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jibuki
Kenji
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    Kenji


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    Post by Kenji Mon Jan 17, 2011 8:08 pm

    Don't know why we didn't start a new thread with the new room, but here's the last post of the other thread coppied/pasted...

    Blade shifts N 1 after he dusts a dead Vamp.

    Mick wrote:standard: Scorching Burst 6 space north of her which should hit only the 1 vamps
    move: shift 1 NE

    That wasn't a Vamp, but a little 3' tall stone looking staue of a spearman, but you 12+6=18 v ref hit for 16 fire damage. (Ouch!)

    Baddies turn...

    The other 'dead' Vamp moves adjacent to Blade's NE

    The Gaurdian W of the door stabs forward with his spear at Blade and 11+9=20, hit, for 8 hps and Blade is marked.

    The Gaurdian to the E moves N 2 and 5+9=14 misses, as his little spear telescopes out into incredible reach!, but misses.

    The 2 still alive captives are furiously working on their bonds, which you think will take them another couple rounds or so.

    Ashe's turn, then Telgarth (who NOW must use final unlock!)

    Casino office level Ritual16
    jibuki
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    Post by jibuki Mon Jan 17, 2011 9:58 pm

    Hold position,
    Minor oath closest statue
    Avenging shackles on same statue
    Dwarmaj
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    Post by Dwarmaj Tue Jan 18, 2011 7:49 am

    Brad, What is the current PC status?

    My token doesn't look like it is full up. I thought I used enough surges to be full.

    Ashe's token shows him as prone.
    jibuki
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    Post by jibuki Tue Jan 18, 2011 10:31 am

    Dwarmaj wrote:Brad, What is the current PC status?

    My token doesn't look like it is full up. I thought I used enough surges to be full.

    Ashe's token shows him as prone.

    Telgarth should be at full hits also.
    Krystoff
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    Post by Krystoff Tue Jan 18, 2011 3:25 pm

    Sorry guys, I am in Madison WI for work so might be late getting to post.

    Looks like there is a nice little spot 2 squares north of Blade that I can drop a blazing starfall to get both the bad guys there (one is "dead"). Remember that it creates a zone as well in the same area (burst 1). Don't have the description on me otherwise I would post it.

    If I don't post in a reasonable amount of time like 8 hours, go ahead and post for me.

    Dwarmaj
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    Post by Dwarmaj Tue Jan 18, 2011 3:35 pm

    Krystoff wrote:Remember that it creates a zone as well in the same area (burst 1). Don't have the description on me otherwise I would post it.

    It only creates a zone if you're a Cosmic Sorcerer (which Ashe isn't, sorry).



    For a Hybrid Sorcerer, the only way to become a Cosmic, Dragon, Storm, or other type of sorcerer is to take the Hybrid Talent feat (which can only be taken once). Ashe took Hybrid Talent and selected Paladin Armor Proficiency which allows you to use heavy armor.

    If you take Hybrid Paragon as your paragon path you get Hybrid Talent again for free, which stacks if you already have the feat.
    Ross
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    Post by Ross Tue Jan 18, 2011 5:11 pm

    Krystoff wrote:Sorry guys, I am in Madison WI for work so might be late getting to post.

    You get to go to Wisconsin for work? Damn. I'm stuck going to Vegas next week for mine. Very Happy


    _________________
    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.
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    Post by Kenji Tue Jan 18, 2011 8:27 pm

    [quote="Krystoff"]Looks like there is a nice little spot 2 squares north of Blade that I can drop a blazing starfall to get both the bad guys there (one is "dead"). quote]

    Ashe summons a ball of star magic and 12+6=18, 15+6=21 hit/hit, and the statue is bloodied (but you don't think took extra damge), and the 'dead' Vamp explodes into dust.

    jibuki
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    Post by jibuki Wed Jan 19, 2011 10:41 am

    jibuki wrote:Hold position,
    Minor oath closest statue
    Avenging shackles on same statue

    Brad, you're not waiting for my actions right?
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    Post by Kenji Wed Jan 19, 2011 1:52 pm

    jibuki wrote:
    jibuki wrote:Hold position,
    Minor oath closest statue
    Avenging shackles on same statue

    Brad, you're not waiting for my actions right?

    You keep posting way out of sequence and it's throwing me off... yes, I was waiting on you.

    Telgarth Oath's and casts Avenging Shackles on the statue to the W and 7+6=13 v will, 5+6=11 v will, miss/miss. (What does your Mark of Tembo do again? Does it add +2? might make a difference...)

