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Post by harknail on Sept 11, 2009 13:58:02 GMT -5
Oh, I see. I have a better idea then. Lets push 5 up into the statue, and 2 and 3 diagonally so that they both end up next to Thurgasan (with 2 on the statue). Map updated. Nice, keeps them together for more bursts :-)
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Sept 11, 2009 14:53:12 GMT -5
Thursagan's first blow damages the Clay Scout, his second shatters it into fragments that drop to the ground lifeless. It will not be touching anyone elses mind today... (It should have flown out of melee range before attacking) This time them having a surprise round with a single action actually helped us I have burned my daily and an action point, but it is probably worth it
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Post by Ogremind on Sept 11, 2009 16:09:52 GMT -5
This time them having a surprise round with a single action actually helped us I have burned my daily and an action point, but it is probably worth it ? The enemies got the surprise round. As I understand it, this is our first round of full actions, because the enemies rolled really bad for initiative. Additionally, if this was a surprise round, we wouldn't be able to use action points.
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Post by harknail on Sept 11, 2009 16:16:25 GMT -5
This time them having a surprise round with a single action actually helped us I have burned my daily and an action point, but it is probably worth it ? The enemies got the surprise round. As I understand it, this is our first round of full actions, because the enemies rolled really bad for initiative. Additionally, if this was a surprise round, we wouldn't be able to use action points.
All of this is correct. The enemy having a surprise round helped you because the clay scout couldn't get out of range of the melee characters.
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Sept 11, 2009 16:34:15 GMT -5
I think I'm confused again. Is this round 1?
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Post by harknail on Sept 11, 2009 16:52:52 GMT -5
I think I'm confused again. Is this round 1? Yes, this is round 1. There was a surprise round (round 0?) where only the monsters got to go, but they were limited in what they could do. The monsters next move is almost at the end of Round 1, only Harknail goes after them.
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Sept 11, 2009 22:22:05 GMT -5
Waiting until map shows Laira Elereth at J17 before starting her turn.
Oh, and does fire appear to be effecting them the same or less than normal attacks?
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Post by similar on Sept 12, 2009 4:46:27 GMT -5
Rather then shifting into difficult terrain Bharash shifts to S17 then still scorching bursts the same group
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Post by harknail on Sept 12, 2009 16:15:33 GMT -5
Bharash was furious that yet again an enemy had drawn his blood. His wizards training allowed him to retain focus and rather then lash out at the nearest foe step away to rain fire down on a group of iron dogs further away. One (#2) avoids Bharash's fiery wrath the other two (#3 and #5) are knocked off their feet by the blast.
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Post by harknail on Sept 12, 2009 16:19:20 GMT -5
Waiting until map shows Laira Elereth at J17 before starting her turn. Oh, and does fire appear to be effecting them the same or less than normal attacks?Sorry about that, the map has been updated. Fire seems to be affecting these iron dogs normally. By the way, I didn't mention earlier, but these are the size of dogs, small creatures.[/color]
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Sept 13, 2009 1:21:51 GMT -5
Lairaunwen Elereth curses gargoyle 5 (also inflicting one point of damage) and then scorching bursts gargoyles 2, 3, and 5 (blast centered at L16). 24 vs reflex at gargoyle 2 for 8 fire damage. 14 vs reflex at gargoyle 3 for 8 fire damage. 12 vs reflex at gargoyle 5 for 11 fire damage. 5+[dice=20]=24 vs reflex at 2 for [dice=6]+4=8 fire damage, 5+[dice=20]=14 vs reflex at 3 for 8 fire damage, 5+[dice=20]=12 vs reflex at 5 for 8+[dice=6]=11 fire damage. Laira then moves to G16 to gain concealment (assuming none of the gargoyles die from the attack). Also, I will be leaving on another trip early tomorrow morning, so Luke should probably run Laira Elereth's actions until I get back (next Saturday).[rand=9641314412195787342180227219690184405443165173045304561775524478]
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Post by harknail on Sept 13, 2009 1:49:44 GMT -5
Lairaunwen Elereth curses gargoyle 5 (also inflicting one point of damage) and then scorching bursts gargoyles 2, 3, and 5 (blast centered at L16). 24 vs reflex at gargoyle 2 for 8 fire damage. 19 vs reflex at gargoyle 3 for 6 fire damage. 12 vs reflex at gargoyle 5 for 9 fire damage. Laira then moves to L16 to gain concealment (assuming none of the gargoyles die from the attack). Also, I will be leaving on another trip early tomorrow morning, so Luke should probably run Laira Elereth's actions until I get back (next Saturday). Burst attacks only role damage once, so I'm using the first damage roll for all damage (which happened to be the best roll). She hit #2 and #3 but missed #5. #3 is now bloodied.
