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+2
Teramotos
Dwarmaj
6 posters

    Heading south

    Ross
    Ross
    Admin


    Number of posts : 3868
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Heading south - Page 3 Empty Re: Heading south

    Post by Ross Fri Mar 19, 2010 8:45 am

    The Ogre should not have cover from me.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 8:59 am

    Ross wrote:The Ogre should not have cover from me.

    I subtracted the 11hp off of the ogre.


    Thia's turn, then Miri...
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Fri Mar 19, 2010 9:08 am

    I have a question about the masks.

    If I shift into the mask, will i be able to move to one of the archways?
    Does the shadowy hall with the archways use movement? IE if I move into the mask while slowed would I be able to reach all archways? It takes me 1 square to move in, but not sure how much to move out.

    Basically I do not want to end up immobilized in the archway room.

    Here is what I know of the shadowy doors.

    I entered the NW mask and from the left it was SW, Southern Wall East, SE, and then Room East.

    My plan is to jump in this one and take the first right one.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 9:23 am

    Hmm, I didn't state how much movement was required to get to the archways...

    Let's say "room" you enter from the mask is an octagon.
    You enter with your back to the one you entered from.
    It takes:
    2 squares of movement to enter the one to your left or right.
    3 squares of movement to enter the "center" left or right archways, and
    4 squares of movement to enter the "far" left, right, or straight ahead archways.

    I think you'd have to use an action point to be able to leave the "mask" room.
    Thia is currently prone though, so it'll take a move action to stand. A standard action to shift into the mask. Then an action point to move 2 through the left or right archways.

    If you stand and move, you'll only have one square of movement while in the mask "room".
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Fri Mar 19, 2010 10:15 am

    Being immobilized in an extra dimensional space doesn't sound to appealing and I don't want to spend my action point just yet.

    Thia will stand and then shift 1N to get the extra 1 ac from the boots.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 10:28 am

    Dwarmaj wrote:
    Thia's turn, then Miri...

    I don't see how Thia & Miri's actions will affect each other, so...

    Miri will:

    minor action: sustain 'Flaming Sphere'
    move action: move 'Flaming Sphere' 1 square N, pinning the Gar-Orc between Kaddim & the sphere
    standard action: cast 'Magic Missile' on the Ogre (hopefully bloodying him...)
    free action: (if I can still use 'Wizard's Escape' interrupt with my eyes closed if I get hit, then) close eyes

    done.

    Note: I get a bonus to save v immobilized, and if I get hit this round, I want to use an interrupt (WE) to teleport to the NW-ernmost corner of this room.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 10:40 am

    bradly wrote:
    Dwarmaj wrote:
    Thia's turn, then Miri...

    I don't see how Thia & Miri's actions will affect each other, so...

    Miri will:

    minor action: sustain 'Flaming Sphere'
    move action: move 'Flaming Sphere' 1 square N, pinning the Gar-Orc between Kaddim & the sphere
    standard action: cast 'Magic Missile' on the Ogre (hopefully bloodying him...)
    free action: (if I can still use 'Wizard's Escape' interrupt with my eyes closed if I get hit, then) close eyes

    done.

    Note: I get a bonus to save v immobilized, and if I get hit this round, I want to use an interrupt (WE) to teleport to the NW-ernmost corner of this room.

    Teleport requires LOS, so you can't teleport if you're blind.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 10:51 am

    Dwarmaj wrote:
    Teleport requires LOS, so you can't teleport if you're blind.

    That's what I was afraid of... no free action for me then this turn.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 10:54 am

    Thia's turn:
    Move: stand up
    Standard: shift 1N

    At the end of Thia's turn she rolls an 18 and is no longer slowed.


    Miri's turn:
    Minor: sustain Flaming Sphere
    Move: move the sphere next to the red gargoyle
    Standard: cast Magic Missile at the ogre
    MM 21 vs Ref hits for 16hp of damage.

    At the end of Miri's turn she rolls a 16+2 and is no longer immobilized.

    Having the hardest time turning you guys to stone... Sad


    Heading south - Page 3 Playe207


    NPC's turn...
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 11:09 am

    NPC's turn:
    Red Gargoyle:
    At the start of his turn he takes fire damage but it doesn't get through his resistance.

