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Teramotos
Dwarmaj
6 posters

    Pyramid - Level 2

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    Kenji


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Kenji Mon Jan 25, 2010 11:52 am

    Teramotos wrote:Brad, it's (the rest) of Sonya's turn and I can move now if I need to. Note, if I move, I'll provoke two AoO, but in our situation, it might be worth it. I can also shift and then move. I assume you want to move north toward Thia. I'm not too afraid of provoking AoO from the dagger guys as I can't imagine them getting more than a single dagger strike for 1d4+4 as we go by them (if we have to go by them). Let me know what you think our best course of action is... I say move a little to the north and blast the area with the Wall of Fire.

    A 5' shift N is all you need, so slowed or AoO shouldn't matter, as neither would apply. I just want to get the Beserkers and Grue in, and cut off LOS from most of the masks in cast they can shoot spells or something.

    Slightly revised actions:

    move action: shift 1 square SE (so I can cast without getting my spell interrupted)

    standard action: cast 'Wall of Fire' in the same 8 squares

    minor action: encounter power from boots to shift 2 squares NE (I'll have to wait until next round to pull out weapons)

    free action: "New focus: concentrate on whatever's closest to Thia!"

    Note: since I didn't have my staff out, the WoF doesn't have the +2 item bonus this round, but when I maintain next round, it will (since I'll pull out my staff first).
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    Kenji


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    Post by Kenji Mon Jan 25, 2010 12:04 pm

    Dwarmaj wrote:Yes, Sonya is Slowed (save ends)

    You may be right, but hopefully the WoF will hold off any other Manglers coming out of the other masks until we drop a few... 4 attacks/round is tough!
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Mon Jan 25, 2010 4:00 pm

    So, if it is the rest of my turn, if there is a wall of fire that blocks LoS, and I'm not slowed, then I can move w/o provoking a pair of AoO?
    If so:
    Move Action: Move 1 N (next to Miri's new position), 1 NE, 1N, 1NW (which should put me to the NE of the southern Mangler).
    Standard Action: If Thia is within 5 squares of my current position, do:
    Bastion of Defense + 13 vs AC on South Mangler - hit = 3d12+6 damage and I gain + 2 AC vs same enemy. Also my allies within 5 squares gain + 1 to all defenses until the end of the encounter.
    Effect, regardless if I hit or miss: Thai and Miri gain 10 temporary hits.
    If Thia is not within 5 squares of my current position, then do White Raven Strike +13 vs AC for 3d12+6 and regardless if I hit or not, Thia and Miri gain 15 temp hits.
    Let me know if I hit, depending on the outcome, I may decide to use an Action Point.
    Also, if I cannot move away from my current position, I will need to revise my actions.
    (off to class, be back 6 pm)


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Mon Jan 25, 2010 4:18 pm

    Brad said that Miri was going after Sonya and Sonya has already take part of her turn to use Shake It Off. So both beserkers would get an AoO if Sonya moved instead of doing a shift.
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Mon Jan 25, 2010 6:48 pm

    Hmmm...okay - it would have worked best if Miri would have put up the wall before Sonya's turn, but oh well.

    So, if Miri has not gone yet, then she is still SW of the southern Mangler, right? Also, is the square to the NE of the southern Mangler within five squares of Thia (I think it is). If both of these conditions are true, and Miri would provide Sonya a flanking bonus if Sonya were in the square to the NE of the southern Mangler, then:

    Move Action: I'll go ahead and move like before and provoke an AoO from each Berserker. That should put me NE of the southern Mangler with a flanking bonus.
    Standard Action: Bastion of Defense (as above) on the southern Mangler (but w a +2 flanking bonus).
    Let me know if I hit the Mangler and if he goes down (Minion?) - I'll feel really bad if I wasted a daily on a Minion. Depending on if I hit or not and if I did hit, how badly damaged it is, I may decide to use an action point.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Mon Jan 25, 2010 8:06 pm

    Teramotos wrote:Hmmm...okay - it would have worked best if Miri would have put up the wall before Sonya's turn, but oh well.

