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+2
Dwarmaj
Kenji
6 posters

    back to the car

    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 29, 2010 10:47 am

    bradly wrote:If you say so. I just hit the button, so the macro may be missing this.

    Correct, the token for Ember didn't have Elemental Empowerment factored in.

    It also had the damage incorrect for starting next to the flaming sphere.

    Starting next to the sphere should be 1d4+Int, being hit by it is 2d6+Int.

    I've added a Supplementry power button for Elemental Empowerment.

    When you use any of Ember's powers you can select it under Supplement and it will display the feat text and the amount of additional damage.
    Mick
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    Post by Mick Mon Nov 29, 2010 10:52 am

    All of her powers will be using Elemental Empowerment except magic missiles.
    Krystoff
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    Post by Krystoff Mon Nov 29, 2010 10:58 am

    Well with no way to trigger a surge I will make sure I stay away from the flamesphere and shift 1W and then attack the one to my northeast.

    jibuki
    jibuki


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    Post by jibuki Mon Nov 29, 2010 11:00 am

    shift 1 sq w, minor mark w/ oath
    standard use encounter power on original target
    Seeking Brand
    You refuse to let your enemies escape you, scorching a brand upon your sworn foe that is drawn to the power of your oath.
    Encounter Divine, Implement, Radiant
    Standard Action Ranged 5
    Target: One creature
    Effect: If the target is your oath of enmity target, you can roll twice on this attack and use either result.
    Attack: Wisdom vs. Reflex
    Hit: 2d8 + Wisdom modifier radiant damage, and the target is slowed until the end of your next turn.


    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

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    Post by Ross Mon Nov 29, 2010 11:07 am

    Move:Shift 1 North
    Standard: on the one to my South use
    Nightmare Shades
    The darkness in the corner of your foe’s eyes shifts and moves, causing it to glance about in terror. In its panic, it forgets the true threat to its life.
    Encounter Fear, Implement, Psychic, Shadow
    Standard Action Ranged 5
    Target: One creature
    Attack: Dexterity vs. Will
    Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn.
    Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.


    _________________
    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.
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

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    Post by Ross Mon Nov 29, 2010 11:15 am

    Oh, can I do a minor action Encounter Power in addition to my standard action Encounter Power?
    If I can I want to do this on the same guy I'm attacking:
    Darkfire
    A flickering halo of purple light surrounds the target, making it easier to hit.
    Encounter
    Minor Action Ranged 10
    Target: One creature
    Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
    Increase to +6 bonus at 11th level and +8 bonus at 21st level.
    Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.


    _________________
    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.
    avatar
    Kenji


    Number of posts : 3459
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    Post by Kenji Mon Nov 29, 2010 11:56 am

    Ross wrote:Move:Shift 1 North
    Standard: on the one to my South use
    Nightmare Shades

    Ross, did you edit your PC since Ken made your token? I have your encounter powers as: 'Cloud of Darkness', 'Darkfire', Gloom Thief', 'Shade Form', & 'Second Wind'. (plus 'Blood Drain', which you used)

    I don't have 'Nightmare Shades' on your token...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 29, 2010 12:02 pm

    Brad,

    Who's turn?
    Can you post a new map?
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 12:07 pm

    Dwarmaj wrote:Brad,

    Who's turn?
    Can you post a new map?

    bradly wrote:Ember's turn: special save '19' and must use an encounter power.

    Then Blade (must use encounter), Ashe (MBA only), Angel (MBA only), then Telgarth (must use encounter).

    back to the car - Page 2 Rescue21


    Ember just went (and missed) and moved the sphere to the S kid, & the N kid is actually down from the extra 6 hits, so we're waiting on clarification on Blade's action. Then Ashe posted, you're next, then Telgarth posted.
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

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    Post by Ross Mon Nov 29, 2010 12:09 pm

    Oops. No your right. It should be Gloom Thief. Sorry. Was looking at the wrong version. Having 2 char builders is confusing 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


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    Registration date : 2008-11-26

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    Post by Dwarmaj Mon Nov 29, 2010 12:14 pm

    On my turn I'll:

    Move: shift 1NW
    Minor: draw a shuriken
    Standard: throw at the wounded one south of Ashe. If he's down already then I'll throw at the one north of Ashe.
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 12:18 pm

    Ross wrote:Oops. No your right. It should be Gloom Thief. Sorry. Was looking at the wrong version. Having 2 char builders is confusing me.