Please confirm that you want to move to J16. This will give at least one of the metal dogs an attack of opportunity and isn't enough of a move to grant concealment (2 squares moved though 4 movement point used to do so).
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Post by Ogremind on Sept 13, 2009 6:11:19 GMT -5
Looks like we are waiting on Sanem. Oh, and Harknail, don't forget Shield and Staff of Defense when the inevitable mobbing happens on the Enemies turn.
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Post by harknail on Sept 13, 2009 15:55:20 GMT -5
Looks like we are waiting on Sanem. Oh, and Harknail, don't forget Shield and Staff of Defense when the inevitable mobbing happens on the Enemies turn. Yes, we are waiting for Sanem. I will give him a bit more time before continuing (which gives the time to work on other things :-))
Thanks for reminding me about Shield and Staff of Defense. I've added notes to the wizards defenses to remind me when when I'm checking to see if a monster hit.
If either Zachary or Bharash doesn't want to use these abilities the first time it would prevent damage, let me know under what situations you do want to use these abilities.
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Post by harknail on Sept 13, 2009 16:04:17 GMT -5
Before the metal dogs attack again, Sart runs and hides behind Sanem. She was lucky once, but she didn't want to press her luck!
The Frost Goblin Hexer just stands where he was as the battle rages around him. He had brought the intruders here as they had demanded, but bound as he was he couldn't affect the battle to aid either side. Deep in depression, he didn't even try to take cover to protect himself.
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Sept 13, 2009 17:05:52 GMT -5
Moving to L16 was a typo, meant to say G16. Earlier post has been modified. Since I am concealed and out of line of sight, do the gargoyles have to make perception checks to know which square I'm in? Also, I have some internet access now so I can probably still post occasionally for the next week.
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Post by harknail on Sept 13, 2009 17:14:48 GMT -5
Moving to L16 was a typo, meant to say G16. Earlier post has been modified. Since I am concealed and out of line of sight, do the gargoyles have to make perception checks to know which square I'm in? Also, I have some internet access now so I can probably still post occasionally for the next week. Ah, that makes much more sense. You have concealment but not superior concealment. You are in line of sight, the 3' tall statues aren't big enough to block that, you would have to crouch to use them for cover. So no, the metal dogs don't need to make a perception check to know which square you are in. They do have a -2 to hit you however.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Sept 14, 2009 11:28:14 GMT -5
Sorry for the delay, busy weekend; btw I had persephone circling the tower, could you choose a square for her to be in at the start of combat? Also did either of our high perception checks notice anything else that we should be concerned about?Sanem marks No8 as his quarry, draws and lets loose a pair of deadly arrows: Twin Strike | [dice=20] | +10 | 21 | [dice=20] | +10 | 15 |
Damage |
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[dice=10] | [dice=6] | +2 | 16 | [dice=10] | +2 | 6 |
Then runs to R26. Persephone will stay high in the air, and move towards J20 (while staying at least 10 squares up.[rand=51953195928831298085754117713985219557707345288120255575547609026]
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Post by harknail on Sept 14, 2009 14:26:50 GMT -5
Sorry for the delay, busy weekend; btw I had persephone circling the tower, could you choose a square for her to be in at the start of combat? Also did either of our high perception checks notice anything else that we should be concerned about?Sanem marks No8 as his quarry, draws and lets loose a pair of deadly arrows: Then runs to R26. Persephone will stay high in the air, and move towards J20 (while staying at least 10 squares up. No problem. I spent the time preparing for another game that I'm running :-)One arrow glances off the metal plates making up these Tower guardians, but the other shot slides between the plates and seems to do some damage. Sark squeaks in dismay as her cover strolls off to find a better vantage point... I'll try to get the tower guardians turn done tonight, for now I have some work to do...
