|
Post by harknail on Apr 28, 2010 0:08:46 GMT -5
Zynthis moves to J11 and attacks kobold #4. Righteous Brand kobold #4 +9 =13 vs AC miss Sorry for falling behind. If Zynthis moves to J11 he will provoke an attack of opportunity from #4. Did you mean I11?
As for falling behind, you're exactly on time. I've been too busy to run combat results, so the delay has been mine.
|
|
|
Post by harknail on Apr 28, 2010 0:17:31 GMT -5
Harknail issues a Divine Challenge against the closest kobold (#4), then attempts a Holy Strike as the kobold cowers behind the stone corner. [dice=20] | +8-2 =23 | [dice=8] | +6+2 =14 |
Fortunately Harknail is left-handed, and easily strikes around the corner, although his blow is not enough to kill the kobold. Harknail then shifts to the space vacated by Zynthis (H12), inadvertently plunging Sanem, Sart, and Persephone into total darkness. Finally Harknail issues a Call of Challenge, subjecting all the surviving kobolds to his divine sanction.[rand=8660687243100256545046713901683726560375164262955666143274866045]
|
|
crysun
Veteran of the War
Zynthis
Posts: 482
|
Post by crysun on Apr 28, 2010 0:37:46 GMT -5
Zynthis moves to J11 and attacks kobold #4. Righteous Brand kobold #4 +9 =13 vs AC miss Sorry for falling behind. If Zynthis moves to J11 he will provoke an attack of opportunity from #4. Did you mean I11?
As for falling behind, you're exactly on time. I've been too busy to run combat results, so the delay has been mine. Oops, yes. I11
|
|
|
Post by harknail on Apr 28, 2010 1:23:05 GMT -5
The kobold in the corner (#4) found himself unable to reach Harknail, so he struck against the easiest target he could reach, Raylynn. The kobolds spear struck true injuring Raylynn (8 points damage). But the flash of divine energy that resulted from from the cobalt ignoring Harknail's challenge was enough to slay the kobold. After seeing that demonstration, the other two kobolds decided that the had better concentrate on Harknail! The pike wielding kobold (#3) dashed forward and launched a poorly aimed strike at Harknail before shifting back to where he started from. The cobalt across the stream (#7) tried throwing its last pot at Harknail, but Harknail was able to use his shield to deflect it harmlessly into the stream. Then, to completely ruin the kobold's morale, the body of their leader became visible as it washed down the stream. Laira and Thursagan can faintly hear the sounds of other kobolds further down the tunnel. They cannot make out details, but the sounds seem relaxed rather than frantic preparations for immediate combat. They can see some sparks of light up ahead, which means their light could be seen and might soon be noticed. Map (will be updated as the turn progresses): Status: H = Harknail: +2 AC AC 21 - Fort 15 - Ref 15 - Will 15 - Speed 5 HP 37/37 - 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
L = Laira: +2 AC AC 16 - Fort 13 - Ref 15 - Will 16 - Speed 6 HP 31+3/31 - Heal 7 - Surges 7/8 - Second Wind 1/1 - Action Points: 1 Encounter: Witchfire 1/1 - Commander's Strike 0/1 - Scorching Burst 1/1 - Beguiling Tongue 1/1 Daily: Armor of Agathys 0/1
O = Orsik +2 AC AC 17 - Fort 14 - Ref 11 - Will 16 - Speed 5 HP 24/30 - Heal 7 - Surges 9/9 - Second Wind 1/1 - Action Points 1 Encounter: Channel Divinity 1/1 - Lightning's Revelation 1/1 - Divine Call 1/1 Daily: Silent Malediction 1/1
S = Sanem: AC 19 - Fort 13 - Ref 17 - Will 13 - Speed 7 HP 27/30 - Heal 7 - Surges 6/7 - Second Wind 1/1 - Action Points: 1 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
P = Persephone: AC 16 - Fort 12 - Ref 16 - Will 14 - Speed 2, Fly 7 (hover) HP 18/24 - Heal 6 - Surges 2/2
R = Raylynn: AC 17 - Fort 15 - Ref 15 - Will 14 HP 25/33 - Heal 8 - Surges 9/9 - Second Wind 1/1 Action Points 1 Encuonter: Fey Step 1/1 - Shielding Cube 1/1 - Swift Mender 1/1 - Healing Infusion 1/2 Daily: Punishing Eye 1/1
T = Thursagan: +2 AC AC 20 - Fort 16 - Ref 14 - Will 14 - Speed 5 HP 32/37 - Heal 9 - Surges 12/12 - Second wind 1/1 - Action Points 1 Encounter: Passing attack 0/1 - Shielded Sides 0/1 Daily Powers: Villian's menace 1/1 - Craghammer power 1/1
A = Zachery: +2 AC +1? +4? - AC 19 - Fort 13 - Ref 17 - Will 15 - Speed 6 HP 32/32 - Heal 8 - Surges 5/7 - Second wind 1/1 - Action Points 1 Encounter: Staff of Defense 1/1 - Chill Strike 0/1 Daily Powers: Flaming Sphere*/Freezing Cloud 1/1 Utility: Shield(Encounter)*/Feather Fall(Daily) 1/1
