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Teramotos
Dwarmaj
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    Kenji


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    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 5 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


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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.
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    Kenji


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

    Current map:
    Heading south - Page 5 Player35
    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
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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
    Dwarmaj
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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.


    Heading south - Page 5 Playe221

    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.
    Dwarmaj
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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...
    Krystoff
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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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    Kenji


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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...
    Dwarmaj
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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.
    Teramotos
    Teramotos


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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)...


    _________________
    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 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)
    Dwarmaj
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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


    Heading south - Page 5 Playe222


    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.
    Krystoff
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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!
    Dwarmaj
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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.

    Heading south - Page 5 Playe223
    NPC's turn...
    Teramotos
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    Post by Teramotos Wed Mar 24, 2010 8:54 am

    Thia, I'm out of heals...


    _________________
    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
    Krystoff
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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.
    Dwarmaj
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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.

    Heading south - Page 5 Playe224

    Sonya's turn...
    avatar
    Kenji


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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)
    Dwarmaj
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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 5 Icon_twisted
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    Kenji


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    Post by Kenji Wed Mar 24, 2010 9:43 am

    Dwarmaj wrote:...she has her eyes closed.

    Sorry, no interrupt. Heading south - Page 5 Icon_twisted

    Darn! That's right... I wanted to use one of my other two interrupts anyway, why'd she have to hit so hard?! She has to miss by 3 or 4 for my other interrupts to work. :-/
    Teramotos
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    Post by Teramotos Wed Mar 24, 2010 9:44 am

    Sonya's turn:
    Free Action: "Miri, open your eyes."
    Move Action: I think if Miri had her eyes open, we would be flanking the Medusa, correct? If so, I won't move now. As usual, I can't see the map. I think there's a wall to my S, the Medusa is to my W and a Gar is NW (next to me?). The N, NE and E squares are open, right?
    Standard Action: If Miri opens her eyes, then I'll do Hammer and Avil which hits against Reflex instead of AC and we get flanking bonus and Miri gets damage bonus. If Miri doesn't open her eyes, I'll do Inspiring War Cry and give Miri a save vs. the poison (if applicable).
    Minor: Out of heals...
    ...could be done, pending if my description of the battle field is correct. If it is and we are flanking the medusa, then I'll stay where I am.


    _________________
    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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    Post by Kenji Wed Mar 24, 2010 9:58 am

    Teramotos wrote:Move Action: I think if Miri had her eyes open, we would be flanking the Medusa, correct?

    If Sonya moves NW, she's flanking the Gar-Orc, if she moves SE, she's flanking the Medusa. I know I don't get AoO (or LOS) with my eyes closed, but I can still attack so you would still get flanking bonuses.
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 10:08 am

    bradly wrote:
    Teramotos wrote:Move Action: I think if Miri had her eyes open, we would be flanking the Medusa, correct?

    If Sonya moves NW, she's flanking the Gar-Orc, if she moves SE, she's flanking the Medusa. I know I don't get AoO (or LOS) with my eyes closed, but I can still attack so you would still get flanking bonuses.

    If you're blind, you can't flank (PHB p277).
    Teramotos
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    Post by Teramotos Wed Mar 24, 2010 10:59 am

    ...that's why I told Miri to open her eyes so we could flank. I'd rather flank the medusa so if Miri opens her eyes as a free action, I'll shift SE.


    _________________
    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


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    Post by Teramotos Wed Mar 24, 2010 11:00 am

    Oh, and if we can't flank for some reason, I'll still shift SE and then IWC on the medusa instead of H&A.


    _________________
    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

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    Post by Dwarmaj Wed Mar 24, 2010 1:08 pm

    Teramotos wrote:Sonya's turn:
    Free Action: "Miri, open your eyes."
    Move Action: I think if Miri had her eyes open, we would be flanking the Medusa, correct? If so, I won't move now. As usual, I can't see the map. I think there's a wall to my S, the Medusa is to my W and a Gar is NW (next to me?). The N, NE and E squares are open, right?
    Standard Action: If Miri opens her eyes, then I'll do Hammer and Avil which hits against Reflex instead of AC and we get flanking bonus and Miri gets damage bonus. If Miri doesn't open her eyes, I'll do Inspiring War Cry and give Miri a save vs. the poison (if applicable).
    Minor: Out of heals...
    ...could be done, pending if my description of the battle field is correct. If it is and we are flanking the medusa, then I'll stay where I am.

