conversations: human
conversations:  Current round: Yet to begin
  Dark gray is 30ft pits. They are lined with various sharp objects, and cost 10ft of movement to move through. Anyone jumping or falling into this area takes 1d8 piercing damage (no savings throw) in addition to their normal falling damage.
  Tan is 10ft elevation.
  Light gray are rope bridges. They are treated as normal ground, but can be destroyed. They have a hardness of 1 and a HP of 10. They take 1/2 damage from piercing weapons.
  Shaded regions are starting positions, and colored regions are flag locations.
  Low walls are gray lines. They provide cover.
  The walls have a climb DC of 20.
  There is a ramp, which is marked by a white area flanked by black lines. Treat this as normal ground.
  
  The Teams:
  
   Orran 
   
   Spoiler 
  Number 1
  Strength: 8
  Dexterity: 8
  Constitution: 16
  Weapons: Trident
  Armor: Tower Shield, Splint Mail
  Speed: 20ft.
  AC: 19
  Attacks: Trident +0 (1d8-1)
  Skills: Intimidate +7(7 ranks), Spot+3 (3 ranks)
  Feats: Toughness, Toughness, Toughness
  HP: 34
  Gold spent: 15/230
  
  Number 2
  Strength: 8
  Dexterity: 8
  Constitution: 16
  Weapons: Trident
  Armor: Tower Shield, Splint Mail
  Speed: 20ft.
  AC: 19
  Attacks: Trident +0 (1d8-1)
  Skills: Intimidate +7(7 ranks), Listen +3 (3 ranks)
  Feats: Toughness, Toughness, Toughness
  HP: 34
  Gold spent: 15/230
  
  Number 3
  Strength: 8
  Dexterity: 16
  Constitution: 8
  Weapons: Longbow, Arrows 40
  Armor: Breastplate, Buckler
  Speed: 20ft.
  AC: 19
  Attacks: Longbow +5/+5 or +7 (1d8-1)
  Skills: Tumble +2 (3 dex, 3 ranks, -4 armor) Climb +2 (7 ranks, -1 str -4 Armor)
  Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Longbow)
  HP: 13
  Gold Spent: 77/215
  
  Number 4
  Strength: 8
  Dexterity: 16
  Constitution: 8
  Weapons: Longbow, Arrows 40
  Armor: Breastplate, Buckler
  Speed: 20ft.
  AC: 19
  Attacks: Longbow +5/+5 or +7 (1d8-1)
  Skills: Tumble +2 (3 dex, 3 ranks, -4 armor) Climb +2 (7 ranks, -1 str -4 Armor)
  Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Longbow)
  HP: 13
  Gold Spent: 77/215
  
  Number 5
  Strength:8
  Dexterity:16
  Constitution:8
  Weapons: Heavy Repeater Crossbow, bolts 20, Greatsword
  Armor: Leather, Buckler
  Speed: 30ft
  AC: 16
  Attacks: Heavy crossbow +6 (1d10) Greatsword (2d6-1)
  Skills: Move Silently +8 (3 ranks, 3 dex, 2 stealthy) Hide + 11 (3 ranks, 3 dex, 2 stealthy, 3 skill focus)
  Feats: Skill Focus (Hide), Stealthy, Exotic Weapon Proficiency (repeater crossbow)
  HP: 13
  Gold spent: 454/35
  
  Number 6
  Strength:8
  Dexterity:16
  Constitution:8
  Weapons: Heavy Crossbow, bolts 40, Greatsword
  Armor: Leather, Buckler
  Speed: 30ft
  AC: 16
  Attacks: Heavy crossbow +6 (1d10) Greatsword +1 (2d6-1)
  Skills: Move Silently +8 (3 ranks, 3 dex, 2 stealthy) Hide + 11 (3 ranks, 3 dex, 2 stealthy, 3 skill focus)
  Feats: Skill Focus (Hide), Stealthy, Rapid Reload
  HP: 13
  Gold spent: 102/35
  