Z = Zynthis: +2 AC AC 18 - Fort 16 - Ref 11 - Will 16 - Speed 5 HP 27/33 - Heal 8 - Surges 7/7 - Second Wind 1/1 - Action Points: 1 Encounter: Longtooth Shifting 1/1 - Channel Divinity 0/1 - Healing Word 1/2 - Healing Strike 0/1 Daily: Avenging Flame 1/1 - Breaching Armor 0/1 - Shield of Faith 0/1
G = Sart: +2 AC Small natural humanoid, goblin, Level 2 Striker Companion AC 17 - Fort 15 - Ref 15 - Will 15 - Speed 6 HP 16/30 - Heal 8 - Surges 4/7 - Second Wind 0/1 Initiative +3 Â Â Â Â Â Â Â Senses Perception +1; low-light vision Basic Short Sword (Standard, at-will) Weapon +9 vs AC; 1d6+2 Basic Hand Crossbow (Standard, at-will) Weapon 10/20 +8 vs AC; Hit 1d6+4 Deft Strike (Standard, at-wll) Weapon melee/ranged May move 2 squares before attack +9/+8 vs AC; Hit 1d6+4 King's Castle (Standard, encounter) Weapon melee/ranged +9/+8 vs AC; Hit 2d6+4; Effect switch places with willing adjacent ally Fast Hands (Free, at-will, once per round): You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item Sneak Attack: +1d6 damage against any target granting combat advantage Goblin Tactics (immediate reaction, when missed by a melee attack, at-will) The goblin shifts 1 square. Skills Stealth +12, Thievery +12 Str 14 (+2) Â Â Â Â Â Dex 18 (+4) Â Â Â Â Wis 12 (+1) Con 13 (+1) Â Â Â Â Â Int 13 (+1) Â Â Â Â Cha 10 (+0) Equipment: leather armor , short sword , dagger, hand crossbow
blue 3: bloodied red 7: injured Moving in total darkness: although darkness does not actually affect your movement, to move safely when you cannot see, darkness should be treated as difficult terrain. Otherwise the evil game master will assign a chance slams into a wall, falls into a stream, or just trips on some insignificant piece of rubble. Laira and Thursagan can move together if they like.
Tag all
|
|
candi
Veteran of the War
Raylynn
Posts: 381
|
Post by candi on Apr 28, 2010 6:57:50 GMT -5
Raylynn vanishes into the Feywild, returning a moment later holding a mysterious and terrible looking device in her hands standing astride the slinger. The device looks like some sort of spikey, horrible electrocution contraption and she stabs it into the ground at her feet and kicks it. Electric charge fills the air around her, shielding her from attacks, and arcs of energy leap out at the kobold - threatening to push him into the stream. For a moment, she looks very pretty as the energy flashes around her and she fiddles within another device. Move: Feystep to D10 Standard: Thundering Armor on self; Raylynn gains +1 power bonus to AC until the start of her next turn. [dice=20]+5 = 17 vs Fortitude [dice=8]+4 = 11 Thunder damage, and slinger is pushed 1 (to F9) and into the drink! Minor: Look pretty. [rand=5786657329026762026299778944152696036049277495644794004014660051000707]
|
|
elricz
Veteran of the War
Posts: 271
|
Post by elricz on Apr 28, 2010 8:27:15 GMT -5
Thursagan gestures to Laira to get back before the kobolds notice the light and advance as a group, or send a more stealthy scout. If they don't see the light they are going to hear his armor for sure. An action point allows you to take an action after a charge: I stand corrected, thanks
|
|
|
Post by Ogremind on Apr 28, 2010 8:35:59 GMT -5
Zachary casually snaps his fingers in the direction he last saw the goblin, ranger, and raptor, causing a mage light to appear (J17), while the other winks out. Stepping around the corner (shift to H15), he sights down his staff and sends a magic missile at the last Kobold (blue 3) [dice=20] | +8 | =10 vs Reflex Blue 3 |
[dice=4] | [dice=4] | +6 | =11 force damage |
Oh, for... Everybody duck!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=0376161963417085485056193912931687393330533838935194061498962603]
|
|
luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
|
Post by luke on Apr 28, 2010 9:33:11 GMT -5
Sanem pulls the still glowing sunrod out of his bag and hands it to Sart, then spies R7, deciding that he will make fine quarry. Elven Accuracy if nothing hits: [dice=20] Quarry Damage:[dice=6] Wow, nice shooting Sanem.[rand=2117189808193038569435698540166993677635717986048633827678868112965]
|
|
|
Post by Ogremind on Apr 28, 2010 9:49:30 GMT -5
luke, Zack already light you up with a light spell. Your target is also apparently in the water, so he might grant combat advantage.