    Top of the order, Angel, Blade, Ember, baddies, then Ashe & Telgarth...
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    Post by Kenji Wed Jan 19, 2011 2:00 pm

    jibuki wrote:
    Dwarmaj wrote:Brad, What is the current PC status?

    My token doesn't look like it is full up. I thought I used enough surges to be full.

    Ashe's token shows him as prone.

    Telgarth should be at full hits also.

    Didn't notice the status on Ashe (that was added automatically). fixed.

    I have

    Angel 30/34 11/13
    Ashe 32/33 8/13
    Blade 15/30 8/11 (bloodied by spearman)
    Ember 30/30 8/11
    Telgarth 34/34 9/12

    (i.e., corrected Ashe & Telgarth. Angel left as is since it was 4 hits, did you want to use another surge?)
    jibuki
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    Post by jibuki Wed Jan 19, 2011 2:29 pm

    bradly wrote:
    jibuki wrote:
    jibuki wrote:Hold position,
    Minor oath closest statue
    Avenging shackles on same statue

    Brad, you're not waiting for my actions right?

    You keep posting way out of sequence and it's throwing me off... yes, I was waiting on you.

    Telgarth Oath's and casts Avenging Shackles on the statue to the W and 7+6=13 v will, 5+6=11 v will, miss/miss. (What does your Mark of Tembo do again? Does it add +2? might make a difference...)

    Would rather I post at my turn? -I have been trying to post when I am within one player or you ask for a move.

    Top of the order, Angel, Blade, Ember, baddies, then Ashe & Telgarth...
    Dwarmaj
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    Post by Dwarmaj Wed Jan 19, 2011 2:57 pm

    bradly wrote:Telgarth Oath's and casts Avenging Shackles on the statue to the W and 7+6=13 v will, 5+6=11 v will, miss/miss.

    Note: OoE only allows two attack (take higher) on melee attacks when no other enemy is adjacent. No OoE on ranged attacks...


    bradly wrote:
    Angel left as is since it was 4 hits, did you want to use another surge?)

    Yes, we don't have a leader and I'd rather burn a surge and be at max.
    Dwarmaj
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    Post by Dwarmaj Wed Jan 19, 2011 6:49 pm

    bradly wrote:[After the male Vamp who was first, initiative is:

    Angel 25
    Blade 22
    Ember 22
    baddies
    Ashe 10
    Telgarth 10

    I believe it'll be Angel's turn after Telgarth...

    Angel's turn:
    Standard: use Spinning Leopard Maneuver
    Shift 4 N
    Attack the NPC NW of Blade (FoB on hit)

    Shift 2 NE
    Attack the NPC to my S (FoB on hit if I didn't use it yet)

    The attack does 2d6+5 (half damage on a miss)

    Move: use Lion's Den move and shift 1 E

    Note:
    Defenses increased to (21/17/17/17 during the first attack)
    During my move action defenses increased to (22/18/18/18)

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    Post by Kenji Wed Jan 19, 2011 8:09 pm

    Dwarmaj wrote:Angel's turn:
    Standard: use Spinning Leopard Maneuver
    Shift 4 N
    Attack the NPC NW of Blade (FoB on hit)

    Shift 2 NE
    Attack the NPC to my S (FoB on hit if I didn't use it yet)

    The attack does 2d6+5 (half damage on a miss)

    Move: use Lion's Den move and shift 1 E

    Cool power, I thought you were stuck out there...

    Angel glides through the air in a flurry of spinning kicks into the room and 15+6=21 hit, and 8+6=14 miss ref, for 13+8 flurry=21 hits, and the first little spearman statue falls. (Normal dead) Angel then shifts farther behind the remain spearman.

    Blade's turn...

    (To Telgarth: bah, just wanted to point out where I was getting thrown off. Maybe if it's more than 1 PC out of turn, preface with a "After Ashe goes..." or something. Otherwise I'll just try to pay closer attention.)

    Casino office level Ritual17

    Post Script: Blade should have taken 5 poison since he was speared last round, but I forgot to mention it, so I'll roll your save at the end of this turn and if you miss start deducting damage next round...
    Ross
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    Post by Ross Wed Jan 19, 2011 9:06 pm

    Move to the South of the 'Dead' Vampire and then I'll just finish it off with a leaping shade attack.


    _________________
    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.
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    Post by Kenji Wed Jan 19, 2011 9:40 pm

    Ross wrote:Move to the South of the 'Dead' Vampire and then I'll just finish it off with a leaping shade attack.

    You guys killed and dusted both Vampires, no 'dead' ones left. There's the fallen Gaurdian, the live Gaurdian, the 2 wounded Eladrin (untying themselves from bonds), and the 2 dead Eladrin.