    Gloom Thief is melee range, so I moved you SE instead of N. hit AC 21 for only 11 damage, but it's enough and the kid falls (subdual or lethal?)

    Ashe's turn: only 1 guy left, so moved you S & SW to the last guy. Ashe punches the last guy (next to the sphere) for 20+6=26 critical for 10 hps.

    Angel's turn: the last guy is not quite bloodied.
    jibuki
    jibuki


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    Post by jibuki Mon Nov 29, 2010 12:53 pm

    cancel movement and attack the target to the S of Ashe from where I am
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

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    Post by Ross Mon Nov 29, 2010 1:42 pm

    Subdual again.


    _________________
    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.
    avatar
    Kenji


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

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    Post by Kenji Mon Nov 29, 2010 2:20 pm

    Angel shifts and throws a shiriken 2+8+2=12, miss.

    Telgarth, you don't have both encouner powers yet, so I'm assuming you wanted 'Seeking Brand' and not 'Oath of Emnity' yet. 3+6=9 miss.

    The last kid starts next to the Sphere and takes 2+6+6=14 hps. He sees he's the last one left & just got bloodied, so he does a shift SW to avoid AoOs, then a full move South, back towards the casino where you all came from.

    We need initiative order for a little while more if you want to pursue the last kid. Otherwise, you have 4 guys in leathers with shortswords bleeding at your feet. The one Blade drank is almost at negative 1/2 hits and missed 2 death saves so far. The one N of Ember also missed 2 death saves but was barely negative when he dropped.

    The boys all look to be just a bit older than you all (they're maybe 18-19yo), weilding pretty cheap (homemade) shortswords, and leather jackets with the same symbol on it that the casino uses for it's logo.

    What does the party do next?
    Mick
    Mick


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    Post by Mick Mon Nov 29, 2010 2:26 pm

    Ember will we pursue.
    She will run and magic missile. Auto hit for 8 hp
    I should get 2 or 3 in before he can get out of range 20
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 2:29 pm

    Mick wrote:Ember will we pursue.
    She will run and magic missile.

    You can pursue, but you need to unlock all your encounter powers before you can start unlocking your at-wills...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 29, 2010 2:30 pm

    How far is it to the casino? Better yet how far before we think someone at the casino can see us?

    I'd vote for chasing the kid down as long as we stay out of sight of the casino. We don't want him getting word back about our "magic".

    If others agree...

    I'll move and charge (should be able to get to him this round since he did a shift and a move).
    Mick
    Mick


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    Post by Mick Mon Nov 29, 2010 2:50 pm

    You can pursue, but you need to unlock all your encounter powers before you can start unlocking your at-wills...

    Crap!
    I've unlocked my daily & encounter powers already but not the utilty encounter & at-wills.
    I will also pursue (run & run) until I gain a powers or when are almost insight of the casino.
    avatar
    Kenji


    Number of posts : 3459
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    Post by Kenji Mon Nov 29, 2010 2:55 pm

    Dwarmaj wrote:How far is it to the casino?

    The kids jumped you, so made sure you were well away from view of the parking lot before they attacked you. We'll say your a hundred feet from the parking lot entrance of the casino (in the opposite direction of the city).

    Looks like the consensus is to pursue...

    Ember is next and rolled a '15' and unlocked an encounter power,

    Ashe is after her, and if it matters, rolled a '20' to unlock an encounter power,

    Blade is after Ashe (MBAs only), then Angel is lost in hallucinations, then Telgarth, but I don't think it'll get to his turn...

    back to the car - Page 2 Rescue22
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

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    Post by Ross Mon Nov 29, 2010 2:59 pm

    Move and charge the kid.


    _________________
    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 Mon Nov 29, 2010 3:01 pm

    Mick wrote:I've unlocked my daily & encounter powers already but not the utilty encounter & at-wills.

    I believe Ember has one racial and one class encounter powers (Firedeath and Staff of Defense).

    She also has lots of at-wills if you include the cantrips...
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 3:07 pm

    bradly wrote:Ember is next and rolled a '15' and unlocked an encounter power,...

