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Dwarmaj
Kenji
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    Casino - the altar room

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    Kenji


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    Post by Kenji Fri Feb 04, 2011 7:15 pm

    Ashe, I think the sun damage is supposed to happen at the start of the Vamps' turns, but on your last turn I took 5 hits from each Vamp (over 100 hits) and no one regenerated. (The one that ran out the room might on his next turn.)

    I can keep doing the damage on your turn, or on theirs... I don't know if it makes much difference, but I'll leave it as is this battle or up to you if you have a preference.
    Krystoff
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    Post by Krystoff Fri Feb 04, 2011 8:37 pm

    I don't think we can absorb the damage from this many vampires so the only way I can think to try and get rid of them is to intimidate the lot of them. I believe that using a skill is a move action so I will intimidate and second wind.

    Ashe raises himself to his full draconic height and addresses the coven leaders.

    "Can't take us yourself so you send your lackeys to die Sam? We ARE the Slayers bloodsuckers."

    Ashe raises his sword over his head for all to see.

    "We fight with the power of the sun and you are NOT immortal against us. You will die in a cloud of dust, gone forever, while Mui does nothing! Even if you manage to strike me down my sword will continue to burn the flesh from your bodies. Your ONLY chance at survival is to LEAVE NOW!"


    Ashe is +8 for intimidate and heres to hoping I get some bonuses for doing automatic sun damage to almost everyone in the room. Not sure what the DC will be =) If it doesn't work then I think we are toast.

    EDIT: Keep doing it however you have been doing it. As long as it is consistent then I think we are good and it doesn't matter either way. Start of their turn or on my turn is before they go so seems the same to me.

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    Kenji


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    Post by Kenji Fri Feb 04, 2011 9:31 pm

    Krystoff wrote:I believe that using a skill is a move action so I will intimidate and second wind...

    You made me look up a new skill we rarely use...cool!

    But, Intimidate during combat is a standard action. Skip 2nd wind or use AP? Or forgo intimidate?

    Note: I'd give an infamy bonus +2 for being Slayers (& these particular Vamps seem well versed about the Slayer prophesy), a situation bonus +2 for the constant sun magic, but a -2 inspiration penalty since it's after their attack and they already saw how effective they were (& one of you dropped). One round earlier would have been much more effective bluff...

    I'd normally think a -1 penalty because they're in front of the boss, but you're right, he's almost bloodied and not that interested in fighting you himself when he could fall, and they know it, so I'd say that washes.

    Oh, and the PHB says it's vs their will defense, seperate attack rolls for each.
    Krystoff
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    Post by Krystoff Fri Feb 04, 2011 9:51 pm

    Intimidate since its the only shot we have. I used an AP last round and 19 hits or 4 hits is basically the same if I have 4 of them with flurry attacking me.

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    Kenji


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    Post by Kenji Fri Feb 04, 2011 10:36 pm

    Krystoff wrote:Intimidate since its the only shot we have. I used an AP last round and 19 hits or 4 hits is basically the same if I have 4 of them with flurry attacking me.

    19 or 4 hits MIGHT make a difference, but 2nd wind would only get you to 12 hits...

    Matching the grand bravado of the Slayer who destroyed the avatar vessel, Ashe gives a rousing speech and... holy crap! Ashe seems to command much respect and quite a few seemed to be awed and looking to their boss to lead the action...

    Gun girl sees her boss getting infuriated by his covens lack of heart so close to victory, and shoots the speech maker, 2+11=13 miss.

    Sam stands from prone, then runs N and 16+8=24 athletics jumps across the river of blood. To Ashe: "My coven follows ME, not you Slayer!"

    Blade's turn...

    Note: the halo'd in yellow Vamps appear like they're waiting to attack after following the boss' lead...

    Casino - the altar room - Page 3 Ritual21
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    Post by Kenji Fri Feb 04, 2011 10:44 pm

    Krystoff wrote:Ashe is +8 for intimidate...

    You either intimidated by a lot, or missed by more than 2 (so it didn't matter), but your token says +6 intimidate... what's the extra +2 from?
    Krystoff
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    Post by Krystoff Fri Feb 04, 2011 10:49 pm

    Might give people time to get out at least. Good use of my actions. Too bad some of the ones closest to me didn't get hit cause I am probably going down =)


    Krystoff
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    Post by Krystoff Fri Feb 04, 2011 10:50 pm

    Dragonborn get a +2 to intimidate and I believe I have a 22 CHA so +6 there.

    Ross
    Ross
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    Number of posts : 3867
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Fri Feb 04, 2011 11:00 pm

    Move: pull out a healing potion.
    Minor: feed it to Angel
    Free: say to Mui, "I'll show you who's in charge!", then say to the other Vamps, "Want to know where your blood sucking gods power went, well take a look!"
    Free: extend Fangs so all the other Vamps can see.
    Standard: Targeted For Death on Mui. + Nightstalker dam
    Free: Shroud Mui, which should place 2 on him.
    Action Point: Executioners Noose, triggering 2 shrouds. + Nightstalker dam


    _________________
    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 Fri Feb 04, 2011 11:02 pm

    Krystoff wrote:Might give people time to get out at least. Good use of my actions...

    Concur. With Ember turning invisible next round, at least one of you might make it and save a TPK.

    Ken must have missed your racial bonus, thanks for the clarification.

    Blade, we'll say the post right by you has 2 live +1 dead shackled there. Most have 1, some have 0 or 3, but they'll take a while to look through to find. Blade's turn...
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    Post by Kenji Fri Feb 04, 2011 11:03 pm

    Ross wrote:Move: pull out a healing potion.
    Minor: feed it to Angel

    It's a minor action to drink a potion yourself, but a standard to feed it to someone unconcious.
    Ross
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    Post by Ross Fri Feb 04, 2011 11:07 pm

    Use action point to feed it to him then.


    _________________
    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


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    Post by Kenji Fri Feb 04, 2011 11:12 pm

    Ross wrote:Move: pull out a healing potion.
    Free: say to Mui, "I'll show you who's in charge!", then say to the other Vamps, "Want to know where your blood sucking gods power went, well take a look!"
    Free: extend Fangs so all the other Vamps can see.
    Standard: Targeted For Death on Mui. + Nightstalker dam
    Free: Shroud Mui, which should place 2 on him.
    AP: feed it to Angel

    Blade pull out a small vial and casts 'Targeted for Death' on Sam and 16+6=22 v will hit for 18 +6 NS=24 damage and Sam is now bloodied (barely), then feeds a potion to Angel. Angel is back up with 8/34 4/13

    Mercury spends her move action standing from prone, then burns her standard to teleport next to the Slayer that bloodied her lover & the Slayer that ruined her God's ritual.

    Angel's turn (prone), then Telgarth (flanked), then the non-yellow halo'd Vamps.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Sat Feb 05, 2011 8:06 am

    Angel's turn:

    Move: stand

    Minor: take out a healing potion

    Standard:
    Instead of Intimidate Angel will try to use Diplomacy.

    Whispering to Mr Mui:
    You're badly wounded and about to loose face with your coven and those in charge.

    You may kill us all, but how much more damaged will you be. Will one of your coven sieze the chance and take your place?

    It's me you want, let my friends go and I'll surrender. Otherwise my friends and I will fight to the death, and yours may not be far behind...
    jibuki
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    Post by jibuki Sat Feb 05, 2011 10:15 am

    Standard - Second Wind
    Minor - Longtooth Shifting
    Move - 2NE,N - I should be at the door - E(difficult terrain), E
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    Post by Kenji Sat Feb 05, 2011 10:29 am

    Dwarmaj wrote:Angel's turn:

    Move: stand

    Minor: take out a healing potion

    Standard:
    Instead of Intimidate Angel will try to use Diplomacy.

    Angel stands and draws a potion. The boss went enraged when you shattered the avatar vessel. If you make the diplomacy check, he'd move 1 friendlier, ie 'hostile'. (no good for you)

    Angel still has a standard action remaining (since your PC would clearly see that), then Telgarth's turn...

    Also,...

    Ross wrote:Free: say to Mui, "I'll show you who's in charge!", then say to the other Vamps, "Want to know where your blood sucking gods power went, well take a look!"
    Free: extend Fangs so all the other Vamps can see.

    I didn't give this a roll. They've been preparing for this ritual for months, worshiping this God for decades to a century... They know their God better than that. Looking only as all of them do doesn't fool anyone that you became La Magra. (But, I'd give this same attempt a bonus if it were against Humans not trained in religion.)

    Dwarmaj wrote:The now infamous Slayer gets through the statue's very tough magical protection and the extremely fragile hollow glass sculpture crumbles into a pile of glass & blood. Sam screams, "NNNNNNOOOOOO!!!" and seems enraged.
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    Kenji


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    Post by Kenji Sat Feb 05, 2011 10:38 am

    jibuki wrote:Standard - Second Wind
    Minor - Longtooth Shifting
    Move - 2NE,N - I should be at the door - E(difficult terrain), E

    Yay! At least 1 PC might make it out of here...

    Angel still has a standard action first, but Telgarth begins regenerating, heals another 8 hits from 2nd wind, and the W Vamp 5+13+2 flanking =20, missed because of your 2nd wind. The Vamp to your E is cowered this round (only, he'll fight again as soon as Sam does), and doesn't take his AoO. Telgarth is in the doorway with 16/34 5/12 and sees a Vamp (about to) regenerate. He doesn't look like he's eager to engage you without more backup, but he does take a very defensive position when you see each other.
    Dwarmaj
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    Post by Dwarmaj Sat Feb 05, 2011 11:12 am

    bradly wrote:... then feeds a potion to Angel. Angel is back up with 8/34 4/13

    Shouldn't Angel be at 10hp?


    Standard Action: If I see trying to talk to him won't work I'll use Second Wind



    Defenses should be (22/19/18/20) this round since I should have 18/34hp and no longer bloodied). If someone hits me and I'm bloodied before my next turn my AC goes up to 24.
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    Kenji


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    Post by Kenji Sat Feb 05, 2011 11:30 am

    Dwarmaj wrote:
    Standard Action: If I see trying to talk to him won't work I'll use Second Wind.

    Angel 2nd winds & has 18/34 3/13 (corrected)

    cowered Vamps look to Sam (who's about to start fighting to inspire the troops), but don't do anything else this turn.

    The Vamp N of Angel 6+13=19, miss.

    The Vamp NE of Ashe 1+13=14, miss.

    The Vamp NEEE of Ashe moves 3 SE and 13+13=26, hit for 16 & Ashe falls. No flurry, I don't think since you fell. -12/33 5/13

    Unlike his earlier speech, without a weilder to control the light, the horrid light of day goes away & everyone's regeneration is starting up again.

    The 3 Vamps in the middle of the room seem to be delaying or readying

    Ember's turn (invis goes away after this turn), then death save for Ashe, then top of the order...

    Casino - the altar room - Page 3 Ritual22

    Note: Since Telgarth is in the heavy doorway, it isn't difficult terrain to go through right now since it's open.
    Ross
    Ross
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    Number of posts : 3867
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    Location : Seattle

    Character sheet
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    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sat Feb 05, 2011 11:39 am

    You missed the part where I did this impressively evil looking magic:


    Assassin Attack 1
    Executioner's Noose
    You gather shadows into the form of a noose, cast it around your foe’s neck, and pull.


    _________________
    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.
    Mick
    Mick


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    Post by Mick Sat Feb 05, 2011 12:11 pm

    move action: move 1NE,4E,1NE taking any AoO (hopefully the +2AC and -5 to hit is enough protection)
    standard: move 6 towards the door Telgrath is at.
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    Kenji


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    Post by Kenji Sat Feb 05, 2011 12:41 pm

    Mick wrote:move action: move 1NE,4E,1NE taking any AoO (hopefully the +2AC and -5 to hit is enough protection)
    standard: move 6 towards the door Telgrath is at.

    Ember moves to just W of Telgarth, then turns visible. No AoO with total concealment.

    Ashe rolls a '13' and isn't permanently dead.

    gun girl shoots at Blade and 15+11=26 hit for (2d6) 8 hits.

    Sam Mui moves S yelling, "Anyone not fighting by my side is furnace bound after I, and Mercury, are done with the Slayers!" & 4+15=19, Angel avoids the slash of the boss' sword, but the troops no longer seem cowered. (Or, seem to be more afraid of Mercury than a fallen Slayer who lied...)

    Blade's turn, then Mercury then Angel...
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    Post by Kenji Sat Feb 05, 2011 12:46 pm

    Ross wrote:You missed the part where I did this impressively evil looking magic:

    Smile


    Most of the living would be impressed by a 1st level at-will spell, possibly even some Vamp minions too, but no, these guys still know what their winged God looks like.
    jibuki
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    Post by jibuki Sat Feb 05, 2011 1:22 pm

    How long to stake to the door? i.e. putting a stake between the door and the floor?
    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 Sat Feb 05, 2011 1:54 pm

    Any doors or openings towards the stage area (West side of the room)?


    _________________
    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

    Casino - the altar room - Page 3 Empty Re: Casino - the altar room

    Post by Ross Sat Feb 05, 2011 2:12 pm

    Free Action: Throw another 2 sets of Shrouds on Mui.
    Move: Shadow Step SW of Mui
    Standard: Gloom Thief (4d4+8 ) on Mui, triggering All 4 Shrouds (4d6)+ Night Stalker (5) & become invisible if I hit. If I miss I inflict only 3d6 of the Shrouds + Night Stalker (5)

    If I miss with Gloom Thief I will Minor Action: Cloud of Darkness*


    *Cloud of Darkness
    A shroud of blackness descends around you, hiding you from sight.
    Encounter
    Minor Action Close burst 1
    Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.


    _________________
    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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    Post by Dwarmaj Sat Feb 05, 2011 2:26 pm

    bradly wrote:gun girl shoots at Blade and 15+11=26 hit for (2d6) 8 hits.

    Why is the gun doing 2d6? I thought we agreed that firearms would do the same damage as their archaic counterparts, just reflavored to look modern.

    One-handed handguns should be equivalent to a hand crossbow (range 10/20) which does 1d6+dex damage. It'll probably end up the same damage wise, but I'm just checking...
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    Post by Kenji Sat Feb 05, 2011 2:46 pm

    jibuki wrote:How long to stake to the door? i.e. putting a stake between the door and the floor?

    I'm not sure, but I'd guess minutes. The floor looks stone & the doors are heavy 6" think ceremonial doors that do not go flush to the floor or each other. (That's why the party could peer in to the altar room.)

    Ross wrote:Any doors or openings towards the stage area (West side of the room)?

    Looks to be only 1 way in or out. (room and building)

    Ross wrote:Free Action: Throw another 2 sets of Shrouds on Mui.
    Move: Shadow Step SW of Mui
    Standard: Gloom Thief (4d4+8 ) on Mui

    I have Gloom Thief as a melee attack. Mercury is directly N of you, Mr Mui is 2 N of you. (& if you do ranged, you'd provoke an AoO from Mercury)

    FYI, Gloom Thief invisibility only works if you stay within 2 squares of the target, so you'll turn visible again if you moved at all.
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    Post by Kenji Sat Feb 05, 2011 2:50 pm

    Dwarmaj wrote:One-handed handguns should be equivalent to a hand crossbow (range 10/20) which does 1d6+dex damage. It'll probably end up the same damage wise, but I'm just checking...

    Yeah, I forgot what we said & didn't bother to repost the question. Buffyverse Vampires all have enhanced speed & strength, so this is actually less damage.

    I actually posted the breakdown thinking someone would remind me of what we talked about...
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    Post by Ross Sat Feb 05, 2011 3:00 pm

    Isn't Mui the figure 4 North of where I started in the round? That's the only bloodied figure.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
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    Post by Ross Sat Feb 05, 2011 3:10 pm

    Did you not see my move action?


    _________________
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    Post by Kenji Sat Feb 05, 2011 3:12 pm

    Ross wrote:Did you not see my move action?

    Whoops, there's the problem! Embarassed

    Sam Mui moved just before your turn to attack the Slayer who disrupted the ritual.

    "Sam Mui moves S yelling, "Anyone not fighting by my side is furnace bound after I, and Mercury, are done with the Slayers!" & 4+15=19, Angel avoids the slash of the boss' sword"

    Same actions but teleport directly N of Sam?
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    Post by jibuki Sat Feb 05, 2011 3:21 pm

    [quote="bradly"]
    jibuki wrote:How long to stake to the door? i.e. putting a stake between the door and the floor?

    I'm not sure, but I'd guess minutes. The floor looks stone & the doors are heavy 6" think ceremonial doors that do not go flush to the floor or each other. (That's why the party could peer in to the altar room.)

    I can't just put something between the floor and door like a door stop?
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    Post by Ross Sat Feb 05, 2011 3:34 pm

    So if I teleport to his NW I'm flanking with Angel, right? If it's in the blood then I won't go in there, just goto his North.


    _________________
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    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
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    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
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    Diablo III Battletag: Saturnus#1572
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    Post by Kenji Sat Feb 05, 2011 4:15 pm

    Ross wrote:So if I teleport to his NW I'm flanking with Angel, right? If it's in the blood then I won't go in there, just goto his North.

    correct on both counts.

    Ross wrote:Free Action: Throw another 2 sets of Shrouds on Mui.
    Move: Shadow Step SW of Mui
    Standard: Gloom Thief (4d4+8 ) on Mui, triggering All 4 Shrouds (4d6)+ Night Stalker (5)

    Blade teleports just N of Sam and 11+11=22 miss. (If you made your save for falling, flanking bonus would have been enough...) Lots of 11's. 3d6 Shroud damage =11. (that doesn't get the NS damage too, right?)

    Mercury teleports to flanking Angel with Sam 14+14=28 v ref hit, for min damage 6 psychic and Angel is slowed and -2 to will defense (save ends both) +8 flurry for 14 hits total.

    Angel's turn (slowed).

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    Post by Ross Sat Feb 05, 2011 4:20 pm

    I would have gotten the night stalker damage, but now he's adjacent to a couple of his allies.


    _________________
    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]
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    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
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    Post by Dwarmaj Sat Feb 05, 2011 4:40 pm

    Angel's turn:

    Minor: drink potion

    Standard: use Five Storms Attack (close burst 1) If I hit anything FoB on Mr Mui.

    My attack should be +7 vs Ref 1d8+7 (+8 for FoB vs a targetted foe, since it's a burst I think he counts as targetted)

    Move: use Five Storms Movement to shift 1 west


    Notes:
    Since I performed an area attack I only get 1 FoB (I get 2 FoB on multiple melee attacks)
    Defenses are (22, 17, 17, 18-2)
    Five Storm movement lets me shift 2. Since it's difficult terrain it takes twice as much movement so I can shift 1 instead of 2.

    I'm not sure how many potions I have left. I think I used 2 last battle and 1 this battle. I believe I have 1 left. (not sure though...)

    Oh I get a save at the end of my turn and my armor gives me a +2 bonus to saves while bloodied.
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    Post by Ross Sat Feb 05, 2011 4:45 pm

    We all had 4 potions I believe, at least I did.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
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    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
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    Diablo III Battletag: Saturnus#1572
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    Post by Kenji Sun Feb 06, 2011 7:26 am

    Dwarmaj wrote:Angel's turn:

    Minor: drink potion

    Standard: use Five Storms Attack (close burst 1) If I hit anything FoB on Mr Mui.

    My attack should be +7 vs Ref 1d8+7 (+8 for FoB vs a targetted foe, since it's a burst I think he counts as targetted)

    Move: use Five Storms Movement to shift 1 west.

    Angel drinks a potion and regains 10 hits, still bloodied at 14/34 2/13. He then attacks with 5 Storms, getting 4 baddies, and rolled pretty bad: total 12, 20, 15, & 17 v ref, only barely hitting 1x for 9 hits on the N Vamp, and 10 flurry on Sam and he lets out a groan from the hit. Angel then shifts W and is no longer flanked by Mercury & Mr. Mui.

    Note: I think it's the creature you hit, that triggers the flurry, that's considered the target. You did swing at Sam, but you missed and that wouldn't have triggered flurry. (does the ki focus add the flurry?)

    Telgarth's turn, then baddies.
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    Post by Dwarmaj Sun Feb 06, 2011 8:01 am

    bradly wrote:does the ki focus add the flurry?

    No, but there is a Ki Weapon that I have on my wish list that adds 2hp to flurry damage.

    Does Mr Mui look close to going down?
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    Post by Kenji Sun Feb 06, 2011 12:26 pm

    Dwarmaj wrote:
    Does Mr Mui look close to going down?

    Only Blade can tell right now because of the Cloud of Darkness he threw up last round, but yes, he's close enough to where a very good hit might do it.

    Telgarth's turn...
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    Post by Ross Sun Feb 06, 2011 12:41 pm

    If I had hit him last round I probably would have had him.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
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    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
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    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
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    Post by Kenji Sun Feb 06, 2011 1:06 pm

    Ross wrote:If I had hit him last round I probably would have had him.


    Not quite, but Angel would have... Actually, you can do so much damage when your shrouds are up, you might have with a great roll.
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    Post by jibuki Sun Feb 06, 2011 11:25 pm

    What is to my NE by the stairs? Is that another vampire?
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    Post by Kenji Sun Feb 06, 2011 11:49 pm

    jibuki wrote:What is to my NE by the stairs? Is that another vampire?

    Yes, that's the one that Blade bloodied who ran out of range of the sunlight to regenerate. You both saw each other when you opened the door. He seems to be taking a defensive stance...
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    Post by Mick Mon Feb 07, 2011 8:49 am

    Where are we ? Jeff's turn?
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    Post by jibuki Mon Feb 07, 2011 11:03 am

    the stairs are the way out correct?
    Might change action if this is not true.


    Free - activate encounter power on sword(assuming Angel is within 10)
    Power (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.

    Free - Growl at Vampire on the stairs to get out of my way
    Minor - Oath the vampire on the stairs
    Move - Move to Vampire on stairs
    Standard - Bond of Pursuit
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    Post by Kenji Mon Feb 07, 2011 1:04 pm

    jibuki wrote:the stairs are the way out correct?
    Might change action if this is not true.


    Free - activate encounter power on sword(assuming Angel is within 10)
    Power (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.

    Free - Growl at Vampire on the stairs to get out of my way
    Minor - Oath the vampire on the stairs
    Move - Move to Vampire on stairs
    Standard - Bond of Pursuit

    Angel is 14 squares from you, and Ashe is 11, so I'll assume you didn't use your encounter power.

    Telgarth regens 2 hits, growls, Oaths, and then moves and attacks with Bond of Pursuit and 16+10=26 hit, even though he was full defense for 10+2 hits. Telgarth is 18/34 and no longer regenerating.

    Vamps turn...

    Mercury as a free action screams loudly with a hysteric shrill in her voice, "I want this whole coven to me NOW! <pointing at Angel> He falls but DOES NOT DIE! You all know why & what will happen if you fail me..."

    All of the Vamps (except Mui, the gun girl, & the one outside fighting Telgarth) move in to surround Mercury & wait to take their turns attacking Angel. First Vamp moves to Angel's S & 7+13=20 miss. The 2nd Vamp in 20+13=33 critical! Angel takes 17 hits and falls at -3 hits. The Vamp does not take his flurry. The rest of the Vamps hold for more instructions from Sam or Mercury...

    Ember's turn, then saving throw for Ashe, then top of the order.

    Note: The Vamps are all regenerating again and going through the doors this round doesn't cost an extra movement since Telgarth just went through (& opened it) & the big heavy doors swing open & closed slowly.

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    Post by Mick Mon Feb 07, 2011 1:24 pm

    Is the vamp with a circle frame Mercury?
    If so, is she 11 spaces or less away?
    If so, I'll standard action: drop a scorching blast on her or one space east of her.
    If greater then 11 spaces, I'll MM her

    free action: shead a tear
    move action: 4E & 2NE I think that put her SE of Telgarth.
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    Post by jibuki Mon Feb 07, 2011 1:25 pm

    Does the stairway lead to the outside?

    Is Ember bloodied?

    And is the stairway Vampire bloodied?

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