This should be interesting, a fight of who can get off the first spell.
Start in the front center of my box with two scrolls of sleep in hand. If I see her, move away from her (up to 110') and cast sleep from scroll. If I don't see her, move to take cover and sing, and then ready an action to cast sleep on her as soon as I see her.
If I don't see her after 5 rounds, move around the field clockwise, casting sleep on her from scroll as soon as I see her.
If my first sleep fails (in either case) and I am within 60', move to be more than 60' away. If I can't move to more than 60' and cast, then move to take cover and cast. Cast sleep from the other scroll and retreat again if needed. If that fails, cast from memory. If that fails also, I'm pretty much dead, but let's make a show of it. Draw greatsword and charge, hoping she misses.
If I ever get her to sleep, draw greatsword and Coup de Grace.
Addendum: Sorry, forgot to mention to use use dodge agsint her.
Scorpio was designed with one purpose only - to fire crystal shards. He will bravely forgo the cheapy strategy of vigor/sharepain/plucking away and proceed with shards to the face as below.
Unless otherwise specified, psicrystal is actively spotting; share all beneficial spells
Tactic: Ready action for him to be within crystal shard distance, fire crystal shard for 3PP + 2WS + 2PS and hope to hit and kill. Finish w/ Dorje.
Round 1:
-If he's spotted, single move towards him, ready action to crystal shard as above.
-If he's not spotted, psicrystal goes one way, I go the other (say, clockwise for me, if he's undetected; else obviously towards him).
-Always single move, ready to crystal shard alpha strike as above when he's within range. (or, if he's within range, take the shot, obviously).
-If the alpha crystal shard hits, finish him with Dorje CS shots
-If the alpha crystal shard misses, use remaining 2pp (unless you enervated, in which case, shame on you Telin) + 2WS and strike again, then finish with Dorje CS shots
Notes:
--Move to deny cover if possible prior to striking
--5' step back to avoid AoOs if manifesting
--If can't get into range for some reason use Skate, Entangling ectoplasm in that order, as needed, to close.
Contingency (trumps all else):
--if Ahrin ever is casting a spell, run out of range (or at least break LoS if running is impossible) to max distance, then re-engage afterwards. Repeat as many times as necessary. Will introduce Uknits to the time honored CoCo strategem of making Sleep nearly impossible to use, hopefully.
Request: if Scorpio obliterates a Silent Image with a Crystal Shard, I'll be sad, so please try to avoid that. Also avoid enervating. Thanks.
[Prefight locations and initiative] Ahrin starts in area 2 at (55,32) with a scroll of sleep (CL1) in hand. Initiative 8 Scorpio starts in area 4 at (5,32) with nothing in hand. Initiative 12.
[Round 1] Scorpio doesn't see Ahrin so he orders the psicrystal to the south while he head north. He moves to (11,33) while the psicrystal moves to (14,26). He readies to fire a crystal shard SUPER SHOT. Ahrin doesn't see Scorpio so he starts singing and moves to (55,35).
[Round 2] Scorpio doesn't hear the singing (can't - too far away) and moves to (15,37) and readies. Psicrystal moves to (22,18) Ahrin doesn't see Scorpio and continues singing. [Listen -8 vs DC0]
[Round 3] Scorpio doesn't hear the singing and moves to (20,39) and readies. Psicrystal moves to (33,16) Ahrin doesn't see Scorpio and continues singing. [Listen -6 vs DC0]
[Round 4] Scorpio doesn't hear the singing and moves to (26,40) and readies. Psicrystal moves to (43,21) - it can clearly hear Ahrin singing, but hasn't gotten in range for sighted yet. Ahrin sees the approaching psicrystal and moves to (53,36) to see if Scorpio is coming from the other side. Seeing nothing, he continues singing.
[Round 5] Alerted to the psicrystal's knowledge, Scorpio makes a double move to (38,41) Ahrin sees that Scorpio is in range and begins casting sleep. [Listen -8 vs DC0] [Int check 0 vs DC15]
[Round 6] Scorpio doesn't hear the casting and as far as the psicrystal is concerned, he's still singing. Scorpio double moves to (48,44) Ahrin finishes casting and targets the area near Scorpio for sleep [Will 10 vs DC11, fail] and Scorpio falls asleep.
[Round 7] Scorpio sleeps soundly. Psicrystal runs to (44,44) Ahrin moves to (49,44), drawing his greatsword along the way.
