|
Post by Deekin on Jul 7, 2008 13:28:09 GMT -5
As the various members of team hero move into the room, both Doran and Sanem spot something wrong with one of the floor tiles, and point it out to their allies. Everyone else safely moves in, and Harknail pokes one of the statues. The only thing odd about it is despite being carved of stone, it has very deep visor slots. As Sanem scans the room, he spots kobolds hiidng in the alcoves. Your turn to strike first.[Most of the kobolds have cover] Yay, INIT!
Sanem 25 Doran 23 Merkarn 17 Gabe 15 Clark 12 Kobolds 8 Harknail 4
|
|
|
Post by harknail on Jul 7, 2008 14:06:48 GMT -5
Strange floor tile? Stone statue with deep visor slots? Harknail calls out to his companions, "Don't stand in front of the statues, I think they're some sort of trap!"
OOC: Since Harknail is at the bottom of the init again, I'll wait to see what others are doing before I post an action for Harknail.
|
|
|
Post by Rojito on Jul 7, 2008 15:25:21 GMT -5
Sanem moves seven squares foward (into F7), avoiding any plates that seem to be booby trapped. He then turns, declares J7 his quarry and uses Prime Shot, and shoots an arrow at the Kobold to the right. After shooting he shifts back 1 square to F8 for cover. Dex vs ac [dice=20] +7=22 Damage: [dice=8] [dice=6] +4=12 damage.
[rand=728126088849952165334844890883156434786511658573036223071928656]
|
|
|
Post by TheUdjat on Jul 7, 2008 15:28:04 GMT -5
[Longbows are a 1d10 damage in 4e, Rojito.
Reserving my post until those going ahead of me post, and until I get to my home computer tonight and can view the map.]
|
|
|
Post by Rojito on Jul 7, 2008 15:31:13 GMT -5
[erm so they are, should i modify it? nah DM can roll damge then i dont think it would be appropriate to modify a roll like that.]
|
|
|
Post by harknail on Jul 7, 2008 15:47:12 GMT -5
You can actually edit the number of sides without regenerating the dice rolls (a low roll is still low, but with a different range) For example: [dice=10] I start with 8 sided dice and get 2, then change to 10 sided dice and it stays 2. It could have changed to 3. This seems appropriate in this case [rand=07443263102322817989230189472436999180220486596232196649443358183]
|
|
|
Post by Ogremind on Jul 7, 2008 16:08:38 GMT -5
Doran moves to H8, then uses Deft Strike to move to I7 and attack the wonded #4, and, as he has combat advantage from going first, used sneak attack. [dice=20]+8 [dice=4]+5 and [dice=6][dice=6]+2
24 to hit, 12 to damage. [Well, at least I hit. I think.][rand=800321888926867655590915766659196542842100082054316468835419891]
|
|
|
Post by Yakumo on Jul 7, 2008 16:36:44 GMT -5
Clark casts Cloud of Daggers on the Kobald in A8 and then shifts to E15. To hit: Int versus Reflex [dice=20]+4 Damage: [dice=6]+4 Also he will take 2 damage for starting in that square his turn.
[rand=39783410699530053536241697821312788283728944287479161290678975018]
|
|
|
Post by Deekin on Jul 7, 2008 16:47:59 GMT -5
Strange floor tile? Stone statue with deep visor slots? Harknail calls out to his companions, "Don't stand in front of the statues, I think they're some sort of trap!" OOC: Since Harknail is at the bottom of the init again, I'll wait to see what others are doing before I post an action for Harknail. When rolling for init, Harknell's roll went into a group of spare D20s. They all ended up on a 1.
|
|
|
Post by harknail on Jul 7, 2008 17:00:36 GMT -5
When rolling for init, Harknell's roll went into a group of spare D20s. They all ended up on a 1. No complaints. I've had other characters that usually went last due to consistently poor init rolls. Besides, it fits his background. Harknail hasn't seen any action or been in a situation where he needed to react quickly for over 100 years. He's a bit rusty (so to speak). I am wondering what you meant by his roll going into a group of spare D20's though.
|
|
|
Post by taciturnlobotomy on Jul 8, 2008 19:18:11 GMT -5
Seeing the human and elf-ranger leap into battle, Melkarn's blood stirs. Fire crackling in his fingers, Bladetongue dashes in to the battle.
(note: still have curses active on the previous 2 and 4)
Moves to D11, careful to avoid the odd square.
Uses Minor action to curse on Kobold 1 (Yuke Yuke)
Cast Fiery Rebuke on Kobold 1(Yuke Yuke)
Con vs Reflex
[dice=20] +3 =12 vs refex
If hit [dice=6] +3 = 5 Fire Damage Also curse Damage [dice=6]
For total 10 Damage
If (take dmg before next turn) Then: Deal 1d6+3 dmg to Kobold 1(Yuke Yuke);
HP:26 Temp HP: 8 Healing Surges: 9
Curses active: Kobold 1, Kobold 2(from last room), Kobold 4(from last room) [rand=42748762140491673574559821202139719926115801995598627246774239]
|
|
|
Post by harknail on Jul 9, 2008 2:39:56 GMT -5
OOC: I'm having trouble guessing what the Kobolds might do and how Harknail should react to them. Are they going to stay put and use ranged attacks? Are they going to gang up on one person? Where are they going to be when Harknail moves? I can try to guess, but I came up with a simpler solution if it's OK with the GM.
Since all the Kobolds go at the same init, just before Harknail, can I skip this turn and be moved to the top of the initiative order for next turn? That has no actual effect on actions performed, but saves me from coming up with a lot of contingency plans based on what the kobolds do and who is in the worse shape of the allies. We will move, then the kobolds move, and no one has to guess what the kobolds will do on their turn.
|
|
|
Post by TheUdjat on Jul 9, 2008 7:22:15 GMT -5
"How very surprising," Gabe says dryly. "They tried another ambush." He moves up with the others, bringing the glaive to bear to strike at the nearest kobold. The others seem to be doing fine for the time being, so he sees no need to call out tactics.[Advance around the east of the coffin to square C10. Viper's Strike on Kobold 1.]
Str vs. AC @ +5: [dice=20] Total: 15
If a hit, 2d4+3 Damage: [dice=4] [dice=4] Total: 7 damage [rand=480598939592622911604524480035153585839030015067893375768031019]
|
|
|
Post by Ogremind on Jul 9, 2008 12:55:02 GMT -5
OOC: I'm having trouble guessing what the Kobolds might do and how Harknail should react to them. Are they going to stay put and use ranged attacks? Are they going to gang up on one person? Where are they going to be when Harknail moves? I can try to guess, but I came up with a simpler solution if it's OK with the GM. Since all the Kobolds go at the same init, just before Harknail, can I skip this turn and be moved to the top of the initiative order for next turn? That has no actual effect on actions performed, but saves me from coming up with a lot of contingency plans based on what the kobolds do and who is in the worse shape of the allies. We will move, then the kobolds move, and no one has to guess what the kobolds will do on their turn. Actually, I have a suggestion. Whenever possible, have the break between threads happen on the monsters actions. Obviously, this works most efficiently if no players go between monster turns. I think there are rules somewhere for group initiatives--the format of a play-by-post game lends itself more to the their-turn/our-turn kind of play than a tabletop format. Just so long as the GM doesn't use it to kill off one player before the other's can react.
|
|
|
Post by Deekin on Jul 10, 2008 20:00:59 GMT -5
|
|