    No actions for him this turn...

    Blue Gaargoyle:
    Standard: use Hit &Run on Thia
    H&R 29 vs Ac hits for 10hp of damage. Thia is knocked prone and is now bloodied.

    Medusa:
    Move: move adjacent to the ogre
    Standard: use gaze on the NPCs
    Gaze on Kaddim 24-2(cover) vs Fort hits. Kaddim is now slowed (save ends).
    Gaze on Sonya, Sonya is currently blind and not affected
    Gaze on Candelos, 25 vs Fort hits. Candelos is now slowed (save ends).
    Gaze on Miri 30-2(cover) vs Fort hits. Miri is now slowed (save ends).

    Heading south - Page 3 Playe208

    Candelos' turn, then Sonya...
    Teramotos
    Teramotos


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

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    Post by Teramotos Fri Mar 19, 2010 11:21 am

    As usual, I can't see the map, but I think I know what I need to do.
    If I'm starting next to Kaddim:
    Free Action: Open eyes
    Standard Action: Heal Check on Kaddim to give him a + 2 to a save
    Move Action: Shift 1 North (I assume the medusa is to the west of the Ogre)
    Minor Action: Don't know party's condition but I'll use a heal if I have to.
    Free Action: Close eyes
    ...don't think Candelos' turn is going to affect me. If I'm not starting next to Kaddim and I can shift one square toward him, then I'll take my move action first and then my standard. If Kaddim is too far away, I'll do my heal check on Candelos or Miri (in that order) instead of Kaddim.


    _________________
    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

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    Post by Dwarmaj Fri Mar 19, 2010 11:26 am

    Teramotos wrote:As usual, I can't see the map, but I think I know what I need to do.
    If I'm starting next to Kaddim:
    Free Action: Open eyes
    Standard Action: Heal Check on Kaddim to give him a + 2 to a save
    Move Action: Shift 1 North (I assume the medusa is to the west of the Ogre)
    Minor Action: Don't know party's condition but I'll use a heal if I have to.
    Free Action: Close eyes
    ...don't think Candelos' turn is going to affect me. If I'm not starting next to Kaddim and I can shift one square toward him, then I'll take my move action first and then my standard. If Kaddim is too far away, I'll do my heal check on Candelos or Miri (in that order) instead of Kaddim.

    Kaddim is to your SW adjacent, but you have a wall to your south. Candelos is currently to your north so you can't shift north. You can shift west or northwest.

    Thia is currently bloodied, but she is 7 squares away and out of sight.
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Fri Mar 19, 2010 11:43 am

    The triggering action for yield ground is "An enemy damages you with a melee attack" Would my interrupt be before or after I get knocked prone? If I am knocked prone then I can't move but if its before then I would just end up prone at the end.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 11:47 am

    Krystoff wrote:The triggering action for yield ground is "An enemy damages you with a melee attack" Would my interrupt be before or after I get knocked prone? If I am knocked prone then I can't move but if its before then I would just end up prone at the end.

    If it's an immediate interrupt then it actually happens before the attack. You'd take no damage and can move.

    If it's an immediate reaction, then you got hit and knocked prone and wouldn't be able to use the power.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 11:53 am

    Dwarmaj wrote:
    If it's an immediate interrupt then it actually happens before the attack. You'd take no damage and can move.

    If it's an immediate reaction, then you got hit and knocked prone and wouldn't be able to use the power.

    Concur.
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Fri Mar 19, 2010 11:55 am

    Yield ground is an immediate reaction, so no go there. I will have to go with my original plan.
    Teramotos
    Teramotos


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

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    Post by Teramotos Fri Mar 19, 2010 11:55 am

    Standard Action: Okay, if the wall interfers with my Heal Check on Kaddim at all, then I'll do the heal check on Candelos or Miri (in that order) instead. I'm going to try to help someone not turn to stone.
    Move Action: Okay, since Candelos is to my north, I'll shift NW then instead of N. It's also one square closer to Thia.
    Minor Action: Standing by for a list of conditions to see if I need to heal anyone.


    _________________
    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


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 12:03 pm

    Teramotos wrote:
    Minor Action: Standing by for a list of conditions to see if I need to heal anyone.