[Round 8] Scorpio sleeps soundly. Psicrystal moves to (48,44) and wakes Scorpio up. Ahrin grumbles about the annoying psicrystal waking his prey up... he starts casting sleep from memory.
[Round 9] Scorpio stands, takes a 5ft step and casts crystal shard, expending his focus for psionic shot [7! (automiss); Enervation 24% vs 11%, success] Ahrin finishes casting [Will 11 vs DC14, fail] Ahrin performs a CDG on Scorpio [4d6+12+2=31] and kills Scorpio outright.
Ahrin wins and gains 900xp + 18% = 1062xp/1062gp. Time Between Fights: 3 hours Ongoing Effects: none Items Used: Scroll of Sleep (CL1) Spells/PP Used: 1 SL (Sleep (1)) x/day Abilities Used: 1 bard song Free Activity: Perform (+61gp)
Scorpio loses and gains 300xp/300gp Time Between Fights: 3 hours Ongoing Effects: none Items Used: none Spells/PP Used: 3pp (Crystal shard) x/day Abilities Used: none Free Activity: Intimidate
@Eluria - psicrystals are great for finding opponents - but not so great for determining if they are casting... Spellcraft, knowledge (arcana) would both help in that respect... Also, check the prison shortly for a problem with Scorpio.
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start in the far corner of my starting area with greatsword in hand.
If I see him right off the bat in an adjacent starting square, then immediatley move as quickly as possible towards him, using run to get to him (or at least into his starting box) (Note, run to be at least 2 squares away to avoid his bird full atacking me). Declare dodge against his bird if he doesn't have flames on his hands, dodge him if he does. Then engage with greatsword to kill, using 5' shift and cure light wounds if dropped below half hp.
If I don't see him at the start, use a scroll of shield and then start singing. Dodge as before. Once buffed, start moving clockwise around the field to find him. Once he is found, if he has flames up, use total defense and approach. If he is avoiding me, then approach more quickly without total defense, but still do not run. Try to engage in melee, killing the bird if it approaches me and I cannot attack him directly. Heal as before.
That should be it... If he slows my movement (aka entangle) switch to javelins and throw at up to 2 range increments while approaching slowly. If I get knocked down to 6 or fewer hit points and I have already used healing once, use it again.
Start off at the default with a potion of Mage armor and my dorje of Vigor in hand. Screech should be on my shoulder (he will share all applicable effects).
Round 1: drink the potion, draw my wand of produce flame. Round 2: Magic Fang on Screech from memory for one of his talons Round 3: Defensive Precognition PLA on self. Round 4: Use the wand on myself. Round 5: If Ahrin is not in sight yet, use the dorje on self until successful or until he's in sight. Drop it after a successful use or when he is in sight. If not, skip to the throwing of the flames.
If I am in melee before this, take 5ft steps when needed. Screech should attack from my shoulder as much as possible.
Assuming Ahrin is in range for produce flame at this point, throw the first one and use psionic shot with it. After that, continue throwing flames as long as I can without provoking. If it would provoke, just attack in melee.
Rebuff Produce flame as needed. Do not rebuff dorje.
