds the wings a bit strange. He takes a few lumbering steps and flaps his wings, trying to get a sense of the rhythm needed to take wing. He launches himself into the sky with his skinny legs, his wings pumping time and time. Gradually he gains height. He climbs slower than he had thought he would. Didn't dragons rule the sky? Hell, they flew like big wagons handled with a team of two horses.
As he gets closer he tries to avoid Ran. He reaches out with his four legs and tries to grab the flying man (Grapple check 17+10=27vs 5+?, success). He latches on to the man's arms and legs. It is then that Mund realizes that the man is more than he can carry and the two plummet to the ground. Mund lands on his back, breaking one of the bones in his wings (Damage 6). The flying man lands on his stomach, his breath rushing from his lungs as he lands on the hard scales.
Ragnar, unaware of what is going on behind him, continues forward, his horse galloping down the pass. As the horse moves the dwarf touches his holy symbol and prays for the power of the Battle Lord to strike down their foe. A glowing light streaks from the symbol and explodes almost on top of the creature to the west (Will save, DC18, 3+6=9,fail, damage 22 and blinded). The creature howls in pain as it swivels it's head, trying to see from blind eyes.
OODM: End round 3. I need round 4 actions. New maps attached.
From: Karl
Subject: Round 4 actions
Is there an elevation difference between the dark grey and the light grey (where the monsters are standing)? could Salix land in either area this round?
Salix intends to land somewhere within striking distance of the pair of creatures on the east fortification. He will land and shape back to his normal form and cast Call Lightening. He will fire a bolt at the more injured of the two creatures.
From: Mark
Subject: Round 4 actions
Yes there is an elevation difference but it is hard to tell you how much as it varies. The lighter gray areas, both the pass in the middle and the large rectangular areas of the fortifications are basically flat. The darker grey areas are steep mountain sides that slope up from the pass at a good pace. They are steep enough that you would move with your climb speed and not your regular move speed.
From: Karl
Subject: Round 4 actions
OK, then I guess Salix would try to land somewhere on the flat surface, as far away from the creatures as possible, but still in striking distance. In fact, if he can land on the fortification with the blind creature and strike across the gorge with a lightening strike, that would probably be best.
From: Kevin
Subject: Round 4 actions
If Harp figures out what is happening behind him, he will drop his bow, run toward the Lady DeBlum, pulling his wand of CLW on his way. When he gets there, he will try to position himself to provide cover between her and the source of the fireball. He will try to use his standard action to use the wand to cast CLW on her.
If he does not notice what happened behind him, he will take a run action toward the door of the tower with the two creatures. He will shoulder his bow as he goes, and draw his sword. I know that he will still be at the bottom of the towers at best.
From: Porter
Subject: Falling question
OOC: Mund has a good jump skill check, which can be used to decrease the effects of a fall:
"If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did."
Also, why did Mund take damage and not the mage?
Also, who can currently fly, and how?
From: Mark
Subject: Falling question
Who says the mage did not take any damage? The party just does not know how much.
As to the jump to reduce damage, you did not jump down, you fell. There is no way you can be in a flying grapple and use either the jump or tumble skill to break your fall, especially in your first time as a dragon.
From: Mark
Subject: Falling question
The full entry for jumping down.
Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
The intentionally jump is the thing I am looking at. I know you were planning on falling, but that is different than jumping down.
From: Mark
Subject: Round 4 actions
OOC: Fair 'nuff.
If this guy were cooperating, would he still be too heavy for Mund to carry?
Also, according to the SRD rules as I understand them, by succesfully initiating a grapple, I should have done damage to him as if with an unarmed strike. Did this happen?
IC:
Mund's world spins around as he plummets. He doesn't worry too much about that, but instead concentrates on getting a good hold. He's a little clumsy -- all his limbs are the wrong lengths and the joints are in the wrong places. But but the time he hits the ground, he has a solid grip on this joker.
He almost loses that grip when he falls on Mund, but not quite. Mund extends his oddly flexible neck and tries to bite the guy's leg.
OOC: Mund can't use a breath weapon as a polymorphed dragon, right? If he can, substitute the cone of cold for the bite.
From: Mark
Subject: Round 4 actions
Let me check and I will let you know. It will be tonight.
From: Randy
Subject: Round 4 actions
Ran will descend and attack the mage, careful not to wound Mund in the assault.
From: Josh
Subject: Round 4 actions
Kal will run into the door he is closest to, the one on the left. He will then run up the stairs and join the legionnaires in fighting these giants.