    Looks like your remaining encounter powers are interrupts and you don't have the trigger, so you can choose which one got activated for later, but it has no effect this round, except to use your interrupt action.
    jibuki
    jibuki


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    Post by jibuki Mon Nov 29, 2010 3:13 pm

    chase down target as long as we don't get within sight of the casino staff/cameras
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 3:20 pm

    jibuki wrote:chase down target as long as we don't get within sight of the casino staff/cameras

    Got it. We'll see if it matters, as Ember, Ashe, and Blade are all ahead of you. (and the last guy's pretty wounded)

    I posted a new map in case Ember wanted to do something else besides just run. (which power do you want activated?) Ashe is after Ember and unlocked an encounter power. It might not even get to Blade's actions.
    Krystoff
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    Post by Krystoff Mon Nov 29, 2010 3:40 pm

    Ashe unlocked a melee encounter power and I don't think I can get there in time. That is unless we get an AP. If I move and move and get next to him and then use an AP for my encounter power that would work. Otherwise I will try to catch up and attack with a MBA.

    Mick
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    Post by Mick Mon Nov 29, 2010 3:44 pm

    Ember will unlock Firedeath for later.
    run & run
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    Kenji


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    Post by Kenji Mon Nov 29, 2010 4:26 pm

    Ember does a run/run South, uses her interrupt to no visual effect (but it's activated), and the Flaming Sphere vanishes.

    Ashe does a run and attacks with Valorous Smite at -5 penalty. That would have been your standard action anyway, so you couldn't have done Valorous Smite, a move & an MBA. Just like Ember, if you can't use it, it still activates and takes an action. However, 17+6-5=18, hit on the button for 13 hps and the last kid falls. (subdual or lethal?)

    No more need for initiatives at the moment, but what does everyone do next? Note: 2 of the kids could die any moment from injuries...

    Btw, the fresh air & the fight did nothing to dampen everyone's great mood or forgetfulness, but maybe your Watcher has some answers when you report back to him the success of the recon mission...


    Last edited by bradly on Mon Nov 29, 2010 4:54 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 29, 2010 4:34 pm

    I'll try to stabilize the ones in bad shape. Making sure they have no weapons in reach first...
    Mick
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    Post by Mick Mon Nov 29, 2010 4:37 pm

    Doh, we should have stretch the encounter. How are we going to activate our other powers before the ritual? Go look for some boars to kill?
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 4:42 pm

    Krystoff wrote: That is unless we get an AP..

    I forgot about APs, but APs, 2nd winds, and your breath weapon all need to be unlocked too.

    Background: You have and have used your fire(lightning?) breath before, but since magic isn't believed to exist, it's explained away with "natural napalm" type (wrong) explanations in schools. It's been more of a party trick than anything else, as you can see it in the dark and/or light a cigarette with it, but up until now have never used it's full power.

    You've heard legends of ancient Dragonborn heroes of old using it as an effective weapon, but that's always been believed to be myths, like Dragons and Vampires and magic...
    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 4:52 pm

    Mick wrote:Doh, we should have stretch the encounter. How are we going to activate our other powers before the ritual? Go look for some boars to kill?

    The party won't be finding any 'Swords of a 1,000 truths', but just may be able to find another battle before the big one...

    Also, Ashe was about to lose his last 4 hits with 1 more turn, since because of his mark they'd all attack him.

    Dwarmaj wrote:I'll try to stabilize the ones in bad shape. Making sure they have no weapons in reach first...

    Angel tries to stablize one of the worst off of the 5 boys that jumped you and 9+5=14 fail. 2 of them are still a death save from dead, but all of them are pretty beat up. Telgarth grabbed one of their shortswords, I'l assume you pick up the other 4.

    As for the Slayers, 5 minute short rests to use healing surges aren't locked.

    What does everyone want to do next?
    Mick
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    Post by Mick Mon Nov 29, 2010 5:04 pm

    continue to the car
    jibuki
    jibuki


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    Post by jibuki Mon Nov 29, 2010 5:31 pm

    Use healing skill and help Angel save those that can be helped. Also search for any documentation, notes, commonalities of each thug. Also search for vehicle or see if they walked from the casino.
    Krystoff
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    Post by Krystoff Mon Nov 29, 2010 5:54 pm

    Subdual damage it is.

    I will definitely use a 5 minute rest to heal up and use some surges.

    OK so I believe that leaves me with extra stuff like racial and class powers to be unlocked before I can unlock my at wills.




    avatar
    Kenji


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    Post by Kenji Mon Nov 29, 2010 5:56 pm

    jibuki wrote:Use healing skill and help Angel save those that can be helped. Also search for any documentation, notes, commonalities of each thug. Also search for vehicle or see if they walked from the casino.