    Sonya's turn:
    Move: shift 1SE to move into flanking position. Currently assuming Miri opens her eyes since her turn is next anyways.

    Standard: use Hammer & Anvil on the medusa
    H&A 20+2 vs Ref miss. Sonya grants Miri a MBA with +5 to damage.

    Miri MBA on the medusa 23+2 vs Ac miss

    Miri's turn....
    At the start of Miri's turn she takes 10hp of poison damage.


    Last edited by Dwarmaj on Wed Mar 24, 2010 1:14 pm; edited 1 time in total
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 1:14 pm

    Current Map:
    Heading south - Page 5 Playe225


    Current PC status:
    Thia 18/65hp with 6/7 surges
    Miri 41/58hp with 8/9 surges (poisoned)
    Sonya 59/66hp with 6/9 surges

    Kaddim (petrified)
    Candelos (petrified)
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    Kenji


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    Post by Kenji Wed Mar 24, 2010 1:35 pm

    Dwarmaj wrote:
    Miri MBA on the medusa 23+2 vs Ac miss

    Miri's turn....
    At the start of Miri's turn she takes 10hp of poison damage.

    25 v AC missed? That's not good...

    standard action: 2nd wind (+2 to all my defenses)

    free action: "Thia, switch targets and let's all concentrate on the Medusa. She must be the key to helping our boys and we have her flanked."

    done.
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 1:45 pm

    Miri's turn:
    Standard: use 2nd Wind. Miri uses a healing surge and regains 14hp

    At the end of Miri's turn she rolls an 8 and remains poisoned.

    Thia's turn, then the NPCs
    Krystoff
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    Post by Krystoff Wed Mar 24, 2010 2:37 pm

    Thia will shoot the Medusa with hunters bear trap. Thia does have the ranged flanking feat for a +2 to hit.

    Free Action: Alright but that just gives the gargoyle some free shots on us.
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 2:52 pm

    Krystoff wrote:Thia will shoot the Medusa with hunters bear trap. Thia does have the ranged flanking feat for a +2 to hit.

    Free Action: Alright but that just gives the gargoyle some free shots on us.

    Thia's turn:
    Standard: use Hunter's Bear Trap on the medusa
    HBT 28+2 vs Ac hits for 22hp of damage. The medusa is slowed and has 5 ongoing damage (save ends both).

    NPC's turn...
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 3:03 pm

    NPC's turn:

    The medusa says something to the gargoyle in a language the party doesn't understand, then points at Thia...

    Green Gargoyle:
    Move: shift 1NE
    Standard: use Hit & Run on Thia
    H&R 24 vs Ac hits for 17hp of damage. Unless interrupted Thia will be at 1/65hp and knocked prone.

    Medusa's turn:
    At the start of the medusa's turn she takes 5hp of damage.
    Move: shift 1N
    Standard: gaze attack
    Gaze on Miri 25+2-2 vs Fort hits. Miri is slowed
    Gaze on Sonya 21 vs Fort hits. Sonya is slowed.

    At the end of the medusa's turn it does not look like she is slowed any longer...



    Heading south - Page 5 Player36

    Sonya's turn, then Miri
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    Post by Kenji Wed Mar 24, 2010 3:10 pm

    Dwarmaj wrote:Green Gargoyle:
    Move: shift 1NE
    Standard: use Hit & Run on Thia
    H&R 24 vs Ac hits for 17hp of damage. Unless interrupted Thia will be at 1/65hp and knocked prone.

    Remember to shift when you have a free move action... Did that hit you exactly?
    Dwarmaj
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    Post by Dwarmaj Wed Mar 24, 2010 3:14 pm

    bradly wrote:
    Dwarmaj wrote:Green Gargoyle:
    Move: shift 1NE
    Standard: use Hit & Run on Thia
    H&R 24 vs Ac hits for 17hp of damage. Unless interrupted Thia will be at 1/65hp and knocked prone.

    Remember to shift when you have a free move action... Did that hit you exactly?

    Yes, it did hit exactly... I guess Thia forgot about her new boots. Heading south - Page 5 Icon_redface
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    Post by Krystoff Wed Mar 24, 2010 3:33 pm

    Yep =) Don't normally shift every round. Have to get used to that even if I am not near anyone.