    So, if Miri has not gone yet, then she is still SW of the southern Mangler, right? Also, is the square to the NE of the southern Mangler within five squares of Thia (I think it is). If both of these conditions are true, and Miri would provide Sonya a flanking bonus if Sonya were in the square to the NE of the southern Mangler, then:

    Move Action: I'll go ahead and move like before and provoke an AoO from each Berserker. That should put me NE of the southern Mangler with a flanking bonus.
    Standard Action: Bastion of Defense (as above) on the southern Mangler (but w a +2 flanking bonus).
    Let me know if I hit the Mangler and if he goes down (Minion?) - I'll feel really bad if I wasted a daily on a Minion. Depending on if I hit or not and if I did hit, how badly damaged it is, I may decide to use an action point.


    Sonya's turn:
    Move: move into flanking position with Miri drawing AoO from the beserkers.
    AoO #1 27 vs Ac hits for 9hp of damage.
    AoO #2 19 vs Ac miss.

    Sonya moves adjacent to a mask and take 5hp of damage from its bite.

    Standard: Use Bastion of Defense
    BoD 18+2 vs Ac miss


    Pyramid - Level 2 - Page 3 Player51


    Miri's turn, where do you want to put the wall?
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Mon Jan 25, 2010 8:39 pm

    I'm not going to use an Action Point this turn...


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    avatar
    Kenji


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Kenji Tue Jan 26, 2010 12:03 am

    Teramotos wrote:Hmmm...okay - it would have worked best if Miri would have put up the wall before Sonya's turn, but oh well...

    If I did that, you'd have taken damage from my wall for starting your turn adjacent.


    Last edited by bradly on Tue Jan 26, 2010 12:09 am; edited 1 time in total
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    Kenji


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    Post by Kenji Tue Jan 26, 2010 12:09 am

    Dwarmaj wrote:Miri's turn, where do you want to put the wall?

    Let's put that in the square with the Grue caster, the square directly north of him, the 4 squares W where the Beserkers & third mask is, and the 2 squares directly north of each Beserkers. That should be 8 contiguous squares.

    Move & minor to shift before and shift again after as previously stated. done.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jan 26, 2010 5:34 am

    bradly wrote:
    Let's put that in the square with the Grue caster, the square directly north of him, the 4 squares W where the Beserkers & third mask is, and the 2 squares directly north of each Beserkers. That should be 8 contiguous squares.

    Move & minor to shift before and shift again after as previously stated. done.

    Miri's turn:
    Move: Shift 1SE
    Standard: cast Wall of Fire

    Notes:
    The wall has to be 8 contiguous squares. I couln't put two infront of the beserkers I had to move north then east.


    From earlier discussions on walls of fire...
    The wall only hinders movement when you move into a square the wall takes up. The wall will not hinder the beserkers movement out of the wall.

    You only take damage from the wall once. Someone can walk down the lengh of the wall, if they had the movement, and only take damage once. You can use push/pull/slide to put them back into the wall and they'll take damage again once per turn.



    Pyramid - Level 2 - Page 3 Player52
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jan 26, 2010 5:52 am

    Beserkers' turn:
    Beserker #1:
    Starting his turn inside the wall he takes 19hp of damage.
    Move: move north out of the wall. The mask on the west wall bites the beserker.
    Standard: The beserker charges Sonya
    Charge 31 vs Ac hits for 17hp of damge

    Beserker #2
    Starting his turn inside the wall he takes 13hp of damage.
    Move: move north east out of the wall, then north west.
    Standard: The beserker charges Thia

    Sonya gets an AoO as he passes 33 vs Ac (critical) hit for 18+18hp of damage.

    The beserker's attack on Thia 22+1 vs Ac miss.

    Out of the mouth of the mask on the east wall the caster emerges. He moves west but takes no other action.

    Pyramid - Level 2 - Page 3 Player53

    Thia's turn, then the manglers...


    I forgot to update the damage for the caster. He took 19hp of damage from the wall. He was also bitten by the mask as he exited it.


    Last edited by Dwarmaj on Tue Jan 26, 2010 7:38 am; edited 1 time in total
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Tue Jan 26, 2010 6:34 am

    Sonya - Free Action "Thia, Miri, stay close so I can keep us motivated and we can fight together." (e.g. if you go more than five squares from me, I have very limited powers to heal you.) Thia's 10 temporary hits should be gone now but Miri should still have her 10. Also by staying close we can get flanking bonuses; more important for me - I'm going to be using my dailys for 3x damage and to heal you guys at the same time but I need you to be fairly close and I need to hit so I could use the + 2.

