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Post by Ogremind on Apr 21, 2010 8:54:34 GMT -5
I really need to have that map updated if I'm going to do Zack's action. And candi is right: Harknail the character is serving as something of a roadblock at the moment, so you probably should have taken his action right after the monsters.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Apr 21, 2010 10:00:17 GMT -5
Sanem swiftly moves forward to K18, while Persephone shifts to the square above her enemy (D13, above the kobold). Sanem considers the 103 different ways there is to kill a kobold with a bow and/or an arrow, and sticks with "With lots of arrows" Twin Strike [dice=20] | +10 | 12 | [dice=20] | +10 | 23 |
Damage First hit, Hunter's Quarry[dice=6] [dice=10] | +2 | 4 | [dice=10] | +2 | 12 |
He attempts to be stealthy on his way up (noticed I was out of line of sight, so may as well try!)[dice=20] | +11(-5 from move) | 17 |
(Moved to bottom as it was changing my other rolls)[rand=0610950195626744929404930664092566201093456394298549861220439161579]
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Apr 21, 2010 10:02:45 GMT -5
I have a sinking feeling Zack wants to move where Harknail is as well...
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Post by Ogremind on Apr 21, 2010 10:08:02 GMT -5
I have a sinking feeling Zack wants to move where Harknail is as well... Nope, Zack is fine where he is: he has cover from pretty much everything, and can blast almost anything with scorching burst. But, having the defender out there will be important to just about everyone, and it would be nice if he marked that closest kobold so that people don't have to worry so much about opportunity attacks as they go past. I just want to see how the enemies clumped up, because, like every GM I have ever seen, harknail started the enemies too far away from each other to be hit effectively with area attacks.
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Post by harknail on Apr 21, 2010 11:38:55 GMT -5
Map isn't updated, it's not showing any kobold movement, Zynthis or Sart. Also (#1) should have taken damage from Laira's armor of agathys. Zynthis use a healing word on yourself, my healing isn't so hot - I'm better at preventative healing (THP) and you're pretty hurt - not to mention that I can't even see you at this point anyway. I remembered that I hadn't updated the map when I got up this morning. It should be updated now. I forgot about the armor of agathys damage, rolled it now. #1 took 4 damage from armor of agathys.
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Post by Jolith on Apr 21, 2010 11:50:46 GMT -5
Not able to move, and not wanting to get hit Orsik will once again send visions of horror and death to those in front of him. Standard action to use Visions of Blood from I12 - K14, attacking number 1 and 2.Wisdom vs Will (1 then 2) [dice=20] | +7 | =14 vs Will | [dice=20] | +7 | =12 vs Will |
Damage [dice=6] | +7 | =10 psychic damage |
Note: If hit, they will take -1 to all defenses until the start of my next turn.
Not as good as the last round ... [rand=3235987250267135861162460168065688275946870270131497770120138785]
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Post by Ogremind on Apr 21, 2010 12:07:17 GMT -5
"Sart!" Zack will shout to get the goblin's attention as he uses Mage hand to retrieve the rope from his pack and move one end of it to her. On minor action, or two?. Then he will send a scorching burst to explode at d10: [dice=20] | +8 | =24 vs Reflex Red 6 | [dice=20] | +8 | =24 vs Reflex Red 7 |
Zachary's Combat Status:
Health: HP 32/32 - Surges 7/7- Second Wind 1/1 - Action Points 1/1 Encounter Powers: Chill Strike 0/1, Staff of Defense 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 vs AC, 1d8+1
[rand=7805498653679957079556022553024421503717593093465375822969979802]
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Post by Ogremind on Apr 21, 2010 12:15:42 GMT -5
...and, just because I just noticed that there was some kind of mechanism also in the blast radius: [dice=20] | +8 | =15 vs Reflex lever |
[rand=311138397889417115480343717956013538922916467234290411657890899]
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Apr 21, 2010 15:26:21 GMT -5
Thursagan likes to jump over streams, so he will try to reach E13 with a jump from H15 with a running start. "Zachary, Harknail, I am coming"Athletics: If he lands well, he will try a passing attack on red 5: Attack: Damage: [dice=10] | (repeated by brutal) |
If it hits, he will shift to D12 and attack red 6: Attack: [dice=20] | +8+2(power) | 24 vs. AC |
Damage: He marks everyone he can attack. He will use shielded sides as minor to improve AC and reflex by 2, and negate bonuses for flanking. [rand=59166590031236415167426923289895089744158089160927764147687703371]
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Post by Ogremind on Apr 21, 2010 16:24:37 GMT -5
I've been meaning to ask this: does jumping movement provoke opportunity attacks?
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Post by harknail on Apr 21, 2010 16:37:56 GMT -5
I've been meaning to ask this: does jumping movement provoke opportunity attacks? Yes, jumping movement is still movement.