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Post by harknail on Sept 15, 2009 2:02:42 GMT -5
The Iron Defenders don't seem to be very selective of their targets as they attack whoever is closest. #2 snaps at Thursagan, who steps back slightly to avoid the bite. #3 gets back to it's feet and also snaps at Thursagan, connecting solidly (for 10 damage). #4 moves across the path then charges Laira, raking her with it's claws (for 9 damage, yes I remembered that she has concealment). Sart is relieved that the metal dog didn't chase after her. #5 gets back to it's feet and snaps at Zachary, it's iron jaws clamping onto his arm before releasing it's bite to try again (6 damage, shield couldn't make this a miss). #6 advances on Bharash and takes a bite out of the mage (for 6 points, staff of defense couldn't make this a miss) #7 moves between the statues and attacks the Frost Goblin Hexer, who couldn't even raise an arm to protect himself. The Iron Defender doesn't seem to be any more resistant to cold than to fire, biting the Frost Goblin slows it for a moment, but it shakes off that effect (made save). #8 continues to attack Gabe, who avoids the metal dogs gnashing teeth. Ouch, my electronic dice liked the dogs today :-(Map (will be updated as the turn progresses): Status: Bharash: +3? - AC 15 - Fort 14 - Ref 14 - Will 14 - Speed 6 HP 9/30 - Heal 10 - Surges 7/9- Second Wind 1/1 - Action Points 1 Encounter: Orbmaster's Incendary Detonation 1/1 - Dragon Breath 1/1 - Staff of Defense 1/1 Encounter: Daunting Presense*/Jump 1/1 Daily: Flaming Sphere*/Sleep 1/1 - Force Staff Daily 1/1
Gabe: AC 19 - Fort 15 - Ref 15 - Will 14 - Speed 6 - Resist 6 Fire, 5 Necrotic HP 29/29 - Heal 9 - Surges 6/7 - Second Wind 1/1 - Action Points 1 Encounter: Infernal Wrath 0/1 - Inspiring Word 2/2 - Warlord's Favor 1/1 Encounter: Thunderwave 0/1 - Rub Some Dirt On It 1/1 Daily: Lead the Attack 0/1
Harknail: AC 21 - Fort 15 - Ref 15 - Will 15 - Speed 5 HP 29/37 - Heal 9 - Surges 13/13 - Second Wind 1/1 - Action Points 1 Encounter: Piercing Smite 1/1 - Channel Divinity 1/1 - Warforged Resolve 1/1 Encounter: Call of Challenge 1/1 Daily: Paladin's Judgement 1/1 - Lay on Hands 2/2
Laira: AC 16 - Fort 13 - Ref 15 - Will 16 - Speed 6 HP 22/31 - Heal 7 - Surges 8/8 - Second Wind 1/1 - Action Points: 1 Encounter: Witchfire 1/1 - Commander's Strike 1/1 - Scorching Burst 1/1 - Beguiling Tongue 1/1 Daily: Armor of Agathys 1/1
Sanem: AC 19 - Fort 13 - Ref 17 - Will 13 - Speed 7 HP 30/30 - Heal 7 - Surges 5/7 - Second Wind 1/1 - Action Points: 0 Encounter: Elven Accuracy 1/1 - Fox's Cunning 1/1 - Yield Ground 1/1 Daily: Hunter's Bear Trap 1/1 - Thunderburst Weapon Attack 1/1
Persephone: AC 16 - Fort 12 - Ref 16 - Will 14 - Speed 2, Fly 7 (hover) HP 21/24 - Heal 6 - Surges 1/2
Thursagan: +2 AC & Reflex, can't be flanked, turn ends AC 20 - Fort 16 - Ref 14 - Will 14 - Speed 5 HP 26/37 - Heal 9 - Surges 9/12 - Second wind 1/1 - Action Points 1-1 Encounter: Passing attack 1/1 - Shielded Sides 0/1 Daily Powers: Villian's menace 0/1 - Craghammer power 1/1
Zachery: +1? +4? - AC 19 - Fort 13 - Ref 17 - Will 15 - Speed 6 HP 19/32 - Heal 8 - Surges 7/7 - Second wind 1/1 - Action Points 1-1 Encounter: Staff of Defense 1/1 - Chill Strike 1/1 Daily Powers: Flaming Sphere*/Freezing Cloud 1/1 Utility: Shield(Encounter)*/Feather Fall(Daily) 1/1
Zynthis: AC 18+2 - Fort 16 - Ref 11 - Will 16 - Speed 5 HP 28/33 - Heal 8 - Surges 6/7 - Second Wind 1/1 - Action Points: 1 Encounter: Longtooth Shifting 1/1 - Channel Divinity 1/1 - Healing Word 2/2 - Healing Strike 1/1 Daily: Avenging Flame 1/1 - Breaching Armor 1/1 - Shield of Faith 0/1
#2 injured #3 bloodied #5 bloodied, cursed #8 injured, quarry Tag all
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