    Don't forget if you're close and use an Action Point, you get 9 hits back from Sonya.

    Ken, before Sonya's turn, I'd like a map (like yesterday) and all our conditions so I know who needs the most healing.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Tue Jan 26, 2010 7:58 am

    Teramotos wrote:Sonya - Free Action "Thia, Miri, stay close so I can keep us motivated and we can fight together." (e.g. if you go more than five squares from me, I have very limited powers to heal you.) Thia's 10 temporary hits should be gone now but Miri should still have her 10. Also by staying close we can get flanking bonuses; more important for me - I'm going to be using my dailys for 3x damage and to heal you guys at the same time but I need you to be fairly close and I need to hit so I could use the + 2.

    Don't forget if you're close and use an Action Point, you get 9 hits back from Sonya.

    Ken, before Sonya's turn, I'd like a map (like yesterday) and all our conditions so I know who needs the most healing.

    Thia and Miri both have all 10 of their temp hit points. Sonya took 17hp from the beserker. 10 temp and 7 real.


    Oh, the critical from Sonya should have been 18+12 not 18+18. The beserker gets 6hp back...

    Thia's turn...
    Krystoff
    Krystoff


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Krystoff Tue Jan 26, 2010 8:02 am

    I don't think I got hit so I should still have the temp HP.

    HQ the berserker
    Shift 1 square NE
    Two Fanged strike the berserker +1 to hit from prime shot
    If I hit with one and miss with the other I will use Elevn accuracy to reroll but if I miss with both I will not.
    If I am close enough to Sonya to get the 9 hits back I will use an AP and twin strike

    Sorry Sonya, I had to move 1 away to get a shot off. I will move closer as soon as I can.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jan 26, 2010 8:19 am

    Krystoff wrote:I don't think I got hit so I should still have the temp HP.

    HQ the berserker
    Shift 1 square NE
    Two Fanged strike the berserker +1 to hit from prime shot
    If I hit with one and miss with the other I will use Elevn accuracy to reroll but if I miss with both I will not.
    If I am close enough to Sonya to get the 9 hits back I will use an AP and twin strike

    Sorry Sonya, I had to move 1 away to get a shot off. I will move closer as soon as I can.

    Thia's turn:
    Move: shift 1N (now Thia is 6 squares away from Sonya)
    Standard: Two-Fanged Strike on the beserker
    TFS #1 25+1 vs Ac hits for 22+4hp
    TFS #2 22+1 vs Ac miss

    Thia uses Elven Accuracy TFS 21+1 vs Ac miss

    Mangler's turn...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jan 26, 2010 8:33 am

    Mangler's turn:
    Mangler #3 (the one that was inside the mask Miri was next to) goes first and takes damage from the NW mask.
    Move: Move into flanking position on Sonya.
    Standard: Dagger Dance on Sonya
    DD #1 18+2 vs Ac miss
    DD #2 21+2 vs Ac miss
    DD #3 26+2 vs Ac hits for 13hp of damage
    DD #4 14+2 vs Ac miss

    Mangler #2 (SW of Sonya) attacks with a dagger
    Dagger 21+2 vs Ac miss

    Mangler #1 (attacking Thia)
    Move: move west
    Standard: throw two daggers at Thia
    Dagger #1 26 vs Ac hits for 6hp (-6temp hp)
    Dagger #2 19 vs Ac miss

    Pyramid - Level 2 - Page 3 Player54

    Sonya's turn...
    Thia 37/65hp +4 temp
    Miri 46/58hp +10 temp
    Sonya 31/66hp
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    Kenji


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    Post by Kenji Tue Jan 26, 2010 8:39 am

    After Sonya & the Manglers go...