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Post by harknail on Apr 21, 2010 17:23:08 GMT -5
Not able to move, and not wanting to get hit Orsik will once again send visions of horror and death to those in front of him. One kobold (#1) reeled under the mental onslaught, but the other (#2) having just endured such an attack was able to just barely resist it. It was so close I had to check if the -1 defense from the previous turn still applied. Since Orsik went towards the end of last turn and first this turn, the -1 to def still applies to everyone else . The general rule is if someone gives you a bonus that would last a turn in strict inititive sequence, you get to use that bonus for one turn regardless of the order players post in.
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Post by harknail on Apr 21, 2010 18:01:44 GMT -5
Sanem swiftly moves forward to K18, while Persephone shifts to the square above her enemy (D13, above the kobold). Sanem considers the 103 different ways there is to kill a kobold with a bow and/or an arrow, and sticks with "With lots of arrows" He attempts to be stealthy on his way up (noticed I was out of line of sight, so may as well try!)Sanem is successful at moving up quietly although the closer kobolds saw him as Sanem emerged from cover. The more distant ones didn't notice him until after he started launching arrows. His target kobold ducked the first arrow, which set him up for a chest shot from the second arrow, leaving the beleaguered kobold bloodied.
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Post by harknail on Apr 21, 2010 18:10:05 GMT -5
I have a sinking feeling Zack wants to move where Harknail is as well... Nope, Zack is fine where he is: he has cover from pretty much everything, and can blast almost anything with scorching burst. But, having the defender out there will be important to just about everyone, and it would be nice if he marked that closest kobold so that people don't have to worry so much about opportunity attacks as they go past. I just want to see how the enemies clumped up, because, like every GM I have ever seen, harknail started the enemies too far away from each other to be hit effectively with area attacks. Well the monsters know that things like Wizards exist, so they try to keep their distance from each other when just sitting around. Give them a nice juicy target however, and they'll usually swarm around it. Sometimes I'll give you tight groups, if you catch them unaware and doing group activities...
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Post by harknail on Apr 21, 2010 18:24:00 GMT -5
"Sart!" Zack will shout to get the goblin's attention as he uses Mage hand to retrieve the rope from his pack and move one end of it to her. On minor action, or two?. Then he will send a scorching burst to explode at d10: The two kobolds are engulfed in magical flame. The control lever is heated to red hot temperatures. The end of the rope floats near Sart (two minor actions, one per end), but she's too busy gasping for breath (second wind) as she's swept along to grab hold of it. Start gains 8 HP from second wind, then loses 2 from being bumped into rocks. Otherwise she would have been knocked out trying to pull herself out.
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Post by harknail on Apr 21, 2010 18:25:50 GMT -5
...and, just because I just noticed that there was some kind of mechanism also in the blast radius: Generally inanimate objects aren't affected by your attacks unless you want them to be. Does Zack want to destroy the lever?
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Post by harknail on Apr 21, 2010 18:41:44 GMT -5
Thursagan likes to jump over streams, so he will try to reach E13 with a jump from H15 with a running start. "Zachary, Harknail, I am coming"Athletics: He marks everyone he can attack. He will use shielded sides as minor to improve AC and reflex by 2, and negate bonuses for flanking. Everyone knows dwarves can't jump, so the kobold's eyes were wide with terror when a heavily armored dwarf flew though the air right at him. When the dwarf stopped, the hammer continued forward, smashing the kobolds chest to a pulp between his hammer and the stone wall behind the kobold (#5 dead). Continuing with his momentum he brought his hammer back in a backswing that cracked some ribs of the next kobold (#6) leaving the creature bloodied and with it's full attention on Thursagan! Thursagan already as a power bonus of +2 AC, so his shielded side only helps reflex, which is what the range attacks targeted, so it's still a good move.
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Post by harknail on Apr 21, 2010 19:12:53 GMT -5
Harknail moved foward and between the two kobolds, giving the corner guard yet another chance to strike. but the pike just slid along the warforged's plate armor skin. He launched a piercing smite at the corner guard (#1). [dice=20] | +8=28 | [dice=8][dice=8] | +4=15 | [dice=6] | +20=24 cold damage |
He pierces the kobold but misses the heart, leaving the kobold bloodied and both kobolds marked (#1 & #2). Harknail than issues a divine challenge on the corner guard (#2).[rand=9756396326702088686482149641960963507214188575746784493282902986]
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Post by Jolith on Apr 21, 2010 19:54:02 GMT -5
I forgot to roll a save vs. Immoblized
[dice=20][rand=6598464031685337700820531010362667427596269486709407850443428711]
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Apr 21, 2010 20:12:40 GMT -5
Zynthis shifts into flanking position and strikes at the one opposite Harknail. Move: Shift to I11 Free: Channel Divinity Divine Fortune +1 attack Standard: Healing Strike on Blue 2 with flanking [dice=20]+12=18 vs AC Damage: [dice=10][dice=10]+5=19 damage Effect: Zynthis surges for 8+3=11 healing Minor: Healing Word Self [dice=6]+8+3=13 healing putting Zynthis back to 28 [rand=275108398827785044429691340398575381582709652364740658701716937915]
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