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+2
Teramotos
Dwarmaj
6 posters

    Heading south

    Krystoff
    Krystoff


    Number of posts : 1677
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    Age : 47

    Heading south - Page 4 Empty Re: Heading south

    Post by Krystoff Sun Mar 21, 2010 9:53 pm

    Thia backs out of the archway room through the archway and moves to see what is going on in the room south.

    Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.

    Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.
    avatar
    Kenji


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Kenji Sun Mar 21, 2010 11:09 pm

    Dwarmaj wrote:Thia's turn, then Miri

    Miri will:

    minor action: sustain 'Flaming Sphere'

    standard action: cast 'Fire Shroud' on Ogre & 2 Gar-Orcs

    move action: immobilized

    action point: command the 'Flaming Sphere' to attack the red Gar-Orc

    free action: close eyes

    non action: make saves (+2 v immobilized from Sonya)
    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 4 Empty Re: Heading south

    Post by Ross Mon Mar 22, 2010 5:34 am

    Free: Kaddim will close his eyes.


    _________________
    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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Mon Mar 22, 2010 5:53 am

    Krystoff wrote:Thia backs out of the archway room through the archway and moves to see what is going on in the room south.

    Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.

    Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.

    Thia has already used Biting Volley.
    Krystoff
    Krystoff


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Krystoff Mon Mar 22, 2010 7:35 am

    Those two always get turned around in my head. I meant two fanged strike. I even went and looked them up and still wrote the wrong one.

    Thanks.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Mon Mar 22, 2010 9:00 am

    Krystoff wrote:Thia backs out of the archway room through the archway and moves to see what is going on in the room south.

    Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.

    Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.

    Thia's turn:
    Move: move back into the hallway

    Standard: use Two Fanged Strike on the ogre
    TFS #1 22 vs Ac miss (use elven accuracy)
    TFS #1 18 vs Ac miss

    TFS #2 32 vs Ac hits for 17hp of damage.

    Thia uses an Action point and regains 9hp.
    Thia uses Twin strike on the ogre
    TS #1 23 vs Ac miss
    TS #2 18 vs Ac miss

    Heading south - Page 4 Playe215


    Miri's turn...
    Dwarmaj
    Dwarmaj


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Mon Mar 22, 2010 9:30 am

    bradly wrote:
    Miri will:

    minor action: sustain 'Flaming Sphere'

    standard action: cast 'Fire Shroud' on Ogre & 2 Gar-Orcs

    move action: immobilized

    action point: command the 'Flaming Sphere' to attack the red Gar-Orc

    free action: close eyes

    non action: make saves (+2 v immobilized from Sonya)

    Miri's turn:
    Minor: sustain the Flaming Sphere
    Standard: cast Fire Shroud
    FS on Green Gargoyle 29 vs Fort hits for 8hp of damage. The green gargoyle is on fire.
    FS on the ogre 31 vs Fort hits for 8hp of damage. The ogre is on fire.
    FS on the red orc 19 vs Fort miss

    Miri uses an action point
    Flaming Sphere on the red orc 29 vs Ref hits for 11hp of fire damage.

    At the end of Miri's turn she rolls her saves...
    Immobilized 9+2=11 success (Sonya saved you with that one...)
    Slowed 1 failed. Mire remains immobilized (save ends)

    Heading south - Page 4 Playe216


    NPC's turn...
    Dwarmaj
    Dwarmaj


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Mon Mar 22, 2010 9:42 am

    NPC's turn:

    Green Gargoyle:
    The green gargoyle takes 5hp of fire damage.

    Standard: use Hit & Run on Miri
    H&R 19 vs Ac miss. The gargoyle them moves east and south back to the doorway.

    At the end of his turn it looks like he's still on fire.

    Red Gargoyle:
    The red gargoyle takes 9hp of fire damage from the flaming sphere.

    Standard: take stone form.

    Medusa:
    Standard: shoot Kaddim with longbow 26 vs Ac miss
    Move: move back into the room to the south and out of sight.