Allistair will move as far forward as he can while staying behind cover. He shouts to Mund and Ran, "Try not to kill him if possible! We need him alive to question!"
Allistair then shouts up to the right battlement, "Maximus! Don't engage those creatures just yet! I have a surprise for you!" If Maximus and the legionnaires keep their distance this round, Allistair will hit the ones on the right with a fireball. If they aren't open, he will fire one on the left if they are open. If he can't shoot a fireball to either side without endangering the legionnaires, he will just move as far forward as he can while staying behind cover.
OOC: Is the mage normal human medium size, or is he large like the giants on the battlements?
From: Mark
Subject: Round 4 actions
He seems to be of normal human size.
More round 4 actions
Subject: Round 4 actions
OOC: Can Mund tell approximately how damaged this mage is? He can easily do subdual damage instead of lethal, but it's not as much, so I'd like to wait until he's almost down and then knock him out.
From: Mark
Subject: Round 4 actions
The guy looks reasonably banged up. The sword to the side surprised him. He is not on deaths door but he has taken a fair amount of damage, for a mage.
From: Derek
Subject: Round 4 actions
Allistair looks over to the transformed Mund and Ran. "If you can bind his hands and gag him, he shouldn't be able to cast any spells. I could then watch him while you two go up and help against those giant things."
From: Porter
Subject: Round 4 actions
Mund grumbles, but obeys his brother. Yelling at Ran, he says "Don't stab him again! Either go kill somebody else, or punch him. I won't let him fight back."
Mund will either apply subdual damage to this guy or, if it's an option, will try to make the guy pass out. I know I've seen rules for that somewhere, but I'm not seeing them in the SRD.
From: Randy
Subject: Round 4 actions
If the mage gets up and away from Mund, Ran will continue his attack, using the flat of his blade so as not to kill him (unless he was able to unleash a nasty spell before Ran gets there). If the mage is still down, he will turn and fly to join the Legionaries in their battle.
From: Jason
Subject: Round 4 actions
Ragnar will finish riding up to the eastern door, casting Divine Power as he goes. He'll also shout up to the legionaries "The lone giant is blinded!" and hope they take advantage of that.
Round 4 actions, cont
Subject: Round 4 actions, cont
Mund grumbles, but obeys his brother. Yelling at Ran, he says "Don't stab him again! Either go kill somebody else, or punch him. I won't let him fight back."
Mund will either apply subdual damage to this guy or, if it's an option, will try to make the guy pass out. I know I've seen rules for that somewhere, but I'm not seeing them in the SRD.
Round 4
Subject: Turn
I will be getting a turn out tonight.
From: Mark
Subject: Round 4
Retcon for round 3
As Ragnar continues forward he completes his summoning. In the air several yards in front of him two golden winged creatures appear out of thin air. Seeming to know what is wanted of them, they fly at the two foes on the east wall. The first glowing griff (CG1) screeches its defiance as it attacks. As it wings over the creature(E1) it strikes out with a glowing claw (AC20, 15+8=23, hit, damage 9). The other glowing griff attacks the other figure (E2). It's talons rake the creatures back as it flies over (AC20, 19+8=27, hit, damage 9).
Round 4
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), CG1,CG2, Ragnar (5).
Harp, caught up in the moment, is oblivious to what is happening behind him (Listen check, DC10, 5+3=8, fail). Realizing that he has not had all that much luck with his bow, Harp leaps forward, running all out, slinging his sword over his shoulder as he goes (Move to K19).
The man grimaces with effort (Concentration check DC25, 13+?, success). He chants a few words and Mund and Ran hear him say "Five hundred feet straight up) (Concentration check DC24, 16+?, success) and the man disappears. Mund can tell that the man's body is no longer in his claws.
Surin continues his slow advance up the side of the pass (Move to M43).
Maximus shouts commands to his men "Spread out, formation Alpha. Move in slowly and flank them. On my count. One, two three!" He moves in in advance of his men, trying to distract the large creature(E2) (AOO, AC24, 19+16=35, hit damage 16). The things massive club swings at his helmeted head and he is just able to duck under it at the last second. As he moves to attack he shouts at his men "Damn it, close on it." His short sword flashes (AC20, 8+13=21, hit, damage 13).
The Lady fumbles at her waist and suddenly disappears from sight.