Arnaugh acts first, starting in box 3, holding potion and dorje with Screech shouldered; Ahrin acts second, in box 2, holding greatsword
Round 1: Arnaugh: drinks potion of mage armor, draws wand (Ahrin fails to hear the movement) Screech: readies action to claw when in melee Ahrin: draws scroll and attempts to use – fails (Arnaugh knows Ahrin to be in the NE box)
Round 2: Arnaugh: casts magic fang on Screech (Ahrin fails to hear casting) Ahrin: attempts to use scroll – fails
Round 3: Arnaugh: uses Defensive Precog PLA (Ahrin fails to hear) Ahrin: attempts to use scroll – succeeds (roll is under round 2 by mistake)
Round 4: Arnaugh: Uses wand on self (Ahrin barely hears the command word from somewhere to the South) Ahrin: Starts singing, approaches
Arnaugh 12/12 AC 17+1+4, Mage Armor (long), Def Precog (ends 22), Produce Flame (3), focused Screech 5/5 AC 19, Magic Fang Ahrin 16/16, AC 19+4, Shield (ends 13), Inspire Courage +1
Round 5: Arnaugh: attempts to use dorje – fails Ahrin: moves closer (they spot each other at this point – roller does not include movement penalty) – seeing flames, dodges Arnaugh
Arnaugh 12/12 AC 17+1+4, Mage Armor (long), Def Precog (ends 22), Produce Flame (3), focused Screech 5/5 AC 19, Magic Fang Ahrin 16/16, AC 19+4+1d, Shield (ends 13), Inspire Courage +1, Dodge
Round 6: Arnaugh: moves to deny cover, and throws produce flame + psionic shot – misses! Screech: readies action to claw when in melee Ahrin: Charges (triggers Screech readied action – claw attack – miss) – missing
Round 7: Arnaugh: 5’ steps to deny cover, attacks with produce flames in melee vs tAC15 -2 charge – hits! (roller doesn’t note tAC) 9 damage Screech: claws - misses with all Ahrin: 5’ steps back and uses CLW – heals 9
Arnaugh 12/12 AC 17+1+4, Mage Armor (long), Def Precog (ends 22), Produce Flame (3), focused Screech 5/5 AC 19, Magic Fang (ends 22) Ahrin 16/16, AC 19+4+1d, Shield (ends 13), Inspire Courage +1, Dodge Arnaugh
Round 8: Arnaugh: throws produce flames – Ahrin just dodges the blow Screech: readies to claw when Ahrin in range Ahrin: 5’ steps closer, triggers Screech claw - misses; Ahrin attacks – miss
Rd 9: Arnaugh: rebuffs produce flames from wand Screech: claws, missinghitting for 1 Ahrin: attacks, missing
Rd 11: Arnaugh: Throws flames – hits for 10! Screech: readies to claw when Ahrin in range Ahrin: 5’ steps closer, triggers Screech claw – hits for 2! – attacks – hits for 15, downing Arnaugh (using prior roll for fairness)
Rd 1: Delay Poison Rd 2: Drow poison on stone Rd 3: Magic stone Rd 4: single move out, staying just inside the inner little stone (18,37 example) ring (so walk at equiv of 20,37); if detect him, head that way - if don't, head counterclockwise Rd 5+ doggy walks, Kol readies to Entangle the area around where attack comes from.
Once he's entangled, attack --use poisoned magic stone first (ideally moving to deny cover). --Continue assault with sling stones until one of us dies or he escapes the entangle area of effect --if he escapes entangle, rapid dismount, order dog to attack him, and continue attacking with sling stones
notes: --if I'm unconscious try to have doggy wake me
Not much chance of killing him outright, but hopefully some decent damage.
With Rob Store, Ilendil will grab a +1 arrow of Halfling-bane (166gp, 5cp)
Start at (35,56 or equivalent) with bow in hand. Move out to (41,55), hide and wait until Kol is in sight and within 110ft.
Once those conditions are met, snipe at him with the halfling-bane arrow. Should be +10 vs AC16 for 1d8+3+2d6 - if I hit with the trap - that might be enough, so hopefully I won't flub the attack roll...
If he survives the attack, continue to snipe/shoot as long as I am not in melee
If he comes to melee, draw my rapier and go for feint and sneak attack tactics. I don't have improved feint, so I'll just have to deal with attacking every other round for now.
If he hasn't come into sight by round 6, move to the next obstacles to see about getting a better angle on him. If I see him moving away from me, move to the other side of the starting area and get as close as possible while staying hidden.
If I am spotted before sniping the elf-bane arrow - break LOS to reestablish the snipe. I don't care about subsequent snipes - but the first attack should always be with a snipe.
Illendil goes second in square 4, but his trap slams Kol for 11 damage before the fight can begin.
Round 1
Kol starts by casting Delay poision, while Illendil slinks behind a rock, ready to snipe.
Illendil 13/13 hp AC 19
Kol 9/20 hp AC 20
Wombat 13/13 hp AC 20
Round 2
Kol posions a rock as Illendil waits.
Illendil 13/13 hp AC 19
Kol 9/20 hp AC 20
Wombat 13/13 hp AC 20
Round 3
Kol enchants his rocks as Illendil waits, but Illendil hears him.
Illendil 13/13 hp AC 19
Kol 9/20 hp AC 20
Wombat 13/13 hp AC 20
Round 4
Kol begins to move out, riding for cover, but ready to cast entangle.
