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Post by harknail on Oct 2, 2009 1:54:45 GMT -5
Once of the Ice Warriors charges down the stairs. His original target (Zynthis) is gone, so he charges whatever he can reach (Zachary). Fortunately, the pounding of icy feet down the stairs alerted Zachary to the attack from behind and he easily avoided the icy mace. Map (will be updated as the turn progresses): The light blue (cyan) are the ones that make javelins. The armored ones are medium blue, the dark blue one hasn't been seen yet. Targets at the edge of the opening have cover from below. Those not at the edge are probably not visible from below (some exceptions may apply).
Initiative rolls please (except for Zynthis)
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Oct 2, 2009 5:48:07 GMT -5
Initiative: [dice=20]+2
5 Initiative for Gabe. [rand=1031855126999505809427686690310211166410368449701842266387653662774]
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Post by Ogremind on Oct 2, 2009 8:12:53 GMT -5
[dice=20] | +3 | = 9 Initiative Zachary |
[rand=282658066341569121547581691902173883440768294424172103942408218]
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Post by Ogremind on Oct 2, 2009 8:14:14 GMT -5
Initiative: +2 5 Initiative for Gabe. You also get to add half of your level to initiative rolls.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Oct 2, 2009 10:05:30 GMT -5
Initiative roll: Do we still have Gabe on the party? If so, we have a +2, right?[rand=11002505756914616484534995630383599837929103523493502497626468539]
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Oct 2, 2009 10:11:46 GMT -5
Sanem Init: [rand=17878204274255005480339908027928697712881043153575707639680494837]
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Post by harknail on Oct 2, 2009 10:46:20 GMT -5
Do we still have Gabe on the party? If so, we have a +2, right? Yes, everyone within 10 squares of Gabe who can see and hear him gets +2.
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Post by similar on Oct 2, 2009 16:29:24 GMT -5
Bharash initiative: [dice=20] +2=15[rand=63479292914332346551598592252664089462505426871843001052356905224]
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Oct 4, 2009 0:49:17 GMT -5
Where's Laira? Haven't heard from him (Michael) in a while.
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Post by harknail on Oct 4, 2009 1:51:43 GMT -5
Harknail Initiative:[dice=20]+2+2=15
Laira Inititive: [dice=20]+1+2=8
Sart and the Hexer won't be moving before the ice men do anyway, so they don't need init rolls.[rand=5209572128951559704040889628232317014939384534965653760933782905]
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Post by harknail on Oct 4, 2009 1:58:38 GMT -5
Final initiative order: 16 Zynthis 15 Harknail 15 Bharash 10 Sanem 9 Zachary 8 Laira 5 Ice Warriors 5 Thursagan 5 Gabe 1 Hexer 1 Sart
Tag Zynthis, Harknail, Bharash, Sanem, Zachary, and Laira. Sorry Gabe and Thursagan, the icemen won the tie breaker (highest init mod).
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Post by harknail on Oct 4, 2009 2:18:57 GMT -5
I tacked a little vertical line of sight chart below the maps so that you can get an idea of what your character can see. As best as I can tell, Sanem can see #8 but not #1. No one else can see any of the ice warriors upstairs that aren't right at the edge.