    Pretty much, only you & Thia are wounded. The Medusa's scary, since no one wants to get turned to stone, but she doesn't damage at all with her gaze.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 12:11 pm

    Current PC status:

    Thia 27/65hp with 7/7 surges (prone)
    Sonya 50/66hp with 9/9 surges (blind)
    Miri 58/58hp with 9/9 surges (slowed)
    Candelos 78/78hp with 13/14 surges (slowed)
    Kaddim 72/79hp with 10/11 surges (slowed, immobilized)

    Currently Candelos turn...
    Teramotos
    Teramotos


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

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    Post by Teramotos Fri Mar 19, 2010 12:22 pm

    Thia's out of range to be healed so no minor action for me this turn. Giving Kaddim the + 2 save bonus vs. immobilized is my first choice, then Candelos.


    _________________
    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
    Mick
    Mick


    Number of posts : 1671
    Registration date : 2008-12-03

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    Post by Mick Fri Mar 19, 2010 12:27 pm

    Candelos
    move: shift 1 space NE, this should put me 5 spaces from Thia
    minor: mark Ogre with Divine Challange
    srandard: attack with Paladin's Judgment and allow Thia to use a surge

    Paladin’s Judgment Paladin Attack 1
    Daily Divine, Healing, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 3[W] + Strength modifier damage, and one ally within
    5 squares of you can spend a healing surge.
    Miss: One ally within 5 squares of you can spend a healing
    surge.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 12:35 pm

    Dwarmaj wrote:Current PC status:

    Sonya 50/66hp with 9/9 surges (blind)

    That's a little misleading for someone who just has her eyes closed!
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 12:38 pm

    Mick wrote:Candelos
    move: shift 1 space NE, this should put me 5 spaces from Thia
    minor: mark Ogre with Divine Challange
    srandard: attack with Paladin's Judgment and allow Thia to use a surge

    Paladin’s Judgment Paladin Attack 1
    Daily Divine, Healing, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 3[W] + Strength modifier damage, and one ally within
    5 squares of you can spend a healing surge.
    Miss: One ally within 5 squares of you can spend a healing
    surge.

    Candelos' turn:
    Move: shift 1NE
    Minor: mark the ogre (overwritting Kaddim's mark)
    Standard: use Paladin's Judgement on the Ogre
    PJ 18 vs Ac miss
    Thia gets to use a healing surge and is now at 43/65hp with 6/7 surges.

    At the end of Candelos' turn he rolls a 7 and becomes immobilized.

    Sonya's turn...
    If Sonya wants to shift the N and W squares are available. I forgot that Miri is to your NW. There's no penalty to use a heal check on Kaddim from your current location.
    Mick
    Mick


    Number of posts : 1671
    Registration date : 2008-12-03

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    Post by Mick Fri Mar 19, 2010 12:40 pm

    Ken, your rolling for the PCs stinks! Heading south - Page 3 Icon_evil
    Missed my last 2 saves and last 2 attackes which were dailys.
    Teramotos
    Teramotos


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

    Heading south - Page 3 Empty Re: Heading south

    Post by Teramotos Fri Mar 19, 2010 1:06 pm

    I'll shift North


    _________________
    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

    Heading south - Page 3 Empty Re: Heading south

    Post by Dwarmaj Fri Mar 19, 2010 1:33 pm

    Mick wrote:Ken, your rolling for the PCs stinks! Heading south - Page 3 Icon_evil
    Missed my last 2 saves and last 2 attackes which were dailys.

    Yea, but I'm rolling really good for the PC saves. I thought for sure someone would be stoned by now. Heading south - Page 3 Icon_twisted
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 2:15 pm

    Sonya's turn:
    Standard: use a Heal check to grant Kaddim a +2 bonus to a save.
    Heal Check 7+8=15 success.

    Move: shift 1N

    Kaddim's turn...