Illendil 13/13 hp AC 19
Kol 9/20 hp AC 20
Wombat 13/13 hp AC 20
Round 5
The crowd grows tense as Kol inches closer
Illendil 13/13 hp AC 19
Kol 9/20 hp AC 20
Wombat 13/13 hp AC 20
Round 6
Kol inches closer to the next rock, riding for cover, but slipping and not achieving proper defense. Illendil sees him in his moment of failure and snipes.... hitting easliy for 15 damage. (note, forgot to add +2 in for magic arrow, buit didn't matter)
Alright, I really hate these plains, and he's gonna be plinkning me with arrows the whole way over too... Start with the regular psychic strike, psionic focus, mindblade and shield in hand.
If I see him, get to him as quickly as possible. Dodge him, obviously. Drink potion of shield of faith upon reaching 220 feet of him. Upon reaching range, charge, unleashing psionic weapon on first strike. In melee, recharge psychic strike each round it is used up.
If I don't see him at start, move to center. Then patrol the are in clockwise circle, looking for him. Upon finding him, follow above tactics.
Pretty simple tactics, but it should be a simple fight.
Hi Telin, thanks for pitlording The downside is one volley can kill me; the upside is my pets should kill him.
Start surrounded by dogs, always trying to keep animals for cover.
Rd 1: Bag of tricks (tan) - seek Rd 2: Bag of tricks (rust) - seek Rd 3: Mirror Image, dogs heel Rd 4: inspire courage, move out When engage order dogs to attack, and try to keep animals between me and him.
stay together, rely on mirror image and cover to make up for lack of AC when engage pets attack him (it is my feeling that as pack animals with that specified in their monster entry, dogs should know to flank/attack as a pack), Fayne standing back using reach of Whip and keeping an animal between her, whip to disarm bow/weapon first, then trip.
combination of 2 bag of tricks animals, 3 dogs, and the AC from mirror image should do the trick.
notes: --if bag of tricks gone/dies/whatever, re-throw it (up to 3 times per bag allowed) --if Fayne is hit, and he's attacking with bow, move to a position of cover and go prone, and use bow rather than whip to hurt him --if stop inspiring courage for some reason and it runs out, renew it
(Default) Resistance on myself, true strike on myself (optional - if the opponent has AC higher than 20). IMPORTANT!The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen). Rapid Shoot. Repeat. Melee only in the close quarters. No grappling. If the opponent is spellcasting, shoot to interrupt.
[Prefight Locations and Initiative] Lady Fayne starts in area 4 at (3,3) with nothing in hand. Initiative 22 -- Sneezy starts at (3,4). Initiative 13 -- Grumpy starts at (4,4). Initiative 5 -- Doc starts at (4,3). Initiative 3 Saevherne starts in area 3 at (62,3) with bow in hand and his familiar on his shoulder. Initiative 17.
[Round 1] Fayne draws an animal from her tan bag of tricks [1d100=7, Brown Bear] and orders it to seek [1d2=1, North] Brown Bear moves to (6,20) Saevherne casts resistance and moves out [1d2=1, North] and tells his familiar to head West. Saevherne moves to (60,8) Familiar flies out to (39,6,1) Dogs wait patiently for orders.
[Round 2] Fayne draws an animal from her rust bag of tricks [1d100=50, Wolf] and orders it to seek to the East. Brown bear moves to (12,28) Wolf moves to (23,4) Saevherne moves to (58,18) Familiar flies out, spots the wolf early and continues flying to (17,4,2). He indicates prey in his direction. Dogs wait patiently for orders.
[Round 3] Fayne casts mirror image from memory [1d4+1=2] and orders the dogs to heel. Brown bear moves to (12,40) Wolf moves to (38,12) Saevheren changes direction and heads to (52,19) and readies to fire on sight of a target. Familiar flies out, spotting Fayne and her crew and alights upon a branch in the canopy (11,5). Fayne and crew spot the bird as well. Dogs wait patiently Fayne to start moving.