    Map to follow...
    Sonya's turn, then Kaddim
    Dwarmaj
    Dwarmaj


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Mon Mar 22, 2010 10:14 am

    Current map:
    Heading south - Page 4 Playe217


    PC status:
    Kaddim 59/79hp with 10/11 surges (immobilized)
    Sonya 42/66hp with 9/9 surges (prone, blind)
    Miri 58/58hp with 9/9 surges (blind, immobilized)
    Thia 52/65hp with 6/7 surges

    Candelos 78/78hp with 12/14 surges (petrified)
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Heading south - Page 4 Empty Re: Heading south

    Post by Teramotos Mon Mar 22, 2010 10:15 am

    Sonya's turn:
    Move Action: Stand up
    Free Action: Open eyes
    Standard Action: Heal check on Miri to try to add + 2 to her next save to prevent her from turning to stone.
    Minor Action: No minor action this turn.
    Free Action: Keep eyes open this time.
    ..done


    Last edited by Teramotos on Mon Mar 22, 2010 10:16 am; edited 1 time in total (Reason for editing : modify minor action use)


    _________________
    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 Mon Mar 22, 2010 10:30 am

    Teramotos wrote:Sonya's turn:
    Move Action: Stand up
    Free Action: Open eyes
    Standard Action: Heal check on Miri to try to add + 2 to her next save to prevent her from turning to stone.
    Minor Action: No minor action this turn.
    Free Action: Keep eyes open this time.
    ..done

    Sonya's turn:
    Move: Sonya opens her eyes and stands up
    Standard: use heal skill on Miri 1+8=9 failed

    Kaddim's turn... then the ogre
    avatar
    Kenji


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

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    Post by Kenji Mon Mar 22, 2010 11:01 am

    Dwarmaj wrote:
    Standard: use heal skill on Miri 1+8=9 failed

    Damn. Hopefully Kaddim & I make our next saves...

    Kaddim, can you move the Ogre, or get it within 5 hits? (he's on fire, so close will drop him) Going after the Medusa will be much easier once we drop Maulspike. My guess is, we'll need to defeat her to un-stone Candelos...
    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 4 Empty Re: Heading south

    Post by Ross Mon Mar 22, 2010 2:39 pm

    I'm out of abilites that move creatures and I'm immobilized.
    Free: Open Eyes
    Standard: Lightning Lure on Ogre.
    Free action: Close Eyes if medusa comes into view.


    _________________
    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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Mon Mar 22, 2010 3:29 pm

    Ross wrote:I'm out of abilites that move creatures and I'm immobilized.
    Free: Open Eyes
    Standard: Lightning Lure on Ogre.
    Free action: Close Eyes if medusa comes into view.

    Kaddim's turn:
    Standard: Kaddim opens his eyes and uses Lightning Lure on the ogre
    LL 31 vs Fort hits for 10hp of damage.

    At the end of Kaddim's turn he rolls his save...
    Immobilize 8 failure. Kaddim is now petrified. (looks like it's just the girls again...)

    Heading south - Page 4 Playe218

    Ogre's turn:
    At the start of the ogre's turn he takes 5hp of fire damage.

    Standard: Attack Sonya 25 vs Ac hits for 16hp of damage. Sonya is knocked prone.

    At the end of the ogre's turn it looks like he's still on fire.

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


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Heading south - Page 4 Empty Re: Heading south

    Post by Teramotos Mon Mar 22, 2010 3:54 pm

    Free Action: "Thia, don't worry abou the Ogre, he's almost down. Try to run over here quick and help Miri before she turns to stone!"
    Side Note, Brad, even though Sonya already went, I think I was near the bottom of the order. Can you delay until after me and I can try to do a Heal Check on you again?


    _________________
    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 Mon Mar 22, 2010 5:52 pm

    Teramotos wrote:Can you delay until after me and I can try to do a
    Heal Check on you again?

    I think that's a good idea. The only thing is, delaying will cancel the
    'Flaming Sphere' I've been maintaining when my turn is supposed to end.
    The red Gar-Orc will get away (to be fought later with the Medusa).

    I can barely see any green on the Ogre's life bar and he's still on
    fire...maybe we can turn him to our side? In any case, we shouldn't give him another chance to flee & have to fight him again with the Medusa...

    Oh, and on my turn, I'll delay until after Sonya goes.
    Krystoff
    Krystoff


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Krystoff Mon Mar 22, 2010 9:15 pm

    Thia will use disruptive strike on the ogres attack on Sonya.

