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Mick
Dwarmaj
Kenji
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    Slayer HQ (Giles' house)

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    Kenji


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    Post by Kenji Tue Jul 26, 2011 1:46 am

    Mick wrote:Ember will

    minor: sustain BIG. turn BIG in direction of the cops facing it SE.
    Maybe it will look threating and draw the cops attention.

    standard: run 8 NW towards stairs
    move: run to top of the stairs, taking cover but keeping LOS with BIG

    Ember does a 2x run 15 to the top of the stairs against the N wall, and the animate giant ice hand does indeed draw the attention of everybody. You don't think anyone knows quite what to make of it.

    (Since Aura started the hostilities... Twisted Evil ) baddies' turn...

    Mercury takes 5 vuln, barely bloodying her, from Telgarth's sunsword, then with her minor action morphs from her Vampire face into her Human, short platinum blond way skinny (psycho eyed) hottie young girl just as she teleports to the top of the stairs adjacent to Ember, then again to the bottom of the stairs near the entrance to the bathrooms. She is now out of Telgarth's sunsword light, but hasn't started regenerating yet.

    The HSTU officers secure other rooms, post an officer at each window & doorway, the rest "You are clear to fire! Repeat, you are clear to fire!"

    2 officers go to Wendy to admin first aid then declaring her dead.

    2 officers secure 'dead' falchion Vamp, who surrenders, regenerating and just barely still 'dead'...

    3 officers move to Spirit, I assume stops movement (otherwise they'd move farther)

    9 take shots, the 1 at Ember 4+12=16vAC-5 run miss, 2 fire at Blade 15+12=27, 16+12=28, hit/hit for 20 damage. Blade is bloodied. 2 fire at Telgarth 15+12=hit exactly, 12+12=24 miss. Telgarth takes 14 & has 1/64, though will regen 2... 2 shoot at Ashe & both 16+12=28 hit for 10+8=18 damage. Last 2 shoot at Aura and 8+12=20, 12+12=24 miss/hit for 12 hits.

    Angelus & Mercury are halo'd in black and underneath token in basement level, and Mercury is now female Eladrin token (not wearing Vamp face any more)

    Top of the order...
    Aura: 24/58 10/12 bloodied
    Ashe: 10/58 12/13 bloodied
    Angelus: 31/59 9/13
    Telgarth: 1/64 11/12 bloodied, weakened, regen 2
    Blade: 22/50 10/11 bloodied
    Ember: 20/50 11/11 bloodied
    baddies...

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    jibuki
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    Post by jibuki Tue Jul 26, 2011 6:04 am

    I think I should have 3 hits, did I regenerate last round?
    Krystoff
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    Post by Krystoff Tue Jul 26, 2011 11:01 am

    Ashe will run to the stairs and follow Angelus as far as he can. He will pull a potion as his minor but I don't think he can drink it this round.


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    Post by Kenji Tue Jul 26, 2011 4:04 pm

    Krystoff wrote:Ashe will run to the stairs and follow Angelus as far as he can. He will pull a potion as his minor but I don't think he can drink it this round.

    Ashe does a 2x run down the stairs while drawing a potion, after Aura's turn... does someone want to post for her? Angelus is after Ashe...
    Dwarmaj
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    Post by Dwarmaj Tue Jul 26, 2011 4:44 pm

    Angelus will do a run/run to get to the door (I think I'm 14 away from the door) and use a minor action to open it (if passive perception doesn't detect anything...).

    Note: not going to let Mercury through once I'm at the door.
    jibuki
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    Post by jibuki Tue Jul 26, 2011 5:40 pm

    minor - pull potion
    move - run following Angelus
    standard - run following Angelus
    Krystoff
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    Post by Krystoff Tue Jul 26, 2011 6:04 pm

    Unless Aura has a minor action heal on her I would say she does a run/run downstairs with the rest of us. If she does have a heal it goes on Telgarth.

    Trevor
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    Post by Trevor Tue Jul 26, 2011 6:18 pm

    Spirit stops movement and deafens if it rolls a hit on its opportunity action when something walks by.

    Aura has no healing left, so she'll book it for the basement. Run and Run.
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    Post by Kenji Tue Jul 26, 2011 7:39 pm

    Trevor wrote:Spirit stops movement and deafens if it rolls a hit ... book it for the basement. Run and Run.

    We'll say last round he 'rolled' a hit then. Aura, Ashe, Telgarth all run down the stairs to just before Mercury, wearing her blond hottie face. Angeluss 2x runs to and unlocks to padlock on the sewer grate. Still another minor action to open, same 5' vertical tunnel with built in iron ladder on the wall. The sewers are 20' below the surface.

    Blade, Ember, baddies... you two are the only ones still up top.
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    Post by Kenji Tue Jul 26, 2011 9:56 pm

    jibuki wrote:I think I should have 3 hits, did I regenerate last round?

    2x checked, yes, you're right. You had 15, regen'd to 17, then took 14 to 3. You'll start you're next turn regening to 5. (after baddies go...)
    Ross
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    Post by Ross Tue Jul 26, 2011 10:09 pm

    Move and Move down stairs.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
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    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Mick
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    Post by Mick Wed Jul 27, 2011 1:16 am

    Ember turn

    minor: sustain BIG
    move: move BIG to space SE of Ember. I'm betting none of the cops will be daring enough to move adjacent or past the BIG.
    standard: run 8 E down the stairs. Does Ember have LOS still to BIG?
    free: say " let get the door open guys, BIG isn't going to hold off the cops off for long"
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    Post by Kenji Wed Jul 27, 2011 8:03 am

    Mick wrote:Ember turn

    minor: sustain BIG
    move: move BIG to space SE of Ember. I'm betting none of the cops will be daring enough to move adjacent or past the BIG.
    standard: run 8 E down the stairs. Does Ember have LOS still to BIG?
    free: say " let get the door open guys, BIG isn't going to hold off the cops off for long"

    Ember can only move BIG 6, so 1 shy of desired spot, but yes, you have LOS. Officers do single moves in pursuit, & light up BIG. I don't think they can dispel or harm it, let me know if wrong & I'll roll to-hits, otherwise, chunks of ice still come flying off as they shoot, while a magical icy mist instantly repairs it as new.

    Mercury's skin burns for 5 sunlight, but even with her Human face, sucky rolls, Telgarth 23vwill, Blade 19, Aura 15, Ember 19, Ashe 20. Telgarth takes 3 hits (exactly zero hits) and as he falls, is pushed 3 sq directly behind Blade and slowed & -2 will attacks (save ends both). (I think that hit Telgarth's will exactly... let me know if you have an interrupt or something. Marks don't matter since attack included everybody.) She then shifts 1 W (Ashe is first step around bottom of stairs) so she gets AoO on anyone moving by her...

    from above, "Are you seeing what I think I'm seeing?" "What'll we do sir?" "Our targets ran right by that thing, so will we." Some appear to be taking posts at the doors & windows, the rest seem to be pursuing (not that the PCs would know precisely).

    Top of the order... (Mercury is barely bloodied & still has very nice ring)

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    Mick
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    Post by Mick Wed Jul 27, 2011 9:04 am

    Don't think they can effect BIG

    Question for next round.
    Can Ember
    minor sustain BIG
    and then ready action my standard and move?
    Dwarmaj
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    Post by Dwarmaj Wed Jul 27, 2011 9:07 am

    Mick wrote:Don't think they can effect BIG

    Question for next round.
    Can Ember
    minor sustain BIG
    and then ready action my standard and move?

    You can use your minor to sustain, then ready a standard action.

    The standard action could be to move, but you couldn't get a standard and a move.
    jibuki
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    Post by jibuki Wed Jul 27, 2011 10:46 am

    Telgarth will use his Avenger's Resolve immediate interupt and have resist 5 vs all damage


    Last edited by jibuki on Wed Jul 27, 2011 6:42 pm; edited 1 time in total
    Trevor
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    Post by Trevor Wed Jul 27, 2011 12:47 pm

    Standard - second wind

    minor - summon spirit companion at bottom of stairs, 1 N of Mercury.

    Move - head toward grate (Spirit companion adds defense against OA. 5 I think).

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    Post by Kenji Wed Jul 27, 2011 7:30 pm

    jibuki wrote:Telgarth will use his Avenger's Resolve immediate interupt and have resist 5 vs all damage

    Telgarth eluded the dropping blow and is still barely up...


    Trevor wrote:Standard - second wind...

    Aura already 2nd winded (the round we went for you). Revised actions?

    Trevor wrote:Spirit companion adds defense against OA. 5 I think

    Look that up... Mercury positioned herself to hopefully take a couple! Laughing
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    Post by Kenji Wed Jul 27, 2011 7:39 pm

    Dwarmaj wrote:
    You can use your minor to sustain, then ready a standard action.

    The standard action could be to move, but you couldn't get a standard and a move.

    Correct. You could also move now then ready an action, but the 'ready action' is a standard action activity and can be used to ready any standard or move action, but can't ready both.
    Dwarmaj
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    Post by Dwarmaj Wed Jul 27, 2011 9:28 pm

    Angelus' turn:

    Minor: open the door

    Free: Take a look to see what's on the other side

    Standard:
    If the area is clear, ready an action to use Fallen Needle attack against an adjacent enemy.

    If there is a enemy, I'll need to revise my standard action and possibly take my move action.
    jibuki
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    Post by jibuki Wed Jul 27, 2011 9:57 pm

    Minor - drink healing potion
    Move - Max move toward gate
    Standard - second wind


    Last edited by jibuki on Wed Jul 27, 2011 10:24 pm; edited 1 time in total
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    Post by Kenji Wed Jul 27, 2011 10:11 pm

    Dwarmaj wrote:Angelus' turn:

    Minor: open the door

    Free: Take a look to see what's on the other side

    Standard:
    If the area is clear, ready an action to use Fallen Needle attack against an adjacent enemy...

    On Angelus' turn, I'll say the basement floor is 8' below ground level, so the vertical tunnel is 12' more until it joins with the 8' diameter round sewer network that weaves N/S/W/E 20' underneath all of Los Diables, interconnecting usually every 50' to 150'. This infrastructure below the city, and the larger tunnels 20' farther below, both seem to have been constructed centuries ago and seem like they should last many many more.

    This sewer entrance connects to a N/S tunnel with connecting E/W forks 70' N or 15' S. It is completely dark and Angelus does not see nor hear any baddies below, though he doesn't have view of much of the tunnels below from where he is.
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    Post by Kenji Wed Jul 27, 2011 10:14 pm

    jibuki wrote:Minor - pull potion
    Move - Max move toward gate
    Standard - second wind

    Still waiting on Aura's revised actions. Telgarth only ingores AoO's for charging, right? Mercury would get one if Telgarth runs past her, normally... & since you get a bonus to defenses, usually 2nd wind then provoke...
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    Post by jibuki Wed Jul 27, 2011 10:38 pm

    Where am I in relation to Mercury? I can't really tell.


    Last edited by jibuki on Wed Jul 27, 2011 11:20 pm; edited 1 time in total
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    Post by Kenji Wed Jul 27, 2011 10:42 pm

    jibuki wrote:Did I get oa as she passed me?

    Nope. She teleported twice.
    Trevor
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    Post by Trevor Wed Jul 27, 2011 11:52 pm

    Ok, spirit companion stuff:

    Any ally triggering an AoO by leaving a square adjacent to the spirit companion gets +5 defense against the attack.

    Any enemy leaving a square adjacent to the spirit companion in a way that would normally trigger an AoO instead triggers the World Speaker's Command power. Wisdom+9 vs. will, on hit target stops moving, is deafened, and slowed. Target can resume movement with another action.

    Revised actions:

    Minor - summon spirit companion 1 square W of Mercury

    Standard - Steadfast Mountain Guardian on Mercury. Wisdom+9 vs. Fortitude. If hits, pushes Mercury 2 squares East. Until the end of my next turn, any ally adjacent to my spirit companion gets +6 to all defenses.

    If it misses, use elven accuracy to re-roll.

    Move action - if it hit her and she was pushed out of the way, head for grate. If not, shift SW.
    Dwarmaj
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    Post by Dwarmaj Thu Jul 28, 2011 8:01 am

    bradly wrote:
    Dwarmaj wrote:Angelus' turn:

    Minor: open the door

    Free: Take a look to see what's on the other side

    Standard:
    If the area is clear, ready an action to use Fallen Needle attack against an adjacent enemy...

    On Angelus' turn, I'll say the basement floor is 8' below ground level, so the vertical tunnel is 12' more until it joins with the 8' diameter round sewer network that weaves N/S/W/E 20' underneath all of Los Diables, interconnecting usually every 50' to 150'. This infrastructure below the city, and the larger tunnels 20' farther below, both seem to have been constructed centuries ago and seem like they should last many many more.

    This sewer entrance connects to a N/S tunnel with connecting E/W forks 70' N or 15' S. It is completely dark and Angelus does not see nor hear any baddies below, though he doesn't have view of much of the tunnels below from where he is.

    Use minor action to take out a light/sunrod.

    Use standard action to ready Fallen Needle attack if an enemy moves adjacent.
    jibuki
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    Post by jibuki Thu Jul 28, 2011 8:49 am

    Brad,

    I'm going to revise actions, but I need to know how far Mercury is from me. Who is between us?

    I can't tell from the map what order we are on the stairs.

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    Post by Kenji Thu Jul 28, 2011 9:23 am

    Trevor wrote:Ok, spirit companion stuff:

    Any ally triggering an AoO by leaving a square adjacent to the spirit companion gets +5 defense against the attack.

    Revised actions:

    Minor - summon spirit companion 1 square W of Mercury

    Standard - Steadfast Mountain Guardian on Mercury. Wisdom+9 vs. Fortitude. If hits, pushes Mercury 2 squares East. Until the end of my next turn, any ally adjacent to my spirit companion gets +6 to all defenses.

    If it misses, use elven accuracy to re-roll.

    Move action - if it hit her and she was pushed out of the way, head for grate. If not, shift SW.

    Wow, great turn... Aura attacks with SMG and 16vfort misses, but uses her magical inherent racial abilities to redirect, 24 hit exactly for 11 hits & pushed 2.

    Ashe's turn, then Angelus (as above) & Telgarth, Blade, Ember, baddies...

    Mercury is no longer blocking the stairs, having been pushed 2 E out of place, Ashe is where the corner soonest turns S (cannot cut that corner).

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    Dwarmaj
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    Post by Dwarmaj Thu Jul 28, 2011 9:33 am

    Hmm, pushing Mercury 1E+1NE probably would have been better. That way she wouldn't get AoO as people went by.

    Angelus:
    Hey guys hurry up, the coast is clear so far...
    Krystoff
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    Post by Krystoff Thu Jul 28, 2011 10:45 am

    "Time to die"

    Minor: Dragon Breath on Mercury (If I already used this then drink potion)
    Move: Shift 1E
    Standard: Valorous Smite (Encounter) and Mercury is subject to Divine Sanction so she is at a -2 to everyone but me.

    Trevor
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    Post by Trevor Thu Jul 28, 2011 11:36 am

    I don't think Mercury gets AoO. You can't cut the corner to where Ashe is from the square my spirit companion is in, but you can move through Ashe's square southward if you come from the square 1 N of him.

    Also Brad, did you not do my move action from my last turn? Aura is still where she was before on the new map.
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    Post by Kenji Thu Jul 28, 2011 12:10 pm

    Trevor wrote:I don't think Mercury gets AoO. You can't cut the corner to where Ashe is from the square my spirit companion is in, but you can move through Ashe's square southward if you come from the square 1 N of him.

    Also Brad, did you not do my move action from my last turn? Aura is still where she was before on the new map.

    Oops, exactly right on both Mercury's AoO & Aura is 7 farther S down basement.

    Krystoff wrote:"Time to die"

    Minor: Dragon Breath on Mercury (If I already used this then drink potion)
    Move: Shift 1E
    Standard: Valorous Smite (Encounter) and Mercury is subject to Divine Sanction so she is at a -2 to everyone but me.

    Ashe drinks a potion (used breath when switched initiative order with Aura) and regains 10 hits to 20/58 11/13. I also have VS used, but don't remember when. Flame Spiral & Call Challenge are your encounters, you have both dailies, & AP. Revised standard (&/or move)?

    Mercury is barely bloodied, and your 18 passive perception up close, you notice her nice ring has a Dragonborn emblem just like one you saw a picture of on some ancient fabled hero. (Looks exactly like the one Telgarth is holding...)
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    Post by Krystoff Thu Jul 28, 2011 1:38 pm

    Awww of course it's the ring I want on her finger. I know I am so going to miss my save to grab that thing.

    Majestic Halo replaces valorous smite (miss = half damage) and Virtuous Strike will be my AP. If I hit with virtuous strike I get a +2 on saving throws.

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    Post by Kenji Thu Jul 28, 2011 6:18 pm

    Krystoff wrote:Awww of course it's the ring I want on her finger. I know I am so going to miss my save to grab that thing.

    Majestic Halo replaces valorous smite (miss = half damage) and Virtuous Strike will be my AP. If I hit with virtuous strike I get a +2 on saving throws.

    Ashe launches a series of fine cuts that MH 19 miss for 18+5vuln=23/2=11 damage still, VS 26 hits exactly for 19+5 vuln. She is very bloodied for her, but 1 more hit won't do it (unless it's one of Blade's super attacks!)

    Angelus went already as posted, Telgarth wanted to revise actions, then Blade, then Ember, then baddies...
    Ross
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    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Thu Jul 28, 2011 6:25 pm

    Standard: Targeted for Death on Mercury.
    Free: throw 2 Shroud on her.
    Move: Shadow Step to the square SW of Mercury.


    _________________
    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


    Number of posts : 3459
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    Post by Kenji Thu Jul 28, 2011 7:12 pm

    After Telgarth, but you'll have to teleport to Mercury's S, since Ashe shifted to her SW.

    Oh, Telgarth will have to delay until after you, since he's the only one left adjacent to you...
    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 Thu Jul 28, 2011 7:47 pm

    Heck I can just move there.


    _________________
    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 Fri Jul 29, 2011 11:40 am

    Who's turn...
    Mick
    Mick


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    Post by Mick Fri Jul 29, 2011 12:13 pm

    Looks like we are waiting on Telgrath revised action
    then for Brad to resolve Blades actions.
    jibuki
    jibuki


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    Post by jibuki Fri Jul 29, 2011 1:37 pm

    I was waiting for Brad.

    Where is Mercury in relation to Telgarth? I can't really tell with the map provided.

    If I can't make it through with out getting a OA from Mercury Telgarth's actions are.

    Minor - drink healing potion
    Move - run toward the door
    Standard - Second Wind

    Did Blade want Telgarth to delay?
    Mick
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    Post by Mick Fri Jul 29, 2011 2:03 pm

    Looking at the map, it looks like Telgrath is 6 spaces W of Mercury
    Because Aura pushed her 2 E, it looks like we can pass her without any AoO.
    That's the way I see the map.
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    Kenji


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    Post by Kenji Fri Jul 29, 2011 2:19 pm

    jibuki wrote:I was waiting for Brad.

    Where is Mercury in relation to Telgarth? I can't really tell with the map provided.

    If I can't make it through with out getting a OA from Mercury Telgarth's actions are.

    Minor - drink healing potion
    Move - run toward the door
    Standard - Second Wind

    Did Blade want Telgarth to delay?

    Mercury is the female eladrin token (the only other one that isn't a PC besides cops). Thanks to Aura's push, you have a clear path to run 6+2 toward the grate. Telgarth regens 2, gains 10 (-1 surge) from potion, then regains another 16 from 2nd wind. He is barely still bloodied 31/64 9/12 At the end of his turn, '7' is still weakened.


    Ross wrote:Standard: Targeted for Death on Mercury.
    Free: throw 2 Shroud on her.
    Move: Shadow Step to the square SW of Mercury.

    Blade would have to move, then TfD, 20vwill, big miss 20 cold full/ 10 half, He then throws 2 shrouds on her.

    Ember's turn, then baddies. The cops are definitely proceeding with caution near the BIG, but as per their training, are proceeding nonetheless. You are pretty sure they would not cut a corner to go around it if possible (i.e. is costing them 2 extra squares of movement to get to you). Mercury is almost exactly at 1/4 of her hits.
    Mick
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    Post by Mick Fri Jul 29, 2011 3:56 pm

    minor: sustain BIG for the last time to slow down the cops
    move: run 2SE and 6 S
    standard: MM Mercury to soften her up, all her other powers are fire ?d?+20 which may dust her.
    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 Jul 29, 2011 4:02 pm

    Say, "Place the Spirit on the top of the stairs next to the Hand to stop them from coming down.


    _________________
    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 Fri Jul 29, 2011 5:03 pm

    Mick wrote:minor: sustain BIG for the last time to slow down the cops
    move: run 2SE and 6 S
    standard: MM Mercury to soften her up, all her other powers are fire ?d?+20 which may dust her.

    Mercury takes 8 hits from Ember's MM while she maintains the BIG & runs S. At the start of Mercury's turn she takes 5 more instead of regenerating, teleports NE of Ember and does her 'Song of Lover's Departed' Telgarth 18vwill, Blade 19, Aura 27, Ember 33 crit, Ashe 27. Aura, Ember, & Ashe take 3 hits and are slowed (save ends) and pushed 3 squares. To the 3 she slowed, "Uh oh, looks like the bad guys are going to get you!" Laughing

    Terror Unit all do 2x moves except ones gaurding entrances or hostage (Slayers can't see this, but he feigns sickness and when he gets back up, he's wearing his Human face (some Calvin Klein model looking dude) as he's recovered back to Unlife, though still very injured. The adjacent officers to him bound him with plastic ziptie cuffs..

    Top of the order...

    Aura: 21/58 10/12 bloodied, slowed
    Ashe: 17/58 11/13 bloodied, slowed
    Angelus: 31/59 9/13
    Telgarth: 31/64 9/12 bloodied, weakened, regen 2
    Blade: 22/50 10/11 bloodied
    Ember: 17/50 11/11 bloodied, slowed

    baddies...

    Slayer HQ (Giles' house) - Page 7 Slayer36

    Note: Ashe is just off NE of map toward the bathrooms. All the Slayers are in the basement level, all the Terror Unit officers are on ground floor, though some are headed toward basement. Mercury is the female Eladrin token near middle of map by Wendy's corpse.
    Trevor
    Trevor


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    Post by Trevor Fri Jul 29, 2011 5:48 pm

    @ Blade: "Little late for that now. I have to be able to see it!"

    Oops, double posted instead of editing this one. See next post for actions.


    Last edited by Trevor on Fri Jul 29, 2011 5:56 pm; edited 1 time in total
    Trevor
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    Post by Trevor Fri Jul 29, 2011 5:54 pm

    Move - Go to one square E of Telgarth; move spirit companion 1 square E of its current location to make sure I keep LoS.

    Standard - Shoot Longbow at Mercury's head.
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    Kenji


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    Post by Kenji Fri Jul 29, 2011 6:23 pm

    Trevor wrote:Move - Go to one square E of Telgarth; move spirit companion 1 square E of its current location to make sure I keep LoS.

    Standard - Shoot Longbow at Mercury's head.

    Aura & Spirit both move a little, then Aura 21vAC misses Mercury. At the end of her turn '17' not slowed anymore.

    Ashe, Angelus, Telgarth, Blade, Ember...
    Krystoff
    Krystoff


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    Post by Krystoff Fri Jul 29, 2011 8:30 pm

    Ashe will do a run and a run south.


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