|
|
luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
|
Post by luke on Apr 28, 2010 16:44:42 GMT -5
Hmm, not much else to do, so I will stick with my actions. If there are any bonuses or penalties, we will see what happens.
|
|
|
Post by harknail on Apr 28, 2010 16:56:54 GMT -5
Raylynn vanishes into the Feywild, returning a moment later holding a mysterious and terrible looking device in her hands standing astride the slinger. The device looks like some sort of spikey, horrible electrocution contraption and she stabs it into the ground at her feet and kicks it. Electric charge fills the air around her, shielding her from attacks, and arcs of energy leap out at the kobold - threatening to push him into the stream. For a moment, she looks very pretty as the energy flashes around her and she fiddles within another device. The kobold goes splash as it is knocked bloodied into the stream. Meanwhile Raylynn finds herself right next to a new device not of her making...
|
|
Michael
Veteran of the War
Posts: 218
|
Post by Michael on Apr 28, 2010 17:01:50 GMT -5
Lairaunwen teleports to C6 and then lets Thursagan conduct his turn before her. This should make our light source more difficult to see by the kobolds farther ahead, while at the same time letting Thursagan move back into the fight without tripping.
|
|
candi
Veteran of the War
Raylynn
Posts: 381
|
Post by candi on Apr 28, 2010 17:10:32 GMT -5
The kobold goes splash as it is knocked bloodied into the stream. Meanwhile Raylynn finds herself right next to a new device not of her making... Raylynn doesn't notice, she's far too busy tinkering with whatever spherical thing is now in her hands. She doesn't even notice her quarry fall into the water.
|
|
|
Post by harknail on Apr 28, 2010 17:23:34 GMT -5
The kobold goes splash as it is knocked bloodied into the stream. Meanwhile Raylynn finds herself right next to a new device not of her making... Raylynn doesn't notice, she's far too busy tinkering with whatever spherical thing is now in her hands. She doesn't even notice her quarry fall into the water. Just to be clear, the device I was referring to was the big, partially melted lever she's standing next to and whatever it is connected to. Which might not be complex enough to interest her...
|
|
|
Post by harknail on Apr 28, 2010 17:27:49 GMT -5
Zachary casually snaps his fingers in the direction he last saw the goblin, ranger, and raptor, causing a mage light to appear (J17), while the other winks out. Stepping around the corner (shift to H15), he sights down his staff and sends a magic missile at the last Kobold (blue 3) The kobold dodges to the side, leaving the bolt of force to crack to stone wall behind the kobold.
|
|
|
Post by harknail on Apr 28, 2010 17:34:57 GMT -5
Sanem pulls the still glowing sunrod out of his bag and hands it to Sart, then spies R7, deciding that he will make fine quarry. Sanem's first arrow strikes it mark and the kobold leaves a trail of blood as it's swept along down the stream, still struggling for air. The second arrow missed the thrasing kobold. I took your instructions to mean that you were using Elven Accuracy only if both shots missed.
|
|
candi
Veteran of the War
Raylynn
Posts: 381
|
Post by candi on Apr 28, 2010 17:47:35 GMT -5
Just to be clear, the device I was referring to was the big, partially melted lever she's standing next to and whatever it is connected to. Which might not be complex enough to interest her... Yeah, I figured. I took it as an opportunity to really drive home how much attention she really pays to the world around her. I'm trying to make her 'lost in her own world' - or at least that's part of the character that I tend to forget about when I post, I wanted to bring it out and your elaboration gave me an opportunity.
|
|
elricz
Veteran of the War
Posts: 271
|
Post by elricz on Apr 29, 2010 10:08:43 GMT -5
Lairaunwen teleports to C6 and then lets Thursagan conduct his turn before her. This should make our light source more difficult to see by the kobolds farther ahead, while at the same time letting Thursagan move back into the fight without tripping. Thanks. Thursagan will move back into the room, is there any visible kobold that he can charge?
|
|
|
Post by harknail on Apr 29, 2010 12:02:56 GMT -5
Thanks. Thursagan will move back into the room, is there any visible kobold that he can charge? Just the one thrashing in the stream. The other kobold is on the other side of the stream.
|
|
|
Post by Ogremind on Apr 30, 2010 12:47:12 GMT -5
24 hours without a post...
|
|