    Miri will

    free action: "Sonya, like Thia, I cannot be adjacent for almost all my powers to work... Whatever you're going to do, do it now."

    minor action: sustain the wall of fire

    move action: pull out staff & sword

    standard action: (unless the 3 baddies move farther than 3 squares away from me) cast 'fire shroud'. (This is my ONLY non-ranged power.)

    done.
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Tue Jan 26, 2010 8:40 am

    ...pretty sure Thia is close enough to get hits back from AP usage. So Thia's going to use an AP.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Tue Jan 26, 2010 8:46 am

    Teramotos wrote:...pretty sure Thia is close enough to get hits back from AP usage. So Thia's going to use an AP.

    Ok... I thought it was limited to 5 squares. It will change the manglers targets though...

    I'll resolve Thia's AP.

    Thia uses an AP and uses Twin Strike
    TS #1 26 vs Ac hits for 11hp
    TS #2 17 vs Ac miss

    No need to redo the mangler's turn since the beserker didn't drop (very close though...).

    Thia is now at 46/65hp with 4temp hp

    Sonya's turn...


    Last edited by Dwarmaj on Tue Jan 26, 2010 8:58 am; edited 1 time in total
    Krystoff
    Krystoff


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    Post by Krystoff Tue Jan 26, 2010 8:58 am

    Doh, I was hoping to drop him.

    Oh well, at least I get 9 HP back
    Dwarmaj
    Dwarmaj


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Tue Jan 26, 2010 9:00 am

    Krystoff wrote:Doh, I was hoping to drop him.

    Oh well, at least I get 9 HP back

    Actually, I think it worked out better for you this way. If the beserker would have dropped, the mangler that attacked Sonya four times would have attacked Thia instead.
    Teramotos
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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Tue Jan 26, 2010 10:54 am

    I think it is my turn. Waiting for a map or until I get home and can read the latest map. I can use the last posted status for the PC's except that Thia would be +9 regular hits.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Tue Jan 26, 2010 11:00 am

    Teramotos wrote:I think it is my turn. Waiting for a map or until I get home and can read the latest map. I can use the last posted status for the PC's except that Thia would be +9 regular hits.

    Hmm, I emailed a map an hour or so ago and it didn't bounce back. I'll try resending.
    Teramotos
    Teramotos


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    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Tue Jan 26, 2010 2:12 pm

    ...didn't make it through the Boeing firewall. I'll have to take my turn when I get home.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Teramotos Tue Jan 26, 2010 3:49 pm

    During Thia's last turn, didn't she shift NE and not N?


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Pyramid - Level 2 - Page 3 Empty Sonya's Turn

    Post by Teramotos Tue Jan 26, 2010 4:15 pm

    Sonya's turn:

    Standard Action: (wish Thia was within 5, but this power is almost as good)
    Stand the Fallen vs. the Mangler to the NE + 13 vs AC 3d12+6
    ** Note, If I hit the Mangler, I gain + 2 AC vs him (see my move action).
    Effect: Thia and Miri are within 10 so they each spend a healing surge and add an additional 5 hits back.
    Miri should be back at max.
    Move Action: Shift 1 NW.
    Minor Action: Okay, depending on how much damage I took, I'm either going to do an Inspiring Word (Surge of 16+2d6) or Rousing Words (Two Surges of 16, e.g. 32+10) on myself. I'll do the Rousing Words if I got really hit for some reason when I shifted. Don't want to waste hit points.

    Action Point: Charge the Berserker to the north and end up in the square next to the wall. +14 vs AC for 1d12+6.
    Question, if I had done Brash Assault instead and downed him with my initial swing, does he still get to swing?
    Free Action: Say "Miri, don't get isolated, move north!"
    i.e. Brad man, don't do your close blast, go ahead and move north and do your better spells, let them have thier AoO, especially the dagger guys.

    Done - except I need to decide on Inspiring Word or Rousing Words depending on damage taken.


    Last edited by Teramotos on Tue Jan 26, 2010 5:04 pm; edited 1 time in total (Reason for editing : Shift instead of move, Charge instead of Brash Assault)


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

    Pyramid - Level 2 - Page 3 Empty Re: Pyramid - Level 2

    Post by Dwarmaj Tue Jan 26, 2010 6:11 pm

    Teramotos wrote:Sonya's turn:

    Standard Action: (wish Thia was within 5, but this power is almost as good)
    Stand the Fallen vs. the Mangler to the NE + 13 vs AC 3d12+6
    ** Note, If I hit the Mangler, I gain + 2 AC vs him (see my move action).
    Effect: Thia and Miri are within 10 so they each spend a healing surge and add an additional 5 hits back.
    Miri should be back at max.
    Move Action: Shift 1 NW.
    Minor Action: Okay, depending on how much damage I took, I'm either going to do an Inspiring Word (Surge of 16+2d6) or Rousing Words (Two Surges of 16, e.g. 32+10) on myself. I'll do the Rousing Words if I got really hit for some reason when I shifted. Don't want to waste hit points.