    Please clarify...
    Ross
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    Number of posts : 3864
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    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Wed Jan 19, 2011 10:32 pm

    What are those 2 dead symbols on the Sarcophagus? The wounded Eladrin? Is the Guardian the black thing? Is that a Dead Guardian next to me?

    Move: Move 1 square South of the Desk against the wall.
    Free: Place a Shroud on him Guardian.
    Standard: Executioner's Noose on the live Guardian.


    _________________
    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.
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    Kenji


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    Post by Kenji Wed Jan 19, 2011 11:51 pm

    Ross wrote:What are those 2 dead symbols on the Sarcophagus? The wounded Eladrin? Is the Guardian the black thing? Is that a Dead Guardian next to me?

    Move: Move 1 square South of the Desk against the wall.
    Free: Place a Shroud on him Guardian.
    Standard: Executioner's Noose on the live Guardian.

    Very Happy I can't wait to start playing in person... Vamps look like regular Humanoids without their 'feeding face'. The 2 dead tokens are bodies of dead Eladrin. They look like regular corpses with big neck wounds (not walking/talking).

    Blade moves N 5 and 9+6=15 v Fort, hit for 9 hits. (low level constructs have some low defenses!) Assuming you're letting the shrouds build up for now. Blade rolled a '10' and saved v poison.

    Ember's turn, then baddies, Ashe, Telgarth...
    Dwarmaj
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    Post by Dwarmaj Thu Jan 20, 2011 8:29 am

    bradly wrote:and 8+6=14 miss ref, for 13+8 flurry=21 hits, and the first little spearman statue falls. (Normal dead) Angel then shifts farther behind the remain spearman.

    Wasn't sure if you subtracted the hits, but my last attack did half damage to the spearman I missed.
    Mick
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    Post by Mick Thu Jan 20, 2011 8:35 am

    Move: 2N & 1W
    watch conference room door to the west
    Ready action: blast any thing that come out of that room.
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    Post by Kenji Thu Jan 20, 2011 10:45 am

    Missed Angel's damage on a miss, added 6 wounds to the Gaurdian.

    Mick wrote:Move: 2N & 1W
    watch conference room door to the west
    Ready action: blast any thing that come out of that room.

    Ember moves to Ashe's Left and watches the other room. The Vamp minions went down very fast & didn't yell anything, the statue you're fighting don't seem to talk, so you don't see anything from the conference room, they sound like they're still counting money.

    The tiny (S) spearman shifts S 1 and 13+9=22 hit Angel with his spear's incredibly long reach for 7 hits.

    After that, the lights in the entire floor go completely dark. None of you saw what turned off the lights. Ken, hardly anyone moved yet, but could you remind me how to do lights? The party now hears commotion from the large conference room.

    Ashe's turn, then Telgarth...
    Mick
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    Post by Mick Thu Jan 20, 2011 11:01 am

    Since I had a ready action, can she use it to cast a light spell on her location?
    Dwarmaj
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    Post by Dwarmaj Thu Jan 20, 2011 11:31 am

    bradly wrote:Ken, hardly anyone moved yet, but could you remind me how to do lights?

    Sent you a fairly length email on how to setup lighting. If you have questions let me know.
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    Post by Kenji Thu Jan 20, 2011 11:33 am

    Mick wrote:Since I had a ready action, can she use it to cast a light spell on her location?

    I don't think so, since your stated trigger never happened, but I'm not sure so I'll let it go this time (& maybe discuss it more for future). Where did you want the Light?

    & thanks Ken!! Very Happy
    Mick
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    Post by Mick Thu Jan 20, 2011 11:44 am

    on her location
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    Post by Kenji Thu Jan 20, 2011 1:21 pm

    Dwarmaj wrote:Sent you a fairly length email on how to setup lighting. If you have questions let me know.

    That seemed to work. So far the last map is accurate since everyone has everyone pinpointed, but no one can see. (Note: for some reason, you don't think many of the baddies are affected by darkness though...)

    I'll post a new map when someone moves, casts a light, or more baddies come, but for now everything's as the last map except Ember moves L of Ashe...

    Ashe's turn, then Telgarth...
    Krystoff
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    Post by Krystoff Thu Jan 20, 2011 2:07 pm

    Last map looks like there is still two alive but I think both of those are dead.

    I will drop another blazing starfall on the lone statue guy without hitting my friends (Area Burst 1) and then shift 1 SE.

    Does Blazing Starfall not incur the -5 to hit since it is an area attack? It does have an attack roll but I don't have to target them, just the squares.