  Number 7
  Strength: 14
  Dexterity: 10
  Constitution: 10
  Weapons: Greataxe, Javelin x5
  Armor: Halfplate
  Speed: 20ft.
  AC: 17
  Attacks: Greataxe +6 (1d12+3), Javelin +3 (1d6+2)
  Skills: Intimidate +7(ranks), Climb +2 (7 ranks, 2 str -7 armor)
  Feats: Weapon Focus (Greataxe), Endurance, Diehard
  HP:16
  Gold Spent: 25/600
  
  Number 8
  Strength: 14
  Dexterity: 10
  Constitution: 10
  Weapons: Greataxe, Javelin x5
  Armor: Halfplate
  Speed: 20ft.
  AC: 17
  Attacks: Greataxe +6 (1d12+3), Javelin+3 (1d6+2)
  Skills: Intimidate +7(ranks), Climb +2 (7 ranks, 2 str -7 armor)
  Feats: Weapon Focus (Greataxe), Endurance, Diehard
  HP:16
  Gold Spent: 25/600
  
  Number 9
  Strength: 10
  Dexterity: 14
  Constitution: 10
  Weapons: Shortspear x 10
  Armor: Chainmail, Towershield
  Speed: 20ft.
  AC: 21
  Attacks: Shortspear +4 (1d6), Shortspear +2 (1d6)
  Skills: Intimidate +7(ranks), Climb +2 (7 ranks, -5 armor)
  Feats: Weapon Focus (Shortspear), Toughness, Point Blank Shot
  HP:19
  Gold Spent: 10/170
  
  Number 10
  Strength: 10
  Dexterity: 14
  Constitution: 10
  Weapons: Shortspear x 10
  Armor: Chainmail, Towershield
  Speed: 20ft.
  AC: 21
  Attacks: Shortspear +4 (1d6), Shortspear +2 (1d6)
  Skills: Intimidate +7(ranks), Climb +2 (7 ranks, -5 armor)
  Feats: Weapon Focus (Shortspear), Toughness, Point Blank Shot
  HP:19
  Gold Spent: 10/170
  
  Number 11
  Strength: 16
  Dexterity: 8
  Constitution: 8
  Weapons: Spiked Chain, Trident
  Armor: Breastplate
  Speed: 20ft.
  AC: 14
  Attacks: Spiked Chain +7 (2d4+4), Trident +6 (1d8+3), Trident +2 (1d8+3)
  Skills: Intimidate +7(ranks), Climb +6 (7 ranks, 3 str, -4 armor)
  Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked chain), Toughness
  HP:16
  Gold Spent: 40/200
  
  Number 12
  Strength: 16
  Dexterity: 8
  Constitution: 8
  Weapons: Spiked Chain, Trident
  Armor: Breastplate
  Speed: 20ft.
  AC: 14
  Attacks: Spiked Chain +7 (2d4+4), Trident +6 (1d8+3), Trident +2 (1d8+3)
  Skills: Intimidate +7(ranks), Climb +6 (7 ranks, 3 str -4 armor)
  Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (spiked chain), Toughness
  HP:16
  Gold Spent: 40/200
   