[Round 4] Fayne begins singing and moves to (8,5) Brown Bear moves to (15,54) Wolf moves to (47,19), triggering Saevherne's ready action [26 vs AC14, hit; Dmg 1d8+4=12] Dogs follow to (8,6), (9,6), (9,5)
[Round 5] Fayne continues singing and moves to (18,7) Brown bear moves to (20,57) after finding no one in area 1 Saevherne moves to (47,17) and fires an arrow at the wolf [24 vs AC14, hit; Dmg 1d8+4=12] and kills it. Dogs follow to (18,8), (19,8), (19,7)
[Round 6] Fayne continues singing and moves to (27,13) Brown Bear moves to (30,53) Saevherne moves to (43,17) and readies to shoot the first target in sight. Dogs follow to (27,14), (27,15), (26,15)
[Round 7] Fayne continues signing and starts to cross the river at half speed and balancing [Balance 17 vs DC15, success] and moves to (32,17), and moves into sight of Saevherne, triggering his ready [3 (image), 18 vs AC12, hit; Image destroyed] Brown bear spots Saevherne fire the arrow from across the water and starts moving to intercept (41,50) Dogs see Fayne has been attacked and move to defend [Balance 5,8,7 vs DC15], but they all get tied up in the water. Sleepy swims to (31,15); Grumpy swims to (31,16); Doc swims to (31,14)
[Round 8] Saevherne rapid shoots at Fayne [2 (image), 21 vs AC12, hit; Image destroyed; 2nd arrow 14 vs AC17, miss] Fayne stops singing so she can draw an animal, since she assumes the wolf is dead [1d100=39; Wolf] and orders it to attack Brown bear moves to (46,43) Wolf charges Saevherne (42,17) [22 vs AC19, hit; Dmg 1d6+1=7; Trip 12 vs 7, success] and knocks Saevherne prone. Sleepy moves to (42,18) Grumpy moves to (43,18) Doc moves to (43,16)
[Round 9] Saevherne stands, provoking 4 AoOs [10 (Wolf), 11+1,9+1,4+1! vs AC19-4, miss], dodges Sleepy and draws his longsword. Fayne moves to (40,17), drawing her whip. Brown bear moves to (47,30) Wolf attacks Saevherne [14 vs AC19, miss] Sleepy attacks Saevherne [20 vs AC19+1, hit; Dmg 1d6+3+1=5; Trip 11 vs 10, success] and knocks Saevherne prone. Grumpy attacks [17 vs AC19-4, hit; Dmg 1d6+3+1=5] Doc attacks [9 vs AC19-4, miss]
Lady Fayne wins and gains 1500xp +3% (-25% allies, +28 political career) = 1545xp/1648gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: 2 SLs (mirror image (2)) Abilities Used: 1 use of tan bag of tricks, 2 uses of rust bag of tricks Free Activity: perform (+121gp)
Saevherne loses and gains 500xp + 25% = 625xp/750gp. Time Between Fights: 1hour Prebuffs/Ongoing Effects: none Items Used: 4 arrows Spells or Powerpoints Used: 0 SLs (Resistance) Abilities Used: none Free Activity: guard
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Its been a long time since Ural has been active, but she's pretty simple to play. Get into melee - kill. Easy enough...
Start off mounted on Lady Esmelda. Round 1 - summon The Duchess and equip my shield and head out, Duchess should follow behind me.
After that - find Ghost.
End goal: Get into melee and trample over him so that he has no route of escape (blocked in by two large horses). If able to charge, quickdraw my lance and expend a smite evil on him. If unable to charge, but able to base, quickdraw the lance and move to base (the lance prevents him from being able to 5ft step and fire safely but still allows me to AoO if he tries to move too far away). Otherwise, use longsword in melee. Both horses should full attack in melee as well.
The big problem here is finding him. If he's found though, close that gap as soon as possible.
If attacked, use ride for cover. If my mount is attacked, use mounted combat to hopefully deflect the attack. If Lady Esmelda is dropped, mount on Duchess. Use lay on hands to heal whoever is being attacked until melee is engaged. Once in melee - fight until Ghost is dead.
If both horses are defeated and I can't close in, remove the shield, and start firing from behind cover.
Hi Uknits- Thanks for pitlording This will be hard; so many hps, and unlikely to fall to sniping given the lighting. And I have 0 climbing, which would really help. I should perhaps try to take out the horse, and then use entangling ectoplasm on him and skate on me, but I think the horse will outlast me; cowardly rogue vs. valiant paladin, in broad daylight... I'm rightfully frightened.
Please always try to avoid charges, and take ANY opportunity for a sneak attack For movement, stay within grassy areas, behind hedge, for Cover = Hide, and to hopefully be able to get to do some sneak attacking. This map is a guide to what I mean, not actually how I want to move - just shows places I'd like to be moving through. www.identicalsoftware.com/coco/coco.php/...