As Kal's horse approaches the door he slides from the saddle and prepares to enter the dark tunnel ahead of him, his rapier gripped tightly in his hand.
It takes Ran a second to realize what the man had said and what had happened. He looks up and far above them he sees a small figure. "Mund, go get that guy. I'll protect the Lady." Ran flies over towards the lady, taking up position above her.
Ally figures that the doorways might provide more protection then the open pass. He runs full out and yells to Mund as he goes by "Don't kill him if you can help it. We can question him if he is alive." Ally is able to make it a good ways towards the safety of the doors (Move to M34). He realizes that he now has no line of sight to what is happening on the battlements.
Salix glides down and settles on a flat patch of rock above the battlements (Move to AX15). He then starts the prayer to summon the electrical force of the storm. As he chants the sky darkens as the clouds start to gather around him.
The legionaries move forward with trained efficiency. Two warriors join Maximums while the other 4 move cautiously towards the other foe (E1). One warrior moves in next to Maximus (L9) and lashes out with his short sword (AC20, 7+5=12,miss). The other warrior (L14) also moves up in support and strikes out with his sword. The blade bounces harmlessly off the tough hide armor (AC20, 11+5=16,miss).
On the other side of the pass the 9 warriors advance as a block towards the large creature.
The first creature lashes out at the golden griff (CG1) (AC13, 13+16=29, hit, damage 21, 4+11=15,hit, damage 17). Again the flying creature bursts into a explosion of blood, bone and feathers. The creature takes a small step towards the approaching warriors.
The second creature (E2) also lashes out at the the winged foe (CG2) at his back. Twirling his great club like a whirlwind (AC13, 18+16=34, hit damage 23, 3+11=14, miss) he almost batters the creature from the air. The wooden club smashes into the griffs body, bones crunching, but the flying beast is able to keep its place.
The third creature (E3) charges the warriors, his club swinging in a wide arc in front of him, rushing into the middle of the group of warriors. Swords swinging as the figure closes (A00, AC18, one hit, 4 misses, damage 4). The greatclub swings through the warriors and bodies fall (AC14, 12+18=30, hit, damage 21, 6+18=24, hit damage 24). Two bodies go flying, smashing into the rock walls and sliding to the ground like rag dolls.
Mund launches himself at the figure in the sky, straining to close with him (move 300 feet up towards E4).
The remaining griff (CG2) strikes at the back of the creature (E2). One claw gouges a long furrow in the hide armor (AC20, 6+8=14,miss) while the other claw catches the thing by the eye (AC20, 15+8=23, hit, damage 5). The griff tries to bite but the creature pulls his head back at the last second (AC20, 11+3=14,miss).
Ragnar continues ridding towards the doors, chanting the prayer of divine power as he goes (Move to L3).
OODM: End of round 4. I need round 5 actions.
Round 5 actions
Subject: Round 5 actions
Continue Salix as state previously. He will call lightening on the more damaged of the pair of creatures.
From: Kevin
Subject: round 5 actions
Harp, blissful in his ingnorance of what has happened behind him (and having shouldered his bow and drawn his sword) continues running toward the base of the towers.
OOC: If he can get there this turn, he will head up the tower that does not have Maximus, feeling that the other group of legionaires may need some help.
From: Randy
Subject: Round 5 actions
OOC: Neither of the options I stated said that Ran would go to the Lady. He wouldn't waste the fly spell only going that little distance when the lady has already disappeared anyway. Can you retcon that so that he gets as close as he can to the battle, helping the Legionaries.
From: Mark
Subject: Round 5 actions
I can do that. It will be this weekend though.
Which side does he want to go help?
From: Jason
Subject: Round 5 actions
Ragnar's done casting spells for now so he'll just charge on up the stairs.
From: Derek
Subject: Round 5 actions
Allistair tries to think while all the chaos is going on around and above him. That mage just teleported away! And he's flying and tossing out fireballs. He's at least as powerful as I am, if not more so. So why did he shoot the fireball at the Lady de Blum? If the attack is military in nature, attacking her is tactically unwise. He should have gone for Maximus, or our group. She's not a military target, so perhaps this attack is political in nature? ... Perhaps he was trying to assasinate the Lady and the rest of the battle is a diversion?
Allistair isn't sure, but he has a strong suspicion that that Lady de Blum is the real target, and so he will try and protect her. He will move next to her and asses her situation. "Lady de Blum? I have a suspicion that the wizard that is flying around may have a been specifically targeting you. Can you move? We need to hide you."