    Action Point: Charge the Berserker to the north and end up in the square next to the wall. +14 vs AC for 1d12+6.
    Question, if I had done Brash Assault instead and downed him with my initial swing, does he still get to swing?
    Free Action: Say "Miri, don't get isolated, move north!"
    i.e. Brad man, don't do your close blast, go ahead and move north and do your better spells, let them have thier AoO, especially the dagger guys.

    Done - except I need to decide on Inspiring Word or Rousing Words depending on damage taken.

    Sonya's turn:
    Stand the Fallen on Mangler #3 20 vs Ac miss
    Thia and Miri both get to use healing surges +5.

    Miri is at 58/58+10
    Thia is at 65/65+4
    Sonya is currently at 31/66hp

    Action Point
    Sonya charges the beserker. MBA 27 vs Ac hits for 18hp. The beserker falls.

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    Post by Teramotos Tue Jan 26, 2010 6:17 pm

    Okay, I'll go for Inspiring Word rather than Rousing Words. Can't hit with a daily, at least I downed the berserker.

    Current Order is: Beserkers, Grue (caster), Thia, Manglers, Sonya, Miri
    So it's Miri's turn now, right?


    Last edited by Teramotos on Tue Jan 26, 2010 6:35 pm; edited 1 time in total (Reason for editing : add initiative order...)


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    Post by Dwarmaj Tue Jan 26, 2010 6:55 pm

    Teramotos wrote:Okay, I'll go for Inspiring Word rather than Rousing Words. Can't hit with a daily, at least I downed the berserker.

    Current Order is: Beserkers, Grue (caster), Thia, Manglers, Sonya, Miri
    So it's Miri's turn now, right?

    Yes, Miri's turn..
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    Post by Kenji Tue Jan 26, 2010 8:07 pm

    Dwarmaj wrote:
    Yes, Miri's turn..

    I've got a group of 4 instead of 3 now, so Miri will do her actions exactly as posted earlier.

    Note: On the first hit she recieves, she'll use 'Wizard's Escape' as an immediate interupt to teleport 5 squares directly W of Thia. done.
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    Post by Teramotos Tue Jan 26, 2010 8:07 pm

    Miri's turn...and on Thia's last turn, again, did she shift NE or N? I'm not sure it makes too big a difference, just trying to set up flanking...


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    Post by Dwarmaj Tue Jan 26, 2010 8:34 pm

    bradly wrote:After Sonya & the Manglers go...

    Miri will

    free action: "Sonya, like Thia, I cannot be adjacent for almost all my powers to work... Whatever you're going to do, do it now."

    minor action: sustain the wall of fire

    move action: pull out staff & sword

    standard action: (unless the 3 baddies move farther than 3 squares away from me) cast 'fire shroud'. (This is my ONLY non-ranged power.)

    done.

    Miri's turn:
    Minor: sustain the wall
    Move: pull out staff (unless you have use two weapon/implent you can only pull out one at a time)
    Standard: cast Fire Shroud
    FS vs Beserker 29 vs Fort hits for 10hp of fire damage and 5 ongoing fire.
    FS vs caster 23 vs Fort hits for 10hp of fire damage and 5 ongoing fire.
    FS vs mangler #2 30 vs Fort hits for 10hp of fire damage and 5 ongoing fire.
    FS vs mangler #3 18 vs Fort miss.

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    Post by Dwarmaj Tue Jan 26, 2010 8:52 pm

    Berserker's turn:
    At the start of his turn he takes 5hp of fire damage.
    Move: shift 1NW
    Standard: charge Sonya 22+1 vs Ac miss
    At the end of his turn it doesn't look like he's on fire any more.