  
   Deepblue706 
   
   Spoiler 
   #1-3:  Skirmishers  
   Strength: 12 
   Dexterity: 14 
   Constitution: 8 
   Weapons: Longbow (20 arrows), Greatclub, Dagger 
   Armor: Chain Shirt 
   Speed: 30ft 
   AC: 16 
   Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1) 
   Skills: Listen (+3), Spot (+3), Tumble (+4) 
   Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow 
   HP: 13 
   #4-5:  Guardians  
   Strength: 14 
   Dexterity: 8 
   Constitution: 12 
   Weapons: Longsword, Longsword, Sling (10 bullets) 
   Armor: Half-Plate, Heavy Wooden Shield 
   Speed: 20ft 
   AC: 19 
   Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2) 
   Skills: Balance (+2), Listen (+3), Spot (+3) 
   Feats: Diehard, Endurance, Improved Initiative 
   HP: 19 
   #6-8:  Shock Troopers  
   Strength: 14 
   Dexterity: 10 
   Constitution: 10 
   Weapons: Greatsword, Longsword, Sling (10 bullets) 
   Armor: Chain Shirt 
   Speed: 30ft 
   AC: 14 
   Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2) 
   Skills: Climb (+6), Jump (+6), Swim (+6) 
   Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack 
   HP: 16 
   #9-11:  Sentinels  
   Strength: 14 
   Dexterity: 12 
   Constitution: 8 
   Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts) 
   Armor: Banded Mail 
   Speed: 20ft 
   AC: 17 
   Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8) 
   Skills: Listen (+3), Heal (+3), Spot (+3) 
   Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness 
   HP: 16 
   #12:  The Sneakyman  
   Strength: 8 
   Dexterity: 16 
   Constitution: 8 
   Weapons: Rapier, Shortbow (20 arrows), Dagger 
   Armor: Leather Armor 
   Speed: 30ft 
   AC: 15 
   Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1) 
   Skills: Hide (+9), Move Silently (+9), Tumble (+6) 
   Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse 
   HP: 13 
   
conversations: Orran:
conversations: human
conversations:  Reserved for updates pertaining to units and their status.
  
  Initiative
   
   Spoiler 
  
  Blue 3 -20
  Red 1 -19
  Red 3 -19
  Red 2-13
  Blue 1- 12
  Blue 2- 5
   
  
  
  Injuries  
   Spoiler 
  
  Red 5- 1 NL
  Red 6- 4 NL
  Red b - 11
  Red a - 7
  Blue b- 6
  Blue 2- 7
  Blue 1- 7
   
conversations: Orran:
conversations: human
conversations:  Good luck to you, sir.
  
   Placement 
  
  Squad 1:
  -Skirm1@Bc11
  -Shock6@Bc12
  -Sent9@Bc13
  -Guard4@Bc14
  
  Squad 2:
  -Skirm3@Bc20
  -Sent10@Bc19
  -Sent11@Bd20
  -Shock7@Bd19
  
  Squad3:
  -Guard5@Bc16
  -Skirm2@Bc15
  -Shock8@Bc17
  -Sneak12@Bd11
conversations: Deepblue706:
conversations: human
conversations:  And good luck to you sir
  
  My men will be split into the following groups:
  Group 1: Numbers 3,4,5,6
  Initiative: (1d20+3)[ 19 ] 
  Will start in squares:
  3-B15 - Holding bow
  4-B16 - Holding bow
  5-B13 - Holding loaded crossbow
  6-B18 - Holding loaded crossbow
  
  Group 2: Numbers 1,2,11,12
  Initiative:  (1d20-1)[ 13 ] 
  Will start in squares:
  1- A12 - Holding tower shield and trident
  2- A19 - Holding tower shield and trident
  11- B14 - Holding spiked chain
  12- B17 - Holding spiked chain
  
  Group 3: Numbers 7,8,9,10
  Initiative:  (1d20)[ 19 ] 
  Will start in squares:
  7- B12 - Holding greataxe
  8- B19 - Holding greataxe
  9- A11 - Holding tower shield and shortspear
  10- A20 - Holding tower shield and shortspear
conversations: Orran:
conversations: human
conversations:  Ah yes, equipment. Skirmishers are armed with bows, Sentinels with their crossbows, others have best melee weapons ready (Guardian has Longsword, Shock Trooper a Greatsword, Sneakyman a Rapier).
  