Allistair's decision on what to do with the Lady will be dependant on how capable she is of moving and how cooperative she is.
From: Mark
Subject: Round 5 actions
You cannot see her. The spot where she was is empty.
From: Randy
Subject: Round 5 actions
The side that Maximus is on.
From: Derek
Subject: Ally retcon
OOC: Retcon some of that. I missed the line where the Lady disappeared.
IC: Allistair tries to think while all the chaos is going on around and above him. That mage just teleported away! And he's flying and tossing out fireballs. He's at least as powerful as I am, if not more so. So why did he shoot the fireball at the Lady de Blum? If the attack is military in nature, attacking her is tactically unwise. He should have gone for Maximus, or our group. She's not a military target, so perhaps this attack is political in nature? ... Perhaps he was trying to assasinate the Lady and the rest of the battle is a diversion?
Allistair isn't sure, but he has a strong suspicion that that Lady de Blum is the real target, but she just disappeared. An invisibility spell? Teleportation? Perhaps a potion or wand of some kind? This Lady seems to be carrying a lot of magic for a simple diplomat.
Ally calls out to the Lady. "Lady de Blum, can you hear me? If so, and you can make your way over to where I am, I can help you hide and stay out of danger until this battle is over."
If the Lady responds and comes next to him (assuming she is invisible), he will cast Rope Trick and instruct her to climb inside. "Just pull the rope in after you and close the window. No one will be able to locate you, magic or otherwise. Just wait until one of us comes and gets you."
If Ally gets no response from the Lady, he will shoot a fireball at the flying mage if he can do so without endangering Mund. If that is not possible, then he will cast Shield on himself and hide behind cover.
From: Randy
Subject: Where is she?
Does Ran see where the Lady is, or is this a error on your part Mark?
From: Derek
Subject: Round 5 actions
Kal charges up the stairs to join in the battle against the giants. He will apply his full dodge bonus to his AC, and try and take a flanking position against the creature. He will of course avoid any AOO's, but since the creature is blinded I assume that's not a problem.
From: Mark
Subject: Where is she
Small errror. However, Randy has contacted me and let me know that Ran would not have gone to protect the Lady but instead have gone to help Maximus.
I will be writing a short retcon tomorrow.
I need to do these turns earlier in the evening before I am so tired. :)
From: Derek
Subject: Round 5 actions
Mark, I just wanted to say that I think this battle is really interesting with the aerial combat, battlements, etc. I think this is also the first time we've fought against a wizard, which makes it an interesting challenge.
From: Mark
Subject: Round 5 actions
I try and keep you all entertained. :)
From: Porter
Subject: Round 5 actions
Allistair has gone soft in all his years in the city. Don't worry about Mund -- blast the sucker!
From: Porter
Subject: Round 5 actions
Merdok! Stupid magicker!
Mund lets out a roar which sounds odd to his ears attacks the air with his wings, chasing after that weasel mage as fast as he can.
Round 5
Subject: Turn
Ok laundry is done. I am starting on the turn.
From: Mark
Subject: Round 5
Retcon for round 4
It takes Ran a second to realize what the man had said and what had happened. He looks up and far above them he sees a small figure. "Mund, go get that guy. I'll go help the legionaries." Ran flies over towards the battlements as fast as he can. As he moves he wills himself to gain altitude so that he can pass over the battlements when he gets there (Move to H25).
Round 5
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), CG2, Ragnar (5).
Harp continues his head long rush towards the west door. Maximus was already on the east wall and Ragnar was heading towards the east door. Hopefully Mund and Ranthir would be heading that way to help out. Kal had headed this way and this might be a good time for that new prayer. (Move to stairs in west wall. Will be out of top next round.)
As Mund flies towards the figure in the sky he sees the figure wink out of view.
Surin moves forward again, keeping to the shadows and placing a boulder at his back.
Maximus uses the distraction that the golden griff provides and slashes at the large figure in front of him (AC20, 16+15=31, hit, damage 13). He cuts a large gapping wound in the things back and quickly strikes again (AC20, 12+10=22, hit, damage 12). His sword, now faintly glowing, cuts again, drawing blood again.
Kal, just ahead of Harp, charges up the stairs, his rapier leading the way in the dim stairwell.
Ran, his sword held in front of him flies at his full speed. Up and forward, the wind whistling in his hair, he streaks up over the top of the battlements. Quickly taking in the scene he adjusts his flight path just a bit and flies at the other creature. His attack comes out of the blue, so much so that the creature is hardly aware Ran is there until too late (No AoO for moving out of a threatened square.) Ran's sword flashes (AC20, 12+12=24, hit, damage, 12).
Ally thinks as he runs. Why the attack on the Lady? Maybe she is the target and the creatures on the battlements are just a diversion. Seems to have worked. Stopping in his tracks he moves back towards where the Lady should be. She's not there. In a loud whisper he says "Lady De Blum, can you hear me? If so, and you can make your way over to where I am, I can help you hide and stay out of danger until this battle is over." Ally almost jumps out of his trousers when the Lady's voice comes to his ears right next to him "Not so loud. Do you want to give away my position? How can you help me hide any better than I am already?"
Ally explains the rope trick and hears her say "Do it. What are you waiting for? Every second I am exposed is a risk." Ally pulls out the rope and chants the spell. He sees the rope move a bit and then get pulled up into the spell. In seconds there is no evidence that any one else was there.
Salix, sitting on the stones above the battlements finishes his weather calling chant and points at the creature Maximus is fighting (E2). A bolt of lightening streaks from the darkening sky. The static build up seems to give the creature some warning (REF save DC17, 15+3=18, save, damage 5) and it dodges out of the way, getting only slightly singed.
On the east side the legionaries start to charge forward at the second creature (E1). It swings at the first to approach(L3) with its club (AC12, 12+16=-28, hit, damage 18). The legionnaire's bloody death buys some time for her companions to close and attack. The two legionaries with Maximus are completely ineffective(L9, AC20, 5+5=10,miss, L14, 4+5=9,miss) against their enemy (E2). Of the other four, two are able to hit the creature (E1) (L5, 15+7=22, hit, damage 7, L15, 18+7=25, hit, damage 7) mostly thanks to Ran's flanking position.
On the west side the legionaries move in, trying to surround their foe. One of the legionaries moves to flank the creature while the others move cautiously in and attack. Two of the legionaries are able to hit the creature (E3) (L6,AC18, 15+5=20, damage 4, L16, 16+7=23, hit, damage 4) before it is able to retaliate.
The creature on the west side flails around with it's club, and where it goes death follows. First one(L11) (AC14, 5+16=21, hit, damage 20), another (L16, AC14, 17+16, hit, damage 21), then another (L6) (AC14,19+11=30, hit, damage 22). As it kills the third warrior it swings the blood club at the head of a fourth (L8). This warrior ducks under the swing (AC14, 1+11=12, auto miss). The creature almost spins around from the force of the missed blow.
On the other side Ran's foe (E1) strikes around it with a flurry of mighty blows (L4, AC14, 2+16=18, hit, damage 19). The skull of the first legionnaire hardly slows the club down as it crashes into the next warrior (L10) (AC14, 17+16=33, hit, damage 12). The man is almost stunned by the blow but somehow keeps his feet. The bloody club finishes the job on the next swing (AC14, 17+11=28, damage 22) and smashes the man's head from his body. The creature then follows through with an attack on Ran (AC25, 12+11=23, miss). Ran catches the club on his small steel shield and deflects is away from his body. He can see the large dent the club has left.
The last creature (E2) spins and bashes the glowing griff from the air (AC15, 19+16=35,hit, damage 22). He blasts through the griff, hardly slowing, and crushes one of the two warriors still with Maximus (L14) (AC14, 4+16=20, hit, damage 19). The creature swings again at the other warrior (L9) (AC14, 14+11=25, hit, damage 16) crushing his skull. The club continues on towards Maximus's head. The old warrior dodges back, the end of the club just inches from his nose (AC25, 1+11=13,miss).
Mund streaks upward from the pass below, thrilling at the power of flight. He watches in stunned amazement as his target disappears from site again. Mund continues his flight until he passes through where the man was. Nothing. Mund makes a wide circle, now just over 500 feet in the air, looking around him trying to find the mage.
Ragnar charges through the east door and up the stairs, the stone steps ringing with the clank of his armor.
OODM: I need round 6 actions. New maps attached.
From: Jason
Subject: Round 6 actions
I'm not 100% sure how far away Ragnar is, so you're getting an either/or turn. If he can move up and attack either of the giants, he'll do so. Keep in mind he has 30' movement these days. If he can't, he'll get as close as he can and cast command (defensively) on the one fighting Ran (unless its dead), commanding it to fall to the ground.