    I can't upload a new map at the moment, but the only change is that Sonya shifted 1N
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 2:52 pm

    Current map:
    Heading south - Page 3 Playe209
    Ross
    Ross
    Admin


    Number of posts : 3868
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Heading south - Page 3 Empty Re: Heading south

    Post by Ross Fri Mar 19, 2010 3:02 pm

    Free action say: "Don't let the ogre flank me."
    Minor: Promise of Storm
    Standard: Lightning Strider
    Teleport to the square South of Medusa and attack her.
    Teleport South of Sonya and attack Ogre
    Teleport back to where I started (North of the Orc Gargoyle) and attack it.
    All attacks should have Promise of Storm Damage Added.
    Move: Mark Ogre with Aegis of Shielding

    End Turn


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Fri Mar 19, 2010 3:28 pm

    Ross wrote:Free action say: "Don't let the ogre flank me."
    Minor: Promise of Storm
    Standard: Lightning Strider
    Teleport to the square South of Medusa and attack her.
    Teleport South of Sonya and attack Ogre
    Teleport back to where I started (North of the Orc Gargoyle) and attack it.
    All attacks should have Promise of Storm Damage Added.
    Move: Mark Ogre with Aegis of Shielding

    End Turn

    Kaddim's turn:
    Minor: activate Promise of Storm
    Standard: use Lighting Strider
    LS #1 teleport adjacent to the medusa 35 vs Ac hits for 12+6hp of damage.
    LS #2 teleport adjacent to the ogre 27 vs Ac hits for 11+6hp of damage.
    LS #3 teleport back to starting point 33 vs Ac hits for 12+7hp of damage. The red gargoyle resisted the damage.

    At the end of Kaddim's turn he rolls his saves...
    Immobilized 14+2 success
    Slow 9 missed, Kaddim is now immobilized.

    I'm assuming you need to say which save you're going to apply the +2 before the roll. Let me know if that is incorrect. Assuming you're going to use it on the immobilize.

    If you get to decide after the roll (which I don't believe is correct) then you'd make both saves since you wouldn't need it for the immobilize.

    Ogre's turn...
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Fri Mar 19, 2010 3:40 pm

    Ogre's turn:
    The medusa tells the ogre to attack Sonya...

    Standard: attack Sonya with the flail
    Flail 26-2+2 vs Ac hits for 12hp of damage. Sonya is knocked prone.

    Heading south - Page 3 Playe210

    Thia's turn then Miri...
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Fri Mar 19, 2010 5:51 pm

    Thia moves 2 into the mouth south of her and accepts the AoO if he gets one. Thia will use the immediate right archway and will wait to see what she does when she gets out.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Fri Mar 19, 2010 8:25 pm

    Dwarmaj wrote:Thia's turn then Miri...

    minor action: sustain 'Flaming Sphere'

    move action: shift 1 N

    standard action: cast 'Force Orb' on the Ogre (Medusa 2ndary target)
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Fri Mar 19, 2010 9:05 pm

    Krystoff wrote:Thia moves 2 into the mouth south of her and accepts the AoO if he gets one. Thia will use the immediate right archway and will wait to see what she does when she gets out.

    Thia's turn:
    Move: stand up
    Standard: move south to the mask and enter
    Thia provokes an AoO 21 vs Ac miss

    Once inside the mask room Thia moves through the first archway on her right. She ends up just north of were she started.

    Heading south - Page 3 Playe211

    Thia has 3 squares of movement left.
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Fri Mar 19, 2010 9:12 pm

    bradly wrote:
    Dwarmaj wrote:Thia's turn then Miri...

    minor action: sustain 'Flaming Sphere'

    move action: shift 1 N

    standard action: cast 'Force Orb' on the Ogre (Medusa 2ndary target)

    Miri's turn:
    Minor: sustain the Flaming Sphere

    Move: shift 1N

    Standard: cast Force Orb at the ogre and medusa
    FO on the ogre 27 vs Ref hits for 15hp of damage
    FO on the medusa 17 vs Ref miss

    At the end of Miri's turn she rolls a 7 and becomes immobilized.

    NPC's turn... (after Thia finishes)
    Krystoff
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    Post by Krystoff Sat Mar 20, 2010 9:31 am

    Well, basically the same as if I had just moved but I should have a shot on the ogre.

    If I do have a shot at the ogre I will go ahead and use nimble strike. I think I still have the ogre HQ'd. I will shift after the shot back into the mouth.

    Are the mouths reanimated? Are they trying to bite anyone else that comes near or are they pretty complacent since they are fed?
    Dwarmaj
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    Post by Dwarmaj Sat Mar 20, 2010 12:26 pm

    Krystoff wrote:Well, basically the same as if I had just moved but I should have a shot on the ogre.