    Caster's turn:
    At the start of his turn he takes 5hp of damage.
    Move: The caster teleports to the north 4 squares.
    Standard: He wispers and points at Miri
    Wispers of Madness 23 vs Will hits for 17hp of psychic damage. Miri is slowed (save ends).
    At the end of the casters turn he still seems to be on fire.


    The character builder and Miri's token show Dimension Door as Miri's 6th level power memorized instead of Wizards Escape. I'll need to go back through previous threads to see when she switched it out. It wouldn't kick in on the casters power since it wasn't a melee attack.

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    Thia's turn, then the manglers...
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    Post by Kenji Tue Jan 26, 2010 9:29 pm

    Dwarmaj wrote:
    Standard: He wispers and points at Miri
    Wispers of Madness 23 vs Will hits for 17hp of psychic damage. Miri is slowed (save ends)...

    Ouch! Thanks for the temp hits Sonya! (Got any more?)
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    Post by Teramotos Tue Jan 26, 2010 9:36 pm

    Yeah, but you gotta stay close. I have three heals left with range 5 and only one left with range 10. You can always use an AP to regain 9 hits.


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    Post by Teramotos Tue Jan 26, 2010 9:54 pm

    Sonya "Dang it Thia, Miri's stuck down south. Concentrate on the berserker first and then maybe the little caster guy." You're at full hits, if you have to move around, that's okay but try to stay within five. Don't worry too much about the dagger guys cause thier AoO would be with a dagger, right?


    Last edited by Teramotos on Tue Jan 26, 2010 10:51 pm; edited 1 time in total (Reason for editing : ...berserker first, then caster...)


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    Post by Kenji Tue Jan 26, 2010 10:54 pm

    Teramotos wrote:Sonya "Dang it Thia, Miri's stuck down south...

    I still have a teleport, so not in dire circumstances yet. I agree to work on the closest to fall...
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    Post by Dwarmaj Wed Jan 27, 2010 5:30 am

    Thia's turn...
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    Post by Krystoff Wed Jan 27, 2010 7:35 am

    Did I read this too late to get a disruptive strike on the caster when it attacked Miri?

    Move SW 1
    HQ the berserker SE of Sonya.
    Twin Strike the berserker.
    Done

    Can anyone get me the text of Attacks on the Run? Also how are we dealing with spitting cobra stance? Is it an interrupt like the errata has said or an AoO like the power was when we started the campaign?
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    Post by Teramotos Wed Jan 27, 2010 7:58 am

    if a power has been errata'ed, then I would think that that is how we would play it. Of course if a power has been errata'ed then the player would receive the opportunity to trade that power in for a different one w/o using up a retraining slot.


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    Post by Dwarmaj Wed Jan 27, 2010 8:04 am

    Krystoff wrote:Did I read this too late to get a disruptive strike on the caster when it attacked Miri?

    Move SW 1
    HQ the berserker SE of Sonya.
    Twin Strike the berserker.
    Done

    Can anyone get me the text of Attacks on the Run? Also how are we dealing with spitting cobra stance? Is it an interrupt like the errata has said or an AoO like the power was when we started the campaign?

    During the caster's turn Thia uses Disruptive strike to try to negate the hit on Miri. Disruptive Strike 17 vs Ac miss.

    Thia's turn:
    Standard: Twin Strike/HQ the beserker
    TS #1 20 vs Ac miss
    TS #2 27 vs Ac hits for 7+3hp of damage.

    We always use the errata.

    Mangler's turn...
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    Post by Dwarmaj Wed Jan 27, 2010 8:21 am

    Mangler's turn:
    Mangler #3:
    Move: move adjacent to Thia (to the west) and wait for mangler #1

    Managler #1:
    Move: move adjacent to Thia (east)
    Standard: Dagger attack on Thia 19+2 vs Ac miss

    Mangler #3 attacks Thia
    Dagger 23+2 vs Ac hits for 14hp of damage

    Mangler #2:
    Standard: Throw daggers at Miri
    Dagger #1 30 vs Ac hits for 7hp (Miri has an interrupt she wanted to use. Which square do you want to go to?)
    Dagger #2 20 vs Ac miss
    Move: pending...

    At the end of mangler #2's turn he still looks like he's on fire.

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    Waiting to see if Miri teleports, then the mangler #2 has a move action left.

