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Post by harknail on Mar 6, 2009 13:47:59 GMT -5
The group moves past the door into the cavern. The glowing fungi that provided at least dim light in most of the cavern is absent here. Dim illumination is provided only by a couple of candles by the door and one by a pile of bone. A goblin is by the bone pile holding a staff much taller than he is. As the group exits the area of the silence spell, he can be heard talking to himself (in goblin) <The leg bone is connected the hip bone..> until he notices the entrance of bright light from the torch Harknail is carrying. <Eh, what's this?> Although the group can't see anything in the darkness between them, there is something between that's making it hard to get a good view of the goblin (goblin may have cover). Map: The reddish hued areas are dimly lit by a candle. Initiatives and surprise actions please. Surprise round actions consist of a single action only (minor, move, or standard). The silence spell is making coordination difficult, The back two ranks can't hear the front two ranks and visa versa. Doran: 11 Sanem: 20 [rand=115699809975922110051297396421432495386991497594863239621245418675244]
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Mar 6, 2009 14:05:15 GMT -5
Initiative: Thursagan action for the surprise round will be total defense, until we can get a better view on what we are up against. Thursagan's Combat Status Health: HP 31/31 - Surges 10/12 - Action Points 0/1 Encounter Powers: Passing attack 1/1 - Second wind 1/1 Daily Powers: Villian's menace 1/1
Thursagan's "group bonuses" When Thursagan marks and engages a target, that target will normally stay in place and focus on him
[rand=470228858292102848440626356750727805376707576215343952042516320944]
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cyco
Veteran of the War
Posts: 148
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Post by cyco on Mar 6, 2009 14:08:23 GMT -5
Gabe is delaying to see what the others do before he acts but he will act during the surprise round. Gabe's Initiative Gabe's Combat Status Gabe's Health: HP 22/22 - Surges 6/7 - Action Points 1/1 Encounter Powers: Infernal Wrath 1/1, Inspiring Word 2/2, Warlord's Favor 1/1 Daily Powers: Lead the Attack 1/1
Gabe's Group Bonuses: Any ally within 10 squares that can see and hear me gains +2 to initiative. Any ally who can see me spending an action point to attack gains +2 to hit & +4 to damage[rand=55181460979093244683373324289569156642736857450342789492661929587]
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Post by Ogremind on Mar 6, 2009 14:46:13 GMT -5
Doran's surprise action will be to move to H16 (or a square near it if someone takes it). What kind of action would getting a sun rod out of his pack and activating it be? Hate to give up surprise, but I don't have anyone to use it on until we get some light.
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Mar 6, 2009 14:47:16 GMT -5
Howy's Initiative: [dice=20] Howy will Lance of Faith any baddy within range 5(if possible from the Silence zone), otherwise if there are no targets Howy will advance as Harknail the light source advances but staying within the safety envelope of the party.[rand=519945386486529737865277536238131507692083126789250173442382809]
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Post by harknail on Mar 6, 2009 14:56:13 GMT -5
What kind of action would getting a sun rod out of his pack and activating it be? Hate to give up surprise, but I don't have anyone to use it on until we get some light. I think that takes two minor actions, one to find it in the pack, the other to light it (or throw it against something hard).
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Mar 6, 2009 16:02:18 GMT -5
OOC: Now that I read Gabe's bonus to initiative, it says "...that can see and hear me..." I have a doubt. Do we still get the bonus with the silence spell?
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Post by harknail on Mar 6, 2009 16:07:51 GMT -5
OOC: Now that I read Gabe's bonus to initiative, it says "...that can see and hear me..." I have a doubt. Do we still get the bonus with the silence spell? OOC: I'll say yes in this specific case because would have done any verbal planing before moving forward. Besides, the only reason I moved everyone forward enough to be split be the silence spell is so that everyone would fit on the map.
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Mar 6, 2009 21:01:01 GMT -5
Howy's Init is a 13 with the +2
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Post by harknail on Mar 8, 2009 12:43:37 GMT -5
Harknail moves forward along with his torch. This lights up the area between the group and the goblin, revealing 3 corpses that didn't have the sense to lie down (Zombies). One (Blue 1) looks like a fresh corpse, the other two (Red 1 and Red 3) look in poor shape. Unfortunately, Harknail moving forward meant leaving his companions in either total darkness or at best the poor (low) light from the candles by the entrance. Map: If you aren't on the current map, please check the previous map for your position. Anyone who hasn't used it yet still has a standard action during the surprise round.
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cyco
Veteran of the War
Posts: 148
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Post by cyco on Mar 8, 2009 13:03:07 GMT -5
Gabe is not close enough to charge anyone so he moves up so he is standing behind and just to the south of Harknail. Once he's out of the silence spells area he starts talking, " Focus on that goblin, he's the one likely to have tricks up his sleeve." Gabe moves to J13
Gabe's Combat Status Gabe's Health: HP 22/22 - Surges 6/7 - Action Points 1/1 Encounter Powers: Infernal Wrath 1/1, Inspiring Word 2/2, Warlord's Favor 1/1 Daily Powers: Lead the Attack 1/1
Gabe's Group Bonuses: Any ally within 10 squares that can see and hear me gains +2 to initiative. Any ally who can see me spending an action point to attack gains +2 to hit & +4 to damage
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Post by similar on Mar 8, 2009 14:51:08 GMT -5
Initiative [dice=20] +1=12
As Harknail advances with his torch attached revealing the zombies Bharash immediately takes the opportunity to fire a scorching burst of fire at them. Scorching burst centered in the middle of 3, 3 & 1
To hit grey 3: [dice=20] +3=7 vs ref To hit red 3: [dice=20] +3=12 vs ref To hit red 1: [dice=20] +3=12 vs ref
Damage on hit: [dice=6] +3=5
[rand=5144135814788435238555025549967675819207055983485268024673303728]
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Mar 8, 2009 17:32:09 GMT -5
To stay within Harknail's light radius, Howy advances to H13
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daft
Adventurer
Posts: 49
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Post by daft on Mar 9, 2009 16:50:27 GMT -5
Sanem moves to G15.
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Post by Ogremind on Mar 10, 2009 14:58:59 GMT -5
So, who are we waiting for?
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Post by harknail on Mar 10, 2009 15:06:21 GMT -5
Waiting for me, I'll try to get the next turn out tonight.521
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Post by harknail on Mar 11, 2009 11:31:50 GMT -5
As Harknail advances with his torch attached revealing the zombies Bharash immediately takes the opportunity to fire a scorching burst of fire at them. Two of the zombies (Red 1 and Red 3) were destroyed, the fresher looking zombie (blue 3) appeared to be unscathed.
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Post by harknail on Mar 11, 2009 11:50:02 GMT -5
Only the quick Elf (Sanem) is able to move again before the Zombies react.
OOC: Zombies rolled high on Init, only Sanem gets a full turn before they move. Need action from Sanem.
PS Sorry for the delay, I ended up having to work all of last night.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Mar 11, 2009 11:54:26 GMT -5
PS Sorry for the delay, I ended up having to work all of last night. [/color][/quote] OOC: No problem, thanks for running the game!
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Post by Ogremind on Mar 11, 2009 12:54:52 GMT -5
Only the quick Elf (Sanem) is able to move again before the Zombies react. OOC: Zombies rolled high on Init, only Sanem gets a full turn before they move. Need action from Sanem.
PS Sorry for the delay, I ended up having to work all of last night. Ouch. Yeah, that can happen. I bet you are glad it wasn't a Friday night. I'm just glad my connection is working again.
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