    Telgarth is trained in healing, Angel isn't, so I'm assuming you are trying to help the Humans directly and not 'help Angel' with a synergy bonus... Telgarth goes up to the other really wounded kid and BARELY helps him stabilize 4+11=15 success. One of the 5 kids are stablized now.

    You are all pretty sure the kids followed you from the casino, they are all 18-19yo boys, all wearing leathers that looks like they were purchased 2nd hand with the same symbol the casino uses for it's logo drawn or embroidered in it. Their shortswords look like something they made in shop class. I don't know what documentation/notes you'd be checking for, but between the 5 of them, you find 100gp and they each have a driver's license with Hollygrove Hills (main city near you, about 15 miles from the casino) addresses. None of them are currently concious.
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    Post by Dwarmaj Mon Nov 29, 2010 6:00 pm

    They shouldn't need to make death saves or need to be stabilized since they were subdued.
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    Post by Kenji Mon Nov 29, 2010 6:02 pm

    Krystoff wrote:Subdual damage it is.

    I will definitely use a 5 minute rest to heal up and use some surges.

    OK so I believe that leaves me with extra stuff like racial and class powers to be unlocked before I can unlock my at wills.

    Got it.

    How many is "some surges"?

    Yup. 2nd wind & APs can be unlocked with the at-wills, player's choice, but otherwise dailies, then encounters, then at wills all need to be unlocked before you can use them.
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    Post by Kenji Mon Nov 29, 2010 6:05 pm

    Dwarmaj wrote:They shouldn't need to make death saves or need to be stabilized since they were subdued.

    Oh. So that's just PCs then? Okay, then Angel & Telgarth's heal checks would have activated their (only) surge, only needed DC10, and 2 of the 5 boys are awake but hurting with 10 hps.
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    Post by Dwarmaj Mon Nov 29, 2010 6:59 pm

    bradly wrote:
    Oh. So that's just PCs then? Okay, then Angel & Telgarth's heal checks would have activated their (only) surge, only needed DC10, and 2 of the 5 boys are awake but hurting with 10 hps.

    PCs or NPCs, it's just that NPCs don't normally strike to subdue.

    From PHB:
    Knocking Creatures Unconscious

    When you reduce a creature to 0 hit points or fewer, you can choose to knock it unconscious rather than kill it.

    Until it regains hit points, the creature is unconscious but not dying. Any healing makes the creature conscious.

    If the creature doesn’t receive any healing, it is restored to 1 hit point and becomes conscious after a short rest.
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    Post by Dwarmaj Mon Nov 29, 2010 7:08 pm

    Angel will use 1 surge to get back to max hp.
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    Post by Mick Mon Nov 29, 2010 7:22 pm

    Ember will need to use 3 surges to get to max
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    Post by jibuki Mon Nov 29, 2010 7:36 pm

    Telgarth will use two surges to get to max
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    Post by Ross Mon Nov 29, 2010 8:07 pm

    How many hit points am I down? I will use my blood drain ability if necessary to bring me to max hits.


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    Post by Krystoff Mon Nov 29, 2010 8:08 pm

    2 surges puts me at 30/34. I don't know when I will get my 2nd wind back so those extra 4 might be important. I will use 3 surges to get back to full.

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    Post by Kenji Mon Nov 29, 2010 8:18 pm

    jibuki wrote:Telgarth will use two surges to get to max

    Alright, I surged everybody. Blade used 1 to get to max exactly, and Ashe used 3. Everyone's full up.

    Any interaction with the boys that jumped you before heading off to Giles?
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    Post by Kenji Mon Nov 29, 2010 8:23 pm

    Ross wrote:How many hit points am I down? I will use my blood drain ability if necessary to bring me to max hits.

    You were down 7 hits. Since you used it already, Blood Drain will take you the same 5 minute rest as a normal surge. Did you want to bite someone?
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    Post by Dwarmaj Mon Nov 29, 2010 8:29 pm

    Do you guys want to interrogate them here or drag them back to the car?
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    Post by jibuki Mon Nov 29, 2010 8:30 pm

    Interogate them here as I don't want them seeing Kenedy or Giles.
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    Post by Kenji Mon Nov 29, 2010 9:45 pm

    Before we start my next thread, yes, any questions you want to ask the boys? What else do you want to do before moving on?

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