    I believe I have just enough movement to make it to Miri, if not I will run.

    Thia will try to make a heal check on Miri.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Mon Mar 22, 2010 10:09 pm

    Krystoff wrote:Thia will use disruptive strike on the ogres attack on Sonya.

    I believe I have just enough movement to make it to Miri, if not I will run.

    Thia will try to make a heal check on Miri.

    Thia's turn:
    Thia uses Disruptive Strike as an interrupt against the ogre's attack.
    DS 22 vs Ac miss

    Move: Thia moves 7 south to get adjacent to Miri.

    Standard: attempt a heal check 16+9=25 success. Miri gains a +2 bonus on a saving throw.



    Heading south - Page 4 Playe219


    Miri's turn...
    Since Thia made the check, did you still want to delay?
    avatar
    Kenji


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

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    Post by Kenji Mon Mar 22, 2010 10:52 pm

    Dwarmaj wrote:
    Miri's turn...
    Since Thia made the check, did you still want to delay?

    Definitely yes. I can get up to +8 bonus, and I think I'm the best chance to unstone the boys (if I'm not stone myself).
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Heading south - Page 4 Empty Re: Heading south

    Post by Teramotos Tue Mar 23, 2010 5:29 am

    Since Miri is delaying, is it Sonya's turn, or the NPC's?


    _________________
    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 4 Empty Re: Heading south

    Post by Dwarmaj Tue Mar 23, 2010 7:47 am

    NPC's turn...

    Red Gargoyle:
    Sensing the fire sphere is gone, he'll move, then use Hit & Run on Thia.
    Move: move to east doorway
    Standard: use Hit & Run 33 vs Ac hits for 8hp of damage. Thia is knocked prone.

    Green Gargoyle:
    Move: move north 1
    Standard: use Hit & Run on Sonya
    H&R 21+2 vs Ac miss

    Medusa:
    Move: move east and north
    Standard Attack Miri with longbow
    Longbow 35 vs Ac (critical) hit for 15hp of poison damage.
    Secondary attack on Miri 17 vs Fort miss

    Heading south - Page 4 Playe220

    Sonya's turn, then the ogre...
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Heading south - Page 4 Empty Re: Heading south

    Post by Teramotos Tue Mar 23, 2010 8:27 am

    Standard Action: Heal Check on Miri
    Move Action: Stand up (again)
    Minor Action: Inspiring Word w Saving Inspiration on Miri (the save will be vs. the poison if a save can stop such). If the poison is for just a round, then I'll leave it up to Miri to take the extra 2d6 hits of healing, or make a save right now to potentially become stone or un-immobilized. Hopefully I made my heal check. In fact, in case Miri wants to move at the start of her turn, I'll leave it up to her if she wants to make a save vs. poison or immobilize.

    Free Action: darn, the medusa is in view again. Close eyes.


    _________________
    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 4 Empty Re: Heading south

    Post by Dwarmaj Tue Mar 23, 2010 8:38 am

    Teramotos wrote:Standard Action: Heal Check on Miri
    Move Action: Stand up (again)
    Minor Action: Inspiring Word w Saving Inspiration on Miri (the save will be vs. the poison if a save can stop such). If the poison is for just a round, then I'll leave it up to Miri to take the extra 2d6 hits of healing, or make a save right now to potentially become stone or un-immobilized. Hopefully I made my heal check. In fact, in case Miri wants to move at the start of her turn, I'll leave it up to her if she wants to make a save vs. poison or immobilize.

    Free Action: darn, the medusa is in view again. Close eyes.

    Sonya's turn:
    Move: stand up

    Standard: make a heal check on Miri. Sonya rolls 8+8=16 success

    Minor: Inspiring Word on Miri. Miri uses a healing surge and gains 14hp (now at 57/58hp 8/9 surges).

    Miri can either gain 1 additional hp or make her save now before her turn.

    The longbow attack from the medusa does not allow a save, unless the secondary atttack hits...

    Miri's turn...
    avatar
    Kenji


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

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    Post by Kenji Tue Mar 23, 2010 9:45 am

    Dwarmaj wrote:
    Miri can either gain 1 additional hp or make her save now before her turn.

    Miri's turn...