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    Post by Kenji Thu Jan 20, 2011 4:01 pm

    I miss the 'dead' Vamp minions with these reach guys!

    Ashe summons a ball of sun energy and 13+6=19 v ref, good thing no -5 penalty, hit for 9 hits radiant (you don't think you did extra).

    Telgarth's turn. It is still pitch black though you did see a flash of light when Ashe's spell went off...
    Mick
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    Post by Mick Thu Jan 20, 2011 4:51 pm

    Arcane & history & religon check?
    Um, doesn't a Sun Sword have the ablity to shed light at-will?
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    Post by Kenji Thu Jan 20, 2011 5:05 pm

    Mick wrote:Arcane & history & religon check?
    Um, doesn't a Sun Sword have the ablity to shed light at-will?

    each take a minor, which are you wanting to do (on the Guardian?), and yes I believe so.
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    Post by Kenji Thu Jan 20, 2011 5:07 pm

    bradly wrote:The tiny (S) spearman shifts S 1 and 13+9=22 hit Angel with his spear's incredibly long reach for 7 hits...

    Forgot to mention it again, but Angel is taking ongoing 5 poison... Twisted Evil
    jibuki
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    Post by jibuki Thu Jan 20, 2011 5:26 pm

    Move 1W' 1 SW. Should put me just ahead of Ember and give me a view of the statue
    Oath statue
    avenging shackles statue that is still attacking
    Dwarmaj
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    Post by Dwarmaj Thu Jan 20, 2011 5:38 pm

    jibuki wrote:Move 1W' 1 SW. Should put me just ahead of Ember and give me a view of the statue
    Oath statue
    avenging shackles statue that is still attacking

    OoE:
    Target: One enemy you can see in the burst


    It's currently pitch black and we can't see anything...
    Dwarmaj
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    Post by Dwarmaj Thu Jan 20, 2011 5:53 pm

    Brad, do the PCs have the items listed on their character sheet?

    Three of the characters list an Adventurers Kit (which includes two sun rods)...
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    Post by Kenji Thu Jan 20, 2011 7:40 pm

    Dwarmaj wrote:Brad, do the PCs have the items listed on their character sheet?

    Three of the characters list an Adventurers Kit (which includes two sun rods)...

    If they assumed they had it to start, then no, they don't. If they posted that they asked Telgarth to pick it up in town, then yes. I don't remember who did what off hand.

    Telgarth moves W + N 2. (Can't go where stated, you're not in the doorway there but wall) Can't Oath since no LOS, and 13+6=19 v will, but -5 for darkness, miss. (What does your mark do again? does it add +1?)

    After the lights go off, the Vamps in the other room all take move/moves into the foyer towards the party. The party cannont see them because of the darkness, but because of your '4.0 spidey sense', you know where they are (so far...)

    Casino office level Ritual18

    The party only sees pitch black, but here's where everyone is...
    Dwarmaj
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    Post by Dwarmaj Thu Jan 20, 2011 8:13 pm

    Telgarth doesn't have a mark, he has Oath of Emnity which just lets him attack twice on melee attacks.


    bradly wrote:
    If they assumed they had it to start, then no, they don't. If they posted that they asked Telgarth to pick it up in town, then yes. I don't remember who did what off hand.

    If they had it to start, then why wouldn't they still have it? Or replace them at the first opportunity?




    bradly wrote:
    After the lights go off, the Vamps in the other room all take move/moves into the foyer towards the party. The party cannont see them because of the darkness, but because of your '4.0 spidey sense', you know where they are (so far...)

    As soon as vampire enters the foyer, Ember gets her readied action.
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    Post by Kenji Thu Jan 20, 2011 8:28 pm

    Dwarmaj wrote:
    If they had it to start, then why wouldn't they still have it?

    As soon as vampire enters the foyer, Ember gets her readied action.

    If they put it on their character sheet when they first made their PC, they might not have known about the only 2 items thing (iow, it's still in their bedroom before the campaign started).

    You are correct. Thanks. Ember gets her readied action then Angel...
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    Post by Dwarmaj Thu Jan 20, 2011 9:30 pm

    Angel's turn shouldn't be affected by Embers...

    Angel's turn:

    Move: 2E + 1SE + 3S

    Minor: use the encounter power of my boots to shift 1S+1SE (should be south of Ember)

    Free action: "Hey blood suckers, I've got something for you..."

    Standard: Total defense to gain bonus to defenses

    Free action: "Anyone got a light?"


    Make a save at the end of my turn vs poison.