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Post by Ogremind on Oct 4, 2009 8:27:35 GMT -5
Zachary will shift back to F3, and see how vulnerable these things are to fire. Given how many characters will be attacking the one that just took a swing at me, I don't think it will be getting a second chance.Scorching Burst on F28: [dice=20] | +8 | = 13 vs Reflex Cyan 2 | [dice=20] | +8 | = 14 vs Reflex Blue 6 |
[dice=6] | +6 | =11 fire damage |
Not so hot. Fortunately, they don't have cover from the origin of the burst, which is all that matters.Zachary's Combat Status:
Health: HP 32/32 - Surges 6/7- Second Wind 1/1 - Action Points 1/1 Encounter Powers: Chill Strike 1/1, Staf of Defence 1/1 Daily Powers: Flaming Sphere 1/1 - Freezing Cloud 0/1 Utility: Shield 1/1 - Feather Fall 0/1 Basic melee: Staff +1, +4/1d8+1 [rand=22780308086720324571623057447938956834085062195500411877194821]
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Oct 4, 2009 10:44:01 GMT -5
If possible Zynthis would like to flank Blue 5 from stairway D6 by jumping from E7 to D6 (athletics). If not, Zynthis will just move to E6 to attack (unless the failed maneuver would end my turn). Athletics: [dice=20]+7=10 Righteous Brand: [dice=20]+9=27 vs AC (another +2 if flanked) Damage: [dice=10]+5=7 Effect if hit: Brand will grant Harknail +5 melee to hit Blue 5 [rand=091305817934848695871073969401391532099388065195616218360924435482]
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Post by harknail on Oct 4, 2009 20:15:33 GMT -5
Zachary will shift back to F3, and see how vulnerable these things are to fire. Given how many characters will be attacking the one that just took a swing at me, I don't think it will be getting a second chance.Scorching Burst on F28: The closer one with the ice spears dodged out of the burst, but the barely seen one against the wall wasn't so luckly. Zachary can't tell for sure if they are vulnerable to fire, this one still isn't bloodied, but they are definitely not resistant to it! Missed #2, hit #6
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Post by harknail on Oct 4, 2009 20:33:08 GMT -5
If possible Zynthis would like to flank Blue 5 from stairway D6 by jumping from E7 to D6 (athletics). If not, Zynthis will just move to E6 to attack (unless the failed maneuver would end my turn). That would be a high jump with a target heigh of 2 1/2 feet. DC 25 for a standing jump, DC 12 for a running jump (if you move two squares first). Failure would leave Zynthis prone. Which square would depend on how much he missed by. (I once missed clearing one of those concrete things while carrying in a big box of game stuff. It was painful.)
But since flanking isn't possible because Zachary retreated, I'm sending him to the safer E6 instead. The Righteous Brand hit.
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Post by harknail on Oct 4, 2009 20:40:38 GMT -5
Harknail issues a Divine Challenge to the Ice Warrior on the first floor (#5), then moves up (to F6) and attacks with Holy Strike. [dice=20] | +7+5=18 | [dice=8] | +3+2=9 |
Harknail's sword ignites with holy light as it chips away at the icy warrior before him.[rand=2453500204719603992062271339818861353142419829968755360140930861]
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Oct 4, 2009 22:55:11 GMT -5
Sanem will send Persephone forward to D7 under the stairs, and then hunters marks #7 [with ups and diagonals she should be 2 squares away from all targets making it eligible]. Sanem then shoots off 2 arrows: [dice=20] | +10(+2 concealment) | 14 | [dice=20] | +10(+2 concealment) | 21 |
If neither shot hit, Elven Accuracy: [dice=20] | +10(+2 concealment) | 19 |
[dice=10] | [dice=6] | +2 | 9 | [dice=10] | +2 | 11 |
[/table] [/spoiler] [rand=04308868309444247032142756001820150350757885591064248258553907432887]
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Post by harknail on Oct 4, 2009 23:28:52 GMT -5
Sanem will send Persephone forward to D7 under the stairs, and then hunters marks #7 [with ups and diagonals she should be 2 squares away from all targets making it eligible]. #7 is the one of the closest visible targets to Sanem, so he can select #7 as his quarry even without Persephone's help. I'll leave it up to you if you still haver her fly under the stairs or not. The Ice Warrior dodged the first arrow, which set him up to be nailed solidly by the second. I moved the quarry damage to the second arrow
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Oct 4, 2009 23:38:53 GMT -5
I didn't realize there was a new thread. I was waiting for new posts on the previous one. Initiative: 20 [dice=20]+3=20 [rand=845310685720903414169986568791004111578378740939125080807045661196]
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