Hold bow and dorje Delay to act just after psicrystal (so it actively listens before my turn)
Rd 1: Chameleon from memory, move out (always move half speed for no penalties) Rd 2: Dorje Vigor, stow, move out Rd 3: Draw alchemist fire, move out Rd 4+ stay hidden behind hedges; once either crystal or I hear or detect Ural in anyway, activate Deadly Choker (true strike) - the following round, regardless of where Ural is, attack with psionic shot; if he's within range of Alchemist Fire, use that (note: splashes horse), if not, use bow + psionic shot; Ideally this is a sneak attack. Make this a snipe regardless.
Then: --Continue sniping as long as effective (move: regain focus; std: shoot - shoot regardless of if focused or not, but continue that, each round) --If sniping not effective and it's just a shoot out, 5' step back and rapid shot --If Vigor expires, and still sniping/hidden, rebuff it. If Vigor expires and we're just battling away at eachother, forget it.
Notes: --Always save last PP for psionic focusing --Share all beneficial effects w/ psicrystal --Psicrystal actively listening unless I say otherwise; always has "sighted" ability and communicates what it finds
Random note (unrelated to fight): If you want the Fight not to have abnormally doubled spacing, the trick I was taught is to copy the text from Word or whatever you run the fight in normally, into Notepad, which makes it stop having all those extra spaces
Round 1 Ghost delays until after psicrystal. Ural summons Duchess and equips shield. Ghost manifests chameleon.
Ghost 27/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 42/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 2 Ural continues his search. Ghost and his psicrystal actually hear Duchess' clumsy steps, and move to cover afetr using dorje of vigor. (note, though heard, Ghost has no way of shooting Ural, and thus doesn't activate choker yet) Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 42/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 3 Ural continues his search to the center of the field. Ghost pulls out an alchemist's fire as he moves further for cover. Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 42/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 4 Note, rolls in round 5 Ural heads towards square 4. Ghost agin hears him, but again has no way of shooting him, so no true strike. Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 42/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 5 More movement Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 42/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 6 Ural move back towards the center to find Ghost Ghost uses his choker of true strike. Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 27/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 7 Ural moves out, and gets sniped for 15 damage! She then spot Ghost. Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 27/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 8 Ural moves to attack Ghost as quickly as she can. Ghost regains focus and shoots again, but misses. Ghost 37/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 27/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 9 Ural gets into charging position as Duchess moves to corner Ghost and hoofs him for 6. Ghost can't move to avoid charge, so he 5' shifts and rapid shoots Ural, missing both times. Ghost 31/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 27/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Round 10 Ural charges as Duchess moves to flank. Ural misses (with retrospecitvley added flank), but the two horses pummel him for a total 28 damage. Ghost shofts away from both to shoot, but he get AoO for 9 damage. Ghost -6/27 hp AC 19 Whisper 13/13 hp AC 16 Ural 27/42 hp AC 21 Esmerelda 22/22 hp AC 14 Duchess 45/45 hp AC 22
Hmm.. Offense or defense? Dodge Grubber. Mirror image won't last long against the dogs anyway, so let's not bother. Start in the back corner of my box. UMD for shield, then enlarge person. (note, it says 43, but it should say 4 3 for my number of shield scrolls. I'll fix that after the fight). Next step, sing, then ready an action to cast glitter dust on Grubber as soon as he is seen while single moving out. If possible, cast it to hit all three oponents. I doubt I'll blind Grubber, but I should get the pups. If Grubber is blinded, charge with greatsword and melee to death. If he isn't blinded, move in to grapple (from 10' to avoid attack of oppurtunity) and grapple damge to kill. If he blinds me, try to grapple him, using listen checks to hear his location. Note, enlarged gives me a range of 10', so keep my distance at 10' until that expires I'm sure I missed something (like how much I hate poison), but that should cover most of it. Hopefully I'll blind all three andthis will be an easy battle.
Start off at the center of my starting area, mounted on Grak with Grik adjacent. Hold the wand of Bless (CL1) in hand.
Round 1 - order Grik to heel and use my blur SLA on myself Round 2 - use the wand and stow the wand Round 3 - poison a crossbow bolt with drow poison, draw my crossbow Round 4 - load the crossbow and head out.
If I am interrupted in buffing, continue buffing anyway. Grik should defend if I am attacked.
Otherwise, once the crossbow is loaded, head out and find Ahrin. Once he is found and is within 1 range increment, fire the crossbow bolt at him.
If Ahrin is ever within range of Cause Fear, cast it on him. Firing the poisoned bolt takes priority, but if he's not unconscious after that - make sure to cast the spell.
If he fails his save, he'll be frightened and have to run away. During this time, pursue while peppering him with additional crossbow bolts.