    Note: defenses should be (23/19/19/20)


    Note: Ember's action happens when they are back in the conference room, she may get them when they are closer together... maybe
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    Post by Kenji Thu Jan 20, 2011 9:56 pm

    Dwarmaj wrote:
    Free action: "Hey blood suckers, I've got something for you..."

    Free action: "Anyone got a light?"

    You can't see it because of the darknes, but the Succubus token & the Vamp token (both young looking Vampires) look at each other with big smiles at Angel's fearlessness in the face of several Vampires)

    The male Vampire in the S (with his gf) answers, "What's the matter little boy... Can't see?" Twisted Evil

    Note: only Telgarth is trained in streatwise so only he 11+10=21 recognizes the voice from tv commercials as the owner, Sam Mui of "Sam Mui's Casino". The rest of you only note he seems pretty relaxed and at home... and particularly excited suddenly.
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    Post by Kenji Fri Jan 21, 2011 8:14 am

    Dwarmaj wrote:Telgarth doesn't have a mark, he has Oath of Emnity which just lets him attack twice on melee attacks.

    Thanks. I actually meant his magic item, the Mark of Tembo. (he missed by 1 last round...)
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    Post by Mick Fri Jan 21, 2011 8:20 am

    Ready action would go off as they enter the foyer.
    Orbmaster's Incendiary Detonation on the first one in the door way.
    Hopefully there are a few adjacent to him.
    Also note they will take 2 fire passing through the doorway.
    They may deside not to go through this round.

    KEYWORDS
    Arcane, Fire, Force, Implement, Zone
    USED
    Standard
    ACTION
    Area burst 1 within 10 squares
    RANGE
    6
    ATTACK
    Each creature in burst
    TARGET
    10
    1
    vs Reflex
    DEFENSE
    Attack: Intelligence vs. Reflex
    Hit: 1d6 + Intelligence modifier (+6) force damage, and you
    knock the target prone.
    Effect: The burst creates a zone of licking flames that lasts
    until the end of your next turn. Each enemy that enters the
    zone or starts its turn there takes 2 fire damage.
    Orb of Imposition: You can extend the duration of this
    effect, even though it is not an at-will power. If you do so,
    the area expands to burst 3 and doesn't affect you or your
    allies.
    Cinder wand: +6 attack, 1d6+12 damage
    Staff Implement: +6 attack, 1d6+12 damage
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    Post by Kenji Fri Jan 21, 2011 8:31 am

    Mick wrote:Ready action would go off as they enter the foyer.
    Orbmaster's Incendiary Detonation on the first one in the door way.

    Ember casts Incendiary Detonation on unknown figures coming into the room through the dark. first guy through, 6+6=12 miss, 2nd 18+6=24 hit for 18 fire damage (ouch!) Ember's new initiative is right before Angel.

    Angel goes defensive and moves to protect the only lady of the group.

    Blade's turn...

    Casino office level Ritual19

    Two of the Vamps that would have come out stay behind (outside) the zone...
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    Post by Dwarmaj Fri Jan 21, 2011 8:45 am

    Wouldn't the one he hit be prone? Or at least have to use his second move action to stand up?
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    Post by Kenji Fri Jan 21, 2011 9:30 am

    Dwarmaj wrote:Wouldn't the one he hit be prone? Or at least have to use his second move action to stand up?

    Didn't notice it also knocked the target prone... :-/ Yes, instead of taking his 2nd move action to move, he'll use it to stand and be by the conference room entrance. He still answered your call for a light with taunting...
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    Post by Krystoff Fri Jan 21, 2011 10:41 am

    Oh yeah, I forgot I had a light. Thanks for the reminder Ember!

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    Post by Dwarmaj Fri Jan 21, 2011 10:46 am

    Currently Blade's turn...

    Not sure what the rest of the order is.
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    Post by Ross Fri Jan 21, 2011 11:40 am

    Free: Place another Shroud on the last construct.
    Standard: Executioner's Noose (Activating the 2 shrouds, 2d6 dam, if I hit, or 1d6 if I miss, as well as Night Stalker Damage +5, since none of my allies are adjacent to it))
    Move: Pull out Healing Potion
    Minor: Drink to regain 10 hps and burn a Surge.


    _________________
    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.
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    Post by Dwarmaj Fri Jan 21, 2011 11:50 am

    Ross wrote:Free: Place another Shroud on the last construct.

    You have to see the creature to put a shroud on it...

    You may want to wait until after Ashe lights up the place.


    Also, is it a Minor action to pull out and drink a potion or do you have to use a minor to pull out and a minor to drink?
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    Post by Ross Fri Jan 21, 2011 11:53 am

    That's right. Guess I will delay and take my turn after I can see.


    _________________
    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.

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