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Originally Posted by
Umiushi
It's time to consider round 18 actions, with an eye to turn order and positioning.
The turn order thing is going make it a bit tricky to coordinate actions, especially as we're still dealing with a split party for the moment, but I'm reluctant to simply delay Rogur & Zephyr's turns and give the enemies a free round. So, Rogur will take Noxias' advice and make his way to the other side. If he was aware that Zephyr was there in combat, he might try to Run and then charge, but since he's not, it'll be a normal Double move, stopping at the door as he sees what's going on. Zephyr will continue to press his assault against #2.
Rogur, Round Eighteen
Standard: (None, substitute move)
Move: (Fleeting Ghost) * Rogur - Stealth - Hide from enemies *
Sx6, Sx4. Rogur is now just north of the door, hiding from #2.
Free: Reload sling
Minor: Stow sword
* Rogur - Acrobatics - Cross narrow bridge #1 *
* Rogur - Acrobatics - Cross narrow bridge #2 *
Zephyr, Round Eighteen
Standard: Melee Basic against #2. Please note that the roll does not include any modifiers from Escalating Violence. If #2 does damage to Zephyr prior to this attack, please adjust attack & damage rolls accordingly. * Zephyr - Melee Basic vs. AC *
* Zephyr - Melee damage *
Move: None
Free: None
Minor: None
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