    If I do have a shot at the ogre I will go ahead and use nimble strike. I think I still have the ogre HQ'd. I will shift after the shot back into the mouth.

    Are the mouths reanimated? Are they trying to bite anyone else that comes near or are they pretty complacent since they are fed?

    Thia started the turn prone and had to use a move action to stand, then a standard action to move around.

    You won't be able to shoot unless you use an action point.

    Once they were fed the masks haven't tried to bite anyone.
    Krystoff
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    Post by Krystoff Sat Mar 20, 2010 2:13 pm

    Doh, forgot about that.

    Alright, Thia will move back into the mouth she just exited from and end her turn inside the mask room.
    Dwarmaj
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    Post by Dwarmaj Sat Mar 20, 2010 5:38 pm

    NPC's turn...

    Green Gargoyle:
    Standard: use Hit & Run to attack Candelos 19 vs Ac miss
    Move: move adjacent to Miri & Sonya

    Red Gargoyle:
    At the start of his turn he takes fire damage, but it doesn't get through his resistance

    Minor: revert to normal
    Standard: attack Kaddim 30 vs Ac hits for 13hp of damage.

    Medusa's turn:
    Standard: use Gaze attack
    Gaze on Kaddim 31-2 vs Fort hits, Kaddim is slowed
    Gaze on Candelos 17 vs Fort miss
    Gaze on Miri 24 vs Fort hits, Miri is slowed
    Gaze on Sonya, Sonya is blind and not affected.


    Heading south - Page 3 Playe212

    Candelos' turn, then Sonya.

    Current PC Status:
    Candelos 78/78hp with 13/14 surges (immobilized)
    Sonya 38/66hp with 9/9 surges (blind, prone)
    Kaddim 59/79hp with 10/11 surges (immobilized, slowed)
    Miri 58/58hp with 9/9 surges (immobilized, slowed)
    Thia 43/65hp with 6/7 surges (in an extra dimensional space)
    Teramotos
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    Post by Teramotos Sat Mar 20, 2010 6:46 pm

    Sonya thinks that Candelos should DELAY so Sonya can give him a +2 to his save so he doesn't turn to STONE.
    Free Action: "Will you guys STOP looking at the Medusa, what, you want to turn to stone?!"
    Free Action: Open eyes
    Standard Action: Heal check on Candelos (if he delayed) to give him a + 2 on next save.
    If Candelos did not delay and he's stone, oh well, I'll do the heal check on Miri instead.
    Move Action: Stand up
    Minor Action: None (I'm not going to heal myself quite yet.)
    Possible Action Point: If Candelos delayed and I did a heal check on him, then I'll use my Action Point to do a heal check on Miri too. If Candelos did not delay and he's either stone or okay and I used my heal check on Miri and failed, then I'll use my AP to try a second heal check on Miri.
    Free Action: Close eyes
    Free Action: "You guys might want to try to help the nearest immobilized party member before they turn to stone. Use extra (AP) effort while you still can."


    _________________
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    Mick
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    Post by Mick Sat Mar 20, 2010 11:26 pm

    Sure Candelos will delay until after Sonya's turn.

    Then during his ture Candelos will
    use a action point first to: attack with Thundering Smite

    Thunder Smite Paladin Attack 7
    Encounter ✦ Divine, Thunder, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC (can score a critical hit against a
    marked enemy on a roll of 19–20)
    Hit: 2[W] + Strength modifier thunder damage, and the
    target is knocked prone.

    Start his turn with
    minor: Lay-on-hands to Sonya and he will lose a surge
    standard: attack with Piercing Smite

    Piercing Smite Paladin Attack 1
    Encounter ✦ Divine, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. Reflex
    Hit: 2[W] + Strength modifier damage, and the target and a
    number of enemies adjacent to you equal to your Wisdom
    modifier are marked until the end of your next turn.

    free: close eyes
    try and make save at +2 from Sonya
    Dwarmaj
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    Post by Dwarmaj Sun Mar 21, 2010 8:02 am

    Sonya's turn:
    Move: open eyes and stand up

    Standard: make a heal check on Candelos. Sonya rolls a 5+8=13 failed

    Sonya uses an Action Point
    AP use Heal skill on Miri to give her a +2 bonus. Sonya rolls a 19+8=27. Miri gains a +2 bonus to one save.