    I have no way to interrupt the attack.
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    Post by Kenji Wed Mar 24, 2010 4:26 pm

    Krystoff wrote:Free Action: Alright but that just gives the gargoyle some free shots on us.

    I think they're only worth attacking if we can drop them in one round, otherwise they'll hide in stone form and regenerate (while the Medusa tries to petrify us). Do you think if the 3 of us all attack the green Gar-Orc we can drop him?
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    Post by Krystoff Wed Mar 24, 2010 4:54 pm

    Unless we roll bad yeah, with just 15 HP I dropped him somewhere in the neighborhood of 30%.

    The gargoyles don't regenerate all that much so if we do hurt them enough for them to go stone form, then they are basically out for the rest of the fight. Look at the red one, his hp haven't gone up significantly in the last round.

    For now though Thia has to head into the extra dimensional space to try and heal up a bit otherwise she is going down next round.
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    Post by Kenji Wed Mar 24, 2010 5:09 pm

    Krystoff wrote:...Look at the red one, his hp haven't gone up significantly in the last round.

    I think that one was 1 attack from dead & now it's almost not bloodied anymore. That's pretty significant to me...
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    Post by Teramotos Wed Mar 24, 2010 7:35 pm

    Sonya's turn...
    Standard Action: Inspiring War Cry on Medusa, let Miri make a save vs. either the poison or the slow, I'll let her choose.
    Move Action: depends, if it looks like I really hurt the medusa and Miri got really brave and made a succesful save vs. slow, I'll shift N, otherwise I'll shift W so that I can aid Miri next turn.
    Minor Action: None
    Make save at + 2 vs. slow due to amulet.
    Done


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    Post by Dwarmaj Wed Mar 24, 2010 7:49 pm

    Teramotos wrote:Sonya's turn...
    Standard Action: Inspiring War Cry on Medusa, let Miri make a save vs. either the poison or the slow, I'll let her choose.
    Move Action: depends, if it looks like I really hurt the medusa and Miri got really brave and made a succesful save vs. slow, I'll shift N, otherwise I'll shift W so that I can aid Miri next turn.
    Minor Action: None
    Make save at + 2 vs. slow due to amulet.
    Done

    Sonya's turn:
    Standard: use Inspiring War Cry on the medusa
    IWC 19 vs Ac miss. Miri gets to make a save vs the slow or the poison, her choice.

    Move: Sonya shift 1W (I believe that's what you wanted to do...)

    At the end of Sonya's turn she rolls 19+2=21 and is no longer slowed.


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    Miri's turn...
    Miri will take poison damage at the start of her turn unless she chose to roll the save vs the poison and made the save.
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    Post by Kenji Wed Mar 24, 2010 11:08 pm

    Dwarmaj wrote:Miri's turn...
    Miri will take poison damage at the start of her turn unless she chose to roll the save vs the poison and made the save.

    Save v poison. 10 hits is a lot...

    move action: shift 1 square N

    standard action: MBA with staff

    done.
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    Post by Dwarmaj Thu Mar 25, 2010 5:35 am

    bradly wrote:
    Dwarmaj wrote:Miri's turn...
    Miri will take poison damage at the start of her turn unless she chose to roll the save vs the poison and made the save.

    Save v poison. 10 hits is a lot...

    move action: shift 1 square N

    standard action: MBA with staff

    done.


    During Sonya's turn Miri rolls a save vs Poison and rolls a 17, Miri is no longer poisoned.

    Miri's turn:
    Move: shift 1N

    Standard: MBA on the medusa 32 vs Ac hits for 12hp of damage.

    At the end of Miri's turn she rolls her save vs Slow and gets a 6. Miri becomes immobilized.


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    Thia's turn, then the NPCs.

    Thia is currently prone with 1hp.
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    Post by Krystoff Thu Mar 25, 2010 7:53 am

    Thia will stand and move into the nearest mouth. That is it for this round, I will use second wind next round.
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    Post by Dwarmaj Thu Mar 25, 2010 8:08 am

    Krystoff wrote:Thia will stand and move into the nearest mouth. That is it for this round, I will use second wind next round.

    Thia's turn:
    Move: stand
    Standard: move to the nearest mask
    Thia provokes an AoO 32 vs Ac hits for 12hp of damage. Thia is knocked unconscious.

    NPCs turn...

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