If I am attacked, use Ride to get cover if possible. If I am stuck in a grapple, try using escape artist to escape. Otherwise, the dogs should be (hopefully) attacking him.
Addendum: if he comes to melee after I've used Cause Fear, draw and use the wand of Inflict Light wounds while the dogs attack.
ROLLS Grubber acts first, starting in box4 (center), mounted on Grak w/ Grik adjacent, holding wand Ahring acts second, starting in box3 (back corner), holding scrolls
Round 1: Grubber: uses Blur SLA, orders Grik to heel Ahrin: UMD for Shield – fails
Round 2: Grubber: uses Bless on all Ahrin: UMD for Shield – fails (Grubber hears vague sounds)
Round 3: Grubber: poisons a bolt successfully, draws crossbow Ahrin: UMD for Shield – succeeds; spell fizzles due to ASF 20% (Chain Shirt)
Round 4: Grubber: moves out riding Grak towards where he heard vague sounds, Grik heeling (all combatants see eachother) Ahrin: (no contingency noted for if buffing not finished, but does seem intent on glitterdusting when can catch as many as possible – however, they’re still not in range, and won’t be able to get to melee next round) – tries once more to UMD – succeeds, spells fizzles due to ASF 20% (Chain Shirt); moves back to delay combat and get more buffing time, dodges Grubber
Round 5: Grubber: double moves closer (at end of double move is within 1 range increment; did not specify whether to hold shot for no cover/etc, but hitting with poison was a goal, so will hold shot for next round); handles Grik to attack Ahrin: casts Glitterdust, catching all 3 foes – (no SR) – Grubber saves, both dogs fail; (unclear if Ahrin should close now, while they’re blinded, although he has no Shield, Enlarge, or Inspire Courage at this point, or if he should keep moving back for buffing… his goal seemed to be to engage while they were blinded, but that was all under the assumption that buffing would go off without a hitch… as Blindness from Glitterdust only lasts 4 rounds, Ahrin will try to take advantage of that and close to fight now that the dogs are Blind) - advances
Round 6: Grubber: fires poison bolt – miss, rides for cover Grik & Grak: are blind, and animal intelligence, so they don’t ready actions, they’re just sad Ahrin: charges to grapple (no AoO as Grubber not holding melee weapon, animals are blind) – grabs successfully; opp grapple – Ahrin wins, deals 5 damage; tries to maintain grapple (as per CoCo rules, can’t go astride smaller mount, so goes adjacent, which grants dog an AoO {at least as spelled out in CoCo rules, and sort of makes sense}) – dog AoO misses due to blindness
Round 7: Grubber: uses escape artist and escapes (std) Grik & Grak: scent to pinpoint, each attack – miss Ahrin: Grapples – misses
Round 8: Grubber: 5’ steps/rides back, casts Cause Fear –Ahrin fails save Grak (out of range) Grik: scent pinpoint, attacks – misses Ahrin: frightened – runs away (provokes AoO from Dog: miss); (dogs no longer blind)
Round 9: Grubber: pursues while peppering; single moves (for no penalties) and shoots (vs. denied Dex to AC due to running) – miss Grik: double moves in Ahrin: (frightened ends) now tries to buff again: UMD shield: succeeds, fizzles due to ASF (last one)
Round 10: Grubber: single moves, fires – hits for 2 Grik: charges – hits for 8 Ahrin: (really unsure of how to proceed here: was unable to successfully use shield, already used glitterdust, in a tough spot now; tactics make no mention of dealing with dogs, seem to want to concentrate on Grubber…) – withdraws to try to avoid dog, get cover from Grubber, and set up attempt to melee/charge/grapple Grubber – due to position, this still provokes an AoO from dog however (2 threatened squares to move through) – hits for 8, downing Ahrin.