    Sonya closes her eyes

    Candelos' turn...


    Last edited by Dwarmaj on Sun Mar 21, 2010 9:03 am; edited 2 times in total (Reason for editing : forgot Sonya's action point)
    Dwarmaj
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    Post by Dwarmaj Sun Mar 21, 2010 8:09 am

    Mick wrote:Sure Candelos will delay until after Sonya's turn.

    Then during his ture Candelos will
    use a action point first to: attack with Thundering Smite

    Thunder Smite Paladin Attack 7
    Encounter ✦ Divine, Thunder, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC (can score a critical hit against a
    marked enemy on a roll of 19–20)
    Hit: 2[W] + Strength modifier thunder damage, and the
    target is knocked prone.

    Start his turn with
    minor: Lay-on-hands to Sonya and he will lose a surge
    standard: attack with Piercing Smite

    Piercing Smite Paladin Attack 1
    Encounter ✦ Divine, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. Reflex
    Hit: 2[W] + Strength modifier damage, and the target and a
    number of enemies adjacent to you equal to your Wisdom
    modifier are marked until the end of your next turn.

    free: close eyes
    try and make save at +2 from Sonya

    Candelos' turn:
    Candelos uses an Action Point
    AP: Thundering Smite on the ogre
    TS 33 vs Ac (critical) hit for 27+7hp of damage. The ogre is knocked prone

    Minor: use Lay on Hands on Sonya. Candelos uses a surge and Sonya regains 16hp.

    Standard: use Piercing Smite on the ogre
    PS 24+2 vs Ref hits for 27hp of damage

    Free: Candelos closes his eyes...

    At the end of Candelos' turn he rolls a 9 and becomes petrified.


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    Kaddim's turn...
    Kaddim is currently slowed and immobilized.
    Mick
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    Post by Mick Sun Mar 21, 2010 12:05 pm

    At least Candelos got a good round in before getting turned to stone.
    Sure could have used that +2 to my save!
    Dwarmaj
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    Post by Dwarmaj Sun Mar 21, 2010 12:09 pm

    Mick wrote:At least Candelos got a good round in before getting turned to stone!

    Yea, you rolled a 19 which was a critical because of the power on the first attack and max damage on the second.

    If Sonya's roll would have been a bit higher you'd have made your save too.


    Kaddim's turn, maybe he'll have a good round and turn to stone too. Twisted Evil
    Ross
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sun Mar 21, 2010 3:55 pm

    Standard: Lightning Lure on Ogre (I still have Promise of Storm active)


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
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    Post by Dwarmaj Sun Mar 21, 2010 4:26 pm

    Ross wrote:Standard: Lightning Lure on Ogre (I still have Promise of Storm active)

    Kaddim's turn:
    Standard: use Lightning Lure on the ogre
    LL 27-2 vs Fort miss (fort is his highest defense...)

    At the end of Kaddim's turn he rolls his saves
    Immobilized 19 success
    Slowed 8 failed. Kaddim is immobilized (again...)

    Ogre's turn..
    Dwarmaj
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    Post by Dwarmaj Sun Mar 21, 2010 4:38 pm

    Ogre's turn:

    Move: stand up
    Standard: attack Sonya
    22+2 vs Ac hits for 12hp of damage. Sonya is knocked prone.


    Heading south - Page 3 Playe214


    Thia's turn, then Miri
    Teramotos
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    Post by Teramotos Sun Mar 21, 2010 5:25 pm

    Free Action: Kaddim, close your eyes.
    Question: Was the ogre prone when Kaddim struck at it? I assume Lighting Lure's hit chance is not affected by an opponent that is prone.


    _________________
    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
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    Post by Dwarmaj Sun Mar 21, 2010 5:43 pm

    Teramotos wrote:Free Action: Kaddim, close your eyes.
    Question: Was the ogre prone when Kaddim struck at it? I assume Lighting Lure's hit chance is not affected by an opponent that is prone.

    Yes, the ogre was prone.

    Lightning Lure is a ranged attack and suffers a -2 penalty vs prone targets.

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