    I'd rather get my turn in for sure, and have more hits...

    minor/move actions: none (immobilized)

    standard action: cast 'Enemies Abound' on Ogre & green Gar-Orc

    note: this will provoke an AoO... if the Gar-Orc hits, I will use an interrupt (Wizard's Escape) to teleport 3 squares NW + 2 squares N (or to the edge of the room... current map didn't go that high), then same standard action

    free action: if I didn't use the interrupt, close eyes
    free action: "Thank you ladies!"

    done.
    Dwarmaj
    Dwarmaj


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Dwarmaj Tue Mar 23, 2010 12:42 pm

    bradly wrote:
    I'd rather get my turn in for sure, and have more hits...

    minor/move actions: none (immobilized)

    standard action: cast 'Enemies Abound' on Ogre & green Gar-Orc

    note: this will provoke an AoO... if the Gar-Orc hits, I will use an interrupt (Wizard's Escape) to teleport 3 squares NW + 2 squares N (or to the edge of the room... current map didn't go that high), then same standard action

    free action: if I didn't use the interrupt, close eyes
    free action: "Thank you ladies!"

    done.

    Miri's turn:

    Miri elects for the +1hp instead of the immediate save.

    Standard: use Enemies Abound on the green gargoyle and the ogre.
    EA vs the gargoyle 15 vs Will miss
    EA vs the ogre 21 vs Will hits for 10hp of psychic damage.

    Miri provokes an AoO 22 vs Ac miss.

    At the end of Miri's turn she rolls her save...
    Immobilized 16+4=20 success

    Miri closes her eyes and is now blind.

    Ogre's turn...
    At the start of the ogre's turn he takes 5hp of fire damage and falls over dead. Heading south - Page 4 Icon_evil

    Thia's turn, then the NPCs
    avatar
    Kenji


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

    Heading south - Page 4 Empty Re: Heading south

    Post by Kenji Tue Mar 23, 2010 12:57 pm

    Dwarmaj wrote:
    At the end of Miri's turn she rolls her save...
    Immobilized 16+4=20 success

    Woo Hoo! And...

    Dwarmaj wrote:
    Ogre's turn...
    At the start of the ogre's turn he takes 5hp of fire damage and falls over dead. Heading south - Page 4 Icon_evil

    Woo Hoo! :-)

    Question: Can ongoing damage be chosen to be non-lethal? If so, Miri will choose subdual damage for Maulspike. (Otherwise, oh well.)
    Krystoff
    Krystoff


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

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    Post by Krystoff Tue Mar 23, 2010 1:07 pm

    Thia HQ's the red gargoyle will crawl 2 spaces east and 1 space NE and then twin strike the red gargoyle.
    avatar
    Kenji


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

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    Post by Kenji Tue Mar 23, 2010 1:15 pm

    Miri thinks to self: "Hmm... two of our girls are on their knees and two of our boys are rock hard..."
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Tue Mar 23, 2010 1:16 pm

    bradly wrote:Question: Can ongoing damage be chosen to be non-lethal? If so, Miri will choose subdual damage for Maulspike. (Otherwise, oh well.)

    I don't think ongoing damage can be non-lethal, especially since it continues even when the target is down.

    But PHB p295 only states:
    When you reduce a creature to 0 hit points or fewer, you can choose to knock it unconscious rather than kill it.

    I guess it depends on whether Miri is considered to have reduced it to 0 or not.

    I still lean toward no, but that's me...
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Tue Mar 23, 2010 1:18 pm

    Krystoff wrote:Thia HQ's the red gargoyle will crawl 2 spaces east and 1 space NE and then twin strike the red gargoyle.

    The red gargoyle is adjacent to you and will get an AoO if you move/crawl away from it.

    Your attacks from prone are also at a minus.

    Did you want to crawl and attack from prone or just stand and shoot?
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Tue Mar 23, 2010 1:25 pm

    Current map:
    Heading south - Page 4 Player35
    Krystoff
    Krystoff


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    Post by Krystoff Tue Mar 23, 2010 1:33 pm

    I will just stand and shoot. I get prime shot that way as well for a +1.
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Tue Mar 23, 2010 2:05 pm

    Thia's turn:
    Move: stand up
    Minor: HQ the red gargoyle

    Standard: Twin Strike the red gargoyle
    The red gargoyle gets an AoO on Thia 24 vs Ac hits for 12hp of damage.