Grubber wins and gains 1200 - 25% = 900xp / 900gp Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 3 bolts, 1 vial drow poison, 1 charge Wand Bless Spells or Powerpoints Used: Cause Fear x/day Abilities Used: 1 SLA Blur Free Activity: Guard
Ahrin loses and gains 400xp + 20% + 25% = 580xp / 580gp + 86.4 gp perform Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Shield x3 Spells or Powerpoints Used: 2 SL (Glitterdust) x/day Abilities Used: none Free Activity: Perform 86.4 gp
Comments: Uknits: Given the difficulties w/ UMDing to buff, I would suggest having a contingency for if buffing sequence is interrupted – normally I would PM for clarification but this week is a little crazy and this is really the only time I have to run a fight; I’m sorry
Also - I put the ASF in prison, since that should be noted
General plan: Qhordryn hide, Khayless gets buffed and kills
Start in back of square, Q holding Wand of MM5 + Scroll of Flying, K holding Wand of Scorching Ray + Scroll of Alter Self: Trog, Bitey 10’ in front of Q to try to block charging lane (and will do so, continue to do so, maneuver to do so, etc)
Rd 1: Qhordryn Invisibility, Khayless Mage Armor
Rd 2: Q Fly (scroll) on K, Khayless Shield + move up
Rd 3: Q Levitate on self + move up, Khayless AlterSelf:Trog (scroll) + draw scroll of Shocking Grasp
Rd 5+: (from now on, Q will delay until Farig arrives within range; if Farig within range, Q will cast Summon Swarm for a land-bound swarm of spiders on Farig+Steed; basically trying to stay hidden); Khayless will engage with, in order – Shocking Grasp CL3 from scroll x3, then Chill Touch, then Wand of Scorching Ray
If Khayless is ever injured, Q will try to remain/move/maneuver to a safe place to buff, and cast Mage Armor on self, Mirror Image CL2, Shield, and then begin engaging with Wand of MM CL5 (remain levitating out of melee range, ideally w/ cover from bow)
Notes:
--Use superior movement (3D) and obstacles to try to ensure cover & stay out of range of melee
--If Shield expires, use Fly speed/height/maneuverability to disengage, recall w/PoP, recast
--If Farig drinks potion of flying to go after wizards, Q will cast Dispel Magic at Farig
--Always share spells if beneficial
--5’ step if necessary/able, o/w cast defensively if would provoke
--All expendables are available; winning is paramount
[Prefight locations and Initiative] Farig starts in area 2 with bow in hand. Initiative 17. Khayless starts in area 1 with wand of scorching ray and scroll of alter self in hand. Initiative 16. Qhordryn Del Khessin starts in area 1 with wand of magic missile and scroll of fly in hand. Initiative 15. Farig and Qhordryn are just barely able to see each other through a crack between the pillars.
Farig: (58,32) 49/49 HP, 20 AC (14 touch) Khayless: (32,62) 15/15 HP, 13 AC Qhordryn Del Khessin: (31,62) 10/10 HP, 24 AC
[Round 1] Farig shoots an arrow, and with her expertise manages to shoot through the slot and hit Qhordryn for 9 damage. She then moves to the south (disappearing from view). Khayless drops his wand to free up a hand for the somatic portion, and casts mage armor. Qhordryn Del Khessin drops his wand to free up a hand for the somatic portion, and casts invisibility.
[Round 2] Farig moves to 44,19 and waits for sight of the enemy, as there is no way to hit them where they are now without getting dangerously close. Khayless casts shield and picks up his wand. Qhordryn Del Khessin casts fly on Khayless and picks up his wand.
[Round 5] Farig waits. Khayless moves up to 38,41 and casts from the scroll, but Farig drops underneath her mount to evade the hand. Qhordryn Del Khessin delays.
[Round 6] Farig realizes she can’t outrun a flying Khayless, and instead moves up and to the side to get a clear shot at the necromancer. She shoots right at Khayless’ heart, but the wizard’s magical armor deflects the blow somewhat; it still hits for 10 damage. Khayless tries to hit Qhordryn with the spell again, and this time manages to hit his head for 19 damage. He then draws another scroll. Qhordryn Del Khessin hears Khayless’ yelp and casts mage armor on himself in preparation for eventually needing to help, then draws a scroll of mirror image.
[Round 7] Farig shoots again twice, but Khayless dodges the first and catches the second on his armor. Khayless casts shocking grasp again, hits for 10 damage, and draws a third scroll. Qhordryn Del Khessin casts mirror image for 3 images.
[Round 8] Farig shoots again twice, but Khayless catches them on his armor and shield. Khayless casts shocking grasp again, and Farig isn’t quite quick enough and takes 11 damage. Qhordryn Del Khessin casts shield and moves up to 34,54.
[Round 9] Farig shoots again twice, but Khayless’ shield deflects the first into the second. Khayless casts chill touch, but Farig dodges the hand. Qhordryn Del Khessin levitates up 10’ and sends out 3 magic missiles to slam into Farig for 12 damage, knocking her out.