    Then it'll be Sonya's turn...
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    Post by Krystoff Wed Jan 27, 2010 8:47 am

    I will have to check what the other available powers are for that slot then. Thia has too many interrupts as it is.

    Which do we want to try and take out. The berserker or the caster?
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    Post by Dwarmaj Wed Jan 27, 2010 9:16 am

    It looks like Wizard Escape only works on melee attacks and the mangler made a ranged attack, so no teleport.
    The mangler moves NE, N, then to the NE of sonya.

    Sonya's turn...
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    Post by Teramotos Wed Jan 27, 2010 10:00 am

    Okay, it is my understanding that the Mangler that was to the south in the latest map I have is now to my NE. So I have a Mangler to my NE and the last berserker to my SE; right? If this is so, then:
    Standard Action: White Raven Strike at the berserker +13 vs. AC for 3d12+6 (I haven't hit with a daily yet)
    Effect (if I hit or not): Thia and Miri if they are within 10 squares each receive 15 temporary hit points unless I took the berserker down in which case they receive 20 temp hits instead of 15.

    Move Action: Shift 1 to the N.

    Minor Action: I don't know our conditions, but I don't think anyone needs healing.
    I'm done unless someone needs a heal and I'm within range.


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    Post by Dwarmaj Wed Jan 27, 2010 10:08 am

    Teramotos wrote:Okay, it is my understanding that the Mangler that was to the south in the latest map I have is now to my NE. So I have a Mangler to my NE and the last berserker to my SE; right? If this is so, then:
    Standard Action: White Raven Strike at the berserker +13 vs. AC for 3d12+6 (I haven't hit with a daily yet)
    Effect (if I hit or not): Thia and Miri if they are within 10 squares each receive 15 temporary hit points unless I took the berserker down in which case they receive 20 temp hits instead of 15.

    Move Action: Shift 1 to the N.

    Minor Action: I don't know our conditions, but I don't think anyone needs healing.
    I'm done unless someone needs a heal and I'm within range.

    Sonya's turn:
    Standard: White Raven Strike
    WRS 19 vs Ac miss (at least you have secondary affects...)
    Miri and Thia gain 15 temp hp

    Move: shift 1 N

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    Miri's turn...
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    Post by Dwarmaj Wed Jan 27, 2010 10:10 am

    Current PC status
    Miri 37/58 +15 hp
    Thia 65/65 +15 hp
    Sonya 54/66 hp
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    Post by Teramotos Wed Jan 27, 2010 11:10 am

    ...can't hit with a daily - 0/3. Pyramid - Level 2 - Page 3 Icon_cry
    Miri is also slowed, right? Okay, I'll use my minor and do an Inspiring Word on Miri. She uses a surge and instead of gaining an extra 2d6 points of healing, I'll use Saving Inspiration and let her make an immediate save vs. the slow. I'm assuming that Miri is within 5 squares of me.


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    Post by Dwarmaj Wed Jan 27, 2010 12:38 pm

    Teramotos wrote:...can't hit with a daily - 0/3. Pyramid - Level 2 - Page 3 Icon_cry
    Miri is also slowed, right? Okay, I'll use my minor and do an Inspiring Word on Miri. She uses a surge and instead of gaining an extra 2d6 points of healing, I'll use Saving Inspiration and let her make an immediate save vs. the slow. I'm assuming that Miri is within 5 squares of me.

    Sonya uses her second Inspiring Word on Miri, Miri gains 14hp and gets to make a save and rolls an 8. Miri remains slowed.

    Miri's turn...
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    Post by Kenji Wed Jan 27, 2010 2:57 pm

    Dwarmaj wrote:Miri's turn...

    Minor action: sustain 'Wall of Fire'

    Move action: shift 1 square South

    Standard action: cast 'Enemies Abound' burst 1 in square directly S of Thia (hitting 3 enemies). Note, until my next turn, these targets are considered allies for flanking purposes, so no combat advantage against Thia.

    Action point: cast 'Force Orb' on Grue caster with 2ndary target on adjacent Beserker.

    Note: I think I'm only down 7 hits, so Sonya's +9 should put me full up on hits + temp, so not too bad yet.

    end of turn: save vs. slow. done.

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