  Squad 1 Initiative:  (1d20)[ 12 ] 
  Squad 2 Initiative:  (1d20)[ 5 ] 
  Squad 3 Initiative:  (1d20)[ 20 ] 
conversations: Deepblue706:
conversations: human
conversations:  Then it's your turn first, map will be up tomorrow as I'm away from my computer at the moment.
conversations: Orran:
conversations: human
conversations:  Squad 3:
  
  -Guard5@Bc16 to Ba17
  
  -Skirm2@Bc15 to Z14, ready standard action to fire longbow upon anyone to come into direct line-of-sight.
  
  -Shock8@Bc17 double move to S16
  
  -Sneak12@Bd11 moves to Bd6, then tries to climb down to Bd5 ( (1d20-1)[ 0 ] )
  
  Edit: Lol. Zero.
conversations: Deepblue706:
conversations: human
conversations:  Tumble check for blue 12:DC15  (1d20+6)[ 12 ]   (1d6)[ 6 ] 
   
  Current round: 1
  
  By 'direct' I assumed you meant without cover.
  
  Red group 1:
  3- D16, shoots 2  (1d20+6)[ 18 ]   (1d8-1)[ 7 ] 
  4- D17, shoots 2  (1d20+6)[ 13 ]   (1d8-1)[ 4 ] 
  5- Double move to I6 Jump  (1d20-1)[ 6 ]  Tumble  (1d20+3)[ 13 ]   (1d6)[ 1 ] 
  6- Double move to J24 Jump  (1d20-1)[ 2 ]  Tumble  (1d20+3)[ 7 ]   (1d6)[ 4 ] 
  Red group 3:
  7- Double moves to F15
  8- Double moes to F16
  9- Double moves to G15 Then takes full cover
  0- 1st in the group, triggers 2's action  (1d20+5)[ 6 ]   (1d8)[ 5 ]  Double moves to G16 Then takes full cover
  Red group 2:
  1- Double move to G14 Then takes full cover
  2- Double move to G17 Then takes full cover
  a- Double move to I15
  b- Double move to I16
conversations: Orran:
conversations: human
conversations:  Oh, wait, I didn't see that gray walls were  low . I didn't think you could fire over them.
  
  Crap.
  
  I'll get my next actions up soon.
conversations: Deepblue706:
conversations: human
conversations:  Actually, before I continue, I need to ask: How do your #1 and #2 have full cover? I thought the blank lines represent the edge of the top of the platform...
conversations: Deepblue706:
conversations: human
conversations:  Sorry i should of been more clear, they are taking full cover behind their tower shields.
conversations: Orran:
conversations: human
conversations:  Squad 2:
  -Skirm3@Bc20 double move to u16, take cover
  -Sent10@Bc19 move to ba21, fire upon (b) Attack:  (1d20+4)[ 22 ] (-2) Damage:  (1d8-1)[ 4 ] (+1)
  -Sent11@Bd20 move to ba22, fire upon (b) Attack:  (1d20+4)[ 24 ] (-2) Damage:  (1d8-1)[ 5 ] (+1)
  -Shock7@Bd19 double move to t15, take cover
  
  Squad 1:
  -Skirm1@Bc11 move to y13, fire upon (a) Attack:  (1d20+6)[ 24 ]  Damage:  (1d8)[ 7 ] 
  -Shock6@Bc12 double move to s16, take cover
  -Sent9@Bc13 move to y14, fire upon (a) Attack:  (1d20+4)[ 10 ]  Damage:  (1d8)[ 8 ] 
  -Guard4@Bc14 double move to v15
  
  ------------------------------------------------------------------
   ROUND 2 
  
  
  Squad 3:
  
  -Guard5@Ba17 double move to v18, take cover
  
  -Skirm2@z14 fire upon (a) Attack:  (1d20+6)[ 22 ]  Damage:  (1d8)[ 3 ] , move to ba14, take cover
  
  -Shock8@S16 double move to v25, take cover
  
  -Sneak12@bd5 move to bb4, take cover. hide:  (1d20+9)[ 26 ] 
conversations: Deepblue706:
conversations: human
conversations:  Rang increments affect attack rolls not damage but otherwise I think your turn is fine, I'll update the map soon. I'm going away for the weekend So my next post will be on monday.
conversations: Orran:
conversations: human
conversations:  Originally Posted by Orran 
   Rang increments affect attack rolls not damage but otherwise I think your turn is fine, I'll update the map soon. I'm going away for the weekend So my next post will be on monday. 
   