    TS #1 20+1 vs Ac hits for 17+3hp of damage
    TS #2 21+1 vs Ac hits for 15hp of damage

    The red gargoyle looks badly wounded...

    NPC's turn
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    Post by Dwarmaj Tue Mar 23, 2010 2:19 pm

    NPC's turn:

    Red Gargoyle:
    Move: move north
    Standard: take stone form

    Green Gargoyle:
    Standard: use Hit & Run on Sonya 21 vs Ac miss

    Medusa:
    Move: move south of Sonya
    Standard: The medusa leans forward and the snakes in her hair lash out and attack Sonya.
    Snakey Hair 35 vs Ac (critical) hit for 11hp of damage. Sonya gains a -2 to Fort defense and 10 ongoing poison damage. Sonya is currently at 11/66hp with 9/9 surges.


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    Sonya's turn...

    At the start of Sonya's turn she takes 10hp of poison damage and is reduced to 1/66hp.

    Sonya is currently flanked by the medusa and the green gargoyle.
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    Post by Dwarmaj Tue Mar 23, 2010 2:59 pm

    Where's a +1 snakey tooth when you need one?

    I can't believe how lucky you guys have been getting. It may not seem that way with two defenders down, but it could be a lot worse...
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    Post by Krystoff Tue Mar 23, 2010 3:04 pm

    When Thia gets hit by the AoO she will shift NE NE with yield ground which should still keep her in range for prime shot.
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    Post by Kenji Tue Mar 23, 2010 3:20 pm

    Dwarmaj wrote:Where's a +1 snakey tooth when you need one?

    I can't believe how lucky you guys have been getting. It may not seem that way with two defenders down, but it could be a lot worse...

    Could have been a lot better too. They're both down with full hits/surges. I thought this encounter would be a cake walk until we gave up the East flank...
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    Post by Dwarmaj Tue Mar 23, 2010 3:20 pm

    Krystoff wrote:When Thia gets hit by the AoO she will shift NE NE with yield ground which should still keep her in range for prime shot.

    I don't think you can use an interrupt on your own turn.
    PHB p268

    Immediate Action:Once per Round:
    You can take only one immediate action per round, either an immediate interrupt or an immediate reaction. If you haven’t taken an immediate action since the end of your last turn, you can take one when a trigger allows you to. You can’t take an immediate action on your own turn.
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    Post by Teramotos Tue Mar 23, 2010 3:55 pm

    Sonya's turn:
    Minor Action: Rousing Words on self for two surges + 10 hits (42 total hits back)
    Free Action: Open Eyes
    Standard Action: Lions Roar on Medusa + 13 vs AC 2d12+6 and I'll use the healing surge on myself for 16 more hits back (should put me at 59 total).
    Move Action: Shift to SE
    End turn, note, if I have to make any saves vs. poison, my amulet gives me + 2.
    Keep eyes open (gamble)...


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    Post by Dwarmaj Tue Mar 23, 2010 4:16 pm

    Teramotos wrote:Sonya's turn:
    Minor Action: Rousing Words on self for two surges + 10 hits (42 total hits back)
    Free Action: Open Eyes
    Standard Action: Lions Roar on Medusa + 13 vs AC 2d12+6 and I'll use the healing surge on myself for 16 more hits back (should put me at 59 total).
    Move Action: Shift to SE
    End turn, note, if I have to make any saves vs. poison, my amulet gives me + 2.
    Keep eyes open (gamble)...

    Sonya's turn:
    Minor: use Rousing Words to use 2 surges and regain 42hp back.

    Standard: use Lions'r Roar on the medusa
    LR 26 vs Ac hits for 11hp of damage. Sonya spends a healing surge and regains 16 more hp.

    At the end of Sonya's turn she rolls her save
    Poison 20+2=22 success. Sonya is no longer taking ongoing poison damage.

    Miri's turn...
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    Post by Kenji Tue Mar 23, 2010 11:36 pm

    Nice rounds! 1 hit & ongoing 10 to almost full? Wow.

    Dwarmaj wrote:Miri's turn...

    free action: open eyes

    move action: shift 1 sq S

    standard action: basic melee attack with +2 staff on Medusa

    free action: close eyes
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    Post by Kenji Tue Mar 23, 2010 11:49 pm

    Hey, I know I can if he weren't stone, but can I still move through Kaddim's square? Is he still considered an ally? Is it difficult terrain? Impassable? (Asking for subsequent rounds, not this one)
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    Post by Dwarmaj Wed Mar 24, 2010 5:42 am

    bradly wrote:Hey, I know I can if he weren't stone, but can I still move through Kaddim's square? Is he still considered an ally? Is it difficult terrain? Impassable? (Asking for subsequent rounds, not this one)

    Miri's turn:
    Move: shift 1S

    Standard: attack the medusa with staff
    MBA 23 vs Ac miss


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    Thia's turn...



    The square where Kaddim is at isn't totally immpassible, but very hard to get through. You can either try pushing him out the way or squeeze past him/climb over him. Either has a chance of making him fall which could damage him. He is not considered an ally at the moment.
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    Post by Krystoff Wed Mar 24, 2010 8:23 am

    Thia HQ's the green gargoyle.

    Thia will move as far as she can north of the doorway accepting the AoO. She does have defensive mobility.

    She will then twin strike the green gargoyle.

    Free Action: Focus on the gargoyle, they are fairly squishy for being made of stone!
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    Post by Dwarmaj Wed Mar 24, 2010 8:37 am

    Thia's turn: (sorry, I have her marked as prone, but she's not)
    Move: move north provoking an AoO from the green gargoyle
    AoO 27 vs Ac hits for 14hp of damage.
    Thia is currently at 18/65hp with 6/7 surges

    Standard: use Twin Strike w/HQ on the green gargoyle
    TS #1 15 vs Ac miss
    TS #2 25 vs Ac hits for 10+5hp of damage.

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    NPC's turn...
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    Post by Teramotos Wed Mar 24, 2010 8:54 am

    Thia, I'm out of heals...


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    Whey Baker (Human Fighter) - SG1
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    Post by Krystoff Wed Mar 24, 2010 8:57 am

    I still have a second wind and I believe we have heal pots somewhere. They might be stone though. One hit and that guys is almost halfway down. Then we can focus on the Medusa.
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    Post by Dwarmaj Wed Mar 24, 2010 9:01 am

    NPC's turn:

    Red Gargoyle:
    no actions... Sonya can see that his wounds do seem to be healing...

    Green Gargoyle:
    Standard: use Hit & Run on Sonya
    H&R 18+2 vs Ac miss

    The gargoyle is now adjacent to Sonya to the west. And north of Miri.

    Medusa:
    Standard: Attack Miri
    Snakey Hair 32+2 vs Ac hits for 7hp of damage. Miri gains -2 to Fort defense and 10 ongoing poison damage.

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    Sonya's turn...
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    Post by Kenji Wed Mar 24, 2010 9:10 am

    Dwarmaj wrote:

    Medusa:
    Standard: Attack Miri
    Snakey Hair 32+2 vs Ac hits for 7hp of damage. Miri gains -2 to Fort defense and 10 ongoing poison damage.

    Ouch! We'll have to interrupt that...

    Use 'Wizard's Escape' (hit too well to use staff of defense or shield...) and teleport either 3 N +2 NE or directly SE of Thia (I can't remember if max distance is 5 or 8... would rather be by Thia)
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    Post by Dwarmaj Wed Mar 24, 2010 9:16 am

    bradly wrote:
    Dwarmaj wrote:

    Medusa:
    Standard: Attack Miri
    Snakey Hair 32+2 vs Ac hits for 7hp of damage. Miri gains -2 to Fort defense and 10 ongoing poison damage.

    Ouch! We'll have to interrupt that...

    Use 'Wizard's Escape' (hit too well to use staff of defense or shield...) and teleport either 3 N +2 NE or directly SE of Thia (I can't remember if max distance is 5 or 8... would rather be by Thia)

    You need LoS for a teleport and from Miri's last turn (https://nwgamers.forumotion.com/online-role-play-gaming-f14/heading-south-t568-180.htm#7882) she has her eyes closed.

    Sorry, no interrupt. Heading south - Page 4 Icon_twisted

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