  
  Oops! Yeah, I think it's -2 attack per increment. I editted my post.
conversations: Deepblue706:
conversations: human
conversations:  I'm not sure what you mean by 'taking cover', the only reason I said it is because with tower shields you have to declare that you're taking cover behind them. Also 6 can't move to S16 at the time you chose because 8 is in it. Since this might affect your turn I'll wait for confirmation to continue.
conversations: Orran:
conversations: human
conversations:  Low walls. Perhaps it was redundant to say.
  
  As for S16, okay, then I suppose we'll make
  
   Shock6@Bc12 move to v17 
conversations: Deepblue706:
conversations: human
conversations:  Sorry, my subscription didn't show up for this, technically I should be disqualified, would you like to continue?
conversations: Orran:
conversations: human
conversations:  I do not accept wins by technicality. Plus, it'd be rude of me to say no - especially since this game is certainly yours.
conversations: Deepblue706:
conversations: human
conversations:  It's mine by inheritance only, I'd like silence to come back but lacking that I'll keep it running.
conversations: Orran:
conversations: human
conversations:  Here's how hiding works, the hiding unit is removed from the map until someone succeeds their spot check against them, but to make the check they must have at least partial LOS. I'll leave it to you to let me know when I've seen you. Bear in mind that you must have at least partial cover relative to my units at all times and that every time you move I get another check, so I'll roll them every turn. Also, put your actual movement in spoilers.
  
  Spot for 1
   (1d20+3)[ 16 ] 
  
  Spot for everyone else
   (1d20)[ 18 ] 
   (1d20)[ 15 ] 
   (1d20)[ 14 ] 
   (1d20)[ 6 ] 
   (1d20)[ 5 ] 
   (1d20)[ 12 ] 
   (1d20)[ 11 ] 
   (1d20)[ 11 ] 
   (1d20)[ 17 ] 
   (1d20)[ 20 ] 
   (1d20)[ 2 ] 
  
  Heres the map after your turn:
   
conversations: Orran:
conversations: human
conversations:  Originally Posted by Orran 
   It's mine by inheritance only, I'd like silence to come back but lacking that I'll keep it running. 
   
  
  I meant you were going to win.
conversations: Deepblue706:
conversations: human
conversations:  Group 1: Numbers 3,4,5,6
  Initiative:[19]
  Will start in squares:
  3- Rapid shots at at 1 1st: (1d20+5)[ 8 ]  2nd: (1d20+5)[ 20 ] 
  Damage 1:[roll]1d8-1[roll] 2: (1d8-1)[ 6 ] 
  4- Rapid shots at at 1 1st: (1d20+5)[ 16 ]  2nd: (1d20+5)[ 14 ] 
  Damage 1:[roll]1d8-1[roll] 2: (1d8-1)[ 6 ] 
  5- Double move to M3
  6-B18 - Double move to M29
  
  Group 2: Numbers 1,2,11,12
  Initiative: [13]
  Will start in squares:
  1- Double move to M14, Takes cover behind tower shield
  2- Double move to M17, Takes cover behind tower shield
  11- Double move to L15
  12- B17 - Double move to L16
  
  Group 3: Numbers 7,8,9,10
  Initiative: [19]
  Will start in squares:
  7- Double move to M15
  8- Double move to M16
  9- Double move to N15, takes cover behind tower shield
  10- A20 - Double move to N16, takes cover behind tower shield
  
  Map:
   
conversations: Orran:
conversations: human
conversations:  Needed to reroll the damage for an attack : (1d8-1)[ 1 ] 
conversations: Orran: