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Mick
Dwarmaj
Kenji
7 posters

    Slayer HQ (Giles' house)

    avatar
    Kenji


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

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    Post by Kenji Fri Jul 29, 2011 8:50 pm

    Krystoff wrote:Ashe will do a run and a run south.

    Ashe can't run because he's slowed, but can move 2+2 S to Blade's SE. end of turn '15' no longer slowed. (unless you want to revise) Angelus' turn, then Telgarth, Blade, Ember, baddies...
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Fri Jul 29, 2011 9:24 pm

    bradly wrote:
    Krystoff wrote:Ashe will do a run and a run south.

    Ashe can't run because he's slowed, but can move 2+2 S to Blade's SE. end of turn '15' no longer slowed. (unless you want to revise) Angelus' turn, then Telgarth, Blade, Ember, baddies...

    You can run while slowed but would move 2+2 with a move action and 2+2 with your standard.


    Slowed
    When a creature is slowed, its speed becomes 2 if it was higher than that. This speed applies to all of the creature’s movement modes (walking, flying, and so on), but it does not apply to forced movement against it, teleportation, or any other movement that doesn’t use the creature’s speed. The creature also cannot benefit from bonuses to speed, although it can take actions, such as the run action, that allow it to move farther than its speed.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Fri Jul 29, 2011 9:27 pm

    Angelus' turn:

    Minor: activate light


    Standard: ready an action to use Fallen Needle attack on an adjacent enemy
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    Kenji


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

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    Post by Kenji Fri Jul 29, 2011 10:13 pm

    Dwarmaj wrote:although it can take actions, such as the run action, that allow it to move farther than its speed.
    [/quote]

    That's different than my PHB which says cannot increase speed above 2. Okay, I'll move Ashe 4 more S. Angelus lights his sunrod and awaits baddies &/or his friends to join him down the tunnels. Telgarth, Blade, Ember...
    jibuki
    jibuki


    Number of posts : 509
    Registration date : 2009-01-01

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    Post by jibuki Sat Jul 30, 2011 12:04 am

    Minor - switch to Sword of Eldritch Knight(Broadsword)
    Move - SW,S,S,S,S,S
    Standard - Bond of Pursuit, I should still be in range

    Blade of the Eldritch Knight
    Level 15 UncommonMystic runes shimmer along the length of this blade. The weapon enables you to attack a distant enemy.

    Price: 25,000 gp
    Weapon: Heavy blade
    Enhancement: +3 attack rolls and damage rolls
    Critical: +1d6 damage per plus
    Property: When you use a standard action to make a melee attack with this blade, your melee reach increases to 5 for that attack.
    Mick
    Mick


    Number of posts : 1671
    Registration date : 2008-12-03

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    Post by Mick Sat Jul 30, 2011 1:17 am

    Mercury takes 8 hits from Ember's MM


    This should have been 10 hits
    avatar
    Kenji


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

    Slayer HQ (Giles' house) - Page 8 Empty Re: Slayer HQ (Giles' house)

    Post by Kenji Sat Jul 30, 2011 8:46 pm

    Added 2 more hits from Ember & 4 more movement to Ashe...

    jibuki wrote:Minor - switch to Sword of Eldritch Knight(Broadsword)
    Move - SW,S,S,S,S,S
    Standard - Bond of Pursuit, I should still be in range.

    Telgarth moves S & 17, 27 hit (good thing for Oath) for 19 hits. Ember is very bloodied (20 hits left)

    Blade, Ember, baddies...
    Mick
    Mick


    Number of posts : 1671
    Registration date : 2008-12-03

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    Post by Mick Sun Jul 31, 2011 11:39 am

    Blades tun


    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

    Slayer HQ (Giles' house) - Page 8 Empty Re: Slayer HQ (Giles' house)

    Post by Ross Sun Jul 31, 2011 6:10 pm

    Free: Throw 2 shrouds on Mercury.
    Move: Adjacent to Mercury.
    Standard: Leaping Shade (using my new Falchion) on Mercury, triggering the 4 Shrouds on her. Nonlethal damage.
    Minor: If she's down try to grab the ring from her, preferably using my Thievery.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Sun Jul 31, 2011 6:18 pm

    Thievery seems like a good skill to use in this situation, though I'm not sure what a reasonable DC would be.

    If it's an opposed check, Mercury should get a penalty for being "dead".


    THIEVERY (DEXTERITY)
    Armor Check Penalty
    The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
    The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.

    DISABLE TRAP
    Make a Thievery check to prevent a known trap from triggering. Some traps cannot be disabled using Thievery, as specified in those traps’ stat blocks (see “Traps and Hazards").

    Action: Standard action. Unless otherwise noted, the creature must be adjacent to part of the trap to try to disable it.
    DC: A trap’s description normally specifies the DC to disable it, generally the hard DC of its level. The creature gains a +2 bonus to the check if it uses thieves’ tools.
    Success: The creature disables the trap. Some traps, however, require multiple checks to be disabled.
    Failure by 4 or Less: Nothing happens, unless the trap’s description says otherwise.
    Failure by 5 or More: The creature triggers the trap.



    OPEN LOCK
    Make a Thievery check to pick a lock.

    Action: Standard action. Unless otherwise noted, the creature must be adjacent to a lock to pick it.
    DC: If a lock has no DC specified, use the hard DC of the creature’s level. The DM might decide that a shoddy lock has a moderate DC instead. The creature gains a +2 bonus to the check if it uses thieves’ tools.
    Success: The creature picks the lock. A complicated lock might require multiple checks before it can be opened.



    PICK POCKET
    Make a Thievery check to lift a small object (such as a purse or an amulet) from a creature without that creature being aware of the theft.

    Action: Standard action. Unless otherwise noted, the creature must be adjacent to the target, and the target must not be holding the object.
    DC: Hard DC of the target’s level.
    Success: The creature lifts a small object from the target without the target noticing.
    Failure by 4 or Less: The creature fails to lift an object, but the target doesn’t notice.
    Failure by 5 or More: The creature fails to lift an object, and the target notices the attempt.



    SLEIGHT OF HAND
    Make a Thievery check to perform an act of legerdemain, such as palming an unattended object small enough to fit in the hand (a coin or a ring, for instance).

    Action: Standard action. Unless otherwise noted, the creature performing the check must be adjacent to the object.
    Opposed Check: Against the passive Perception of each creature present.
    Success: The creature pulls off the sleight of hand.
    Failure: The creature performs the sleight of hand but is obvious, unconvincing, or both.



    IMPROVISING WITH THIEVERY
    Fix a broken wagon (easy DC)
    Craft a standard lock (moderate DC)
    Bind a creature with rope (check result sets escape DC)
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 2:45 am

    Ross wrote:Free: Throw 2 shrouds on Mercury.
    Move: Adjacent to Mercury.
    Standard: Leaping Shade (using my new Falchion) on Mercury, triggering the 4 Shrouds on her. Nonlethal damage.
    Minor: If she's down try to grab the ring from her, preferably using my Thievery.

    Blade moves 6 S-ish to Mercury's SE and 23 v AC miss, 3d6 shrouds=12 hits. She is still up, but just barely teetering to unlife. Ember knows a MM will do it, but remember you need to be adjacent to try to grab the item. (Blade will also get a chance to grab the item as his immediate reaction too if you kill her while he's adjacent) Also note, it's Mercury's turn right after Ember, and she'll take 5 sunlight vulnerability.
    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

    Slayer HQ (Giles' house) - Page 8 Empty Re: Slayer HQ (Giles' house)

    Post by Ross Mon Aug 01, 2011 6:20 am

    How much did o miss by? I'll use my Lucky Charm if it's less than 5.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 8:38 am

    Ross wrote:How much did o miss by? I'll use my Lucky Charm if it's less than 5.

    Blade uses his daily item power and '5' turns a miss into a hit. Mercury is 'dead' but not dusted. End of Blade's turn, '16' successfully grabs the ring off her finger. (She will turn to dust at the start of her turn because of the sunswords)

    Ember's turn...

    Mick
    Mick


    Number of posts : 1671
    Registration date : 2008-12-03

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    Post by Mick Mon Aug 01, 2011 9:17 am

    With Mercury on her way to being toasted

    move: run 2+2
    standard: run 2+2
    for the exit and hopelly make my save


    Last edited by Mick on Mon Aug 01, 2011 12:23 pm; edited 1 time in total
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 12:17 pm

    Mick wrote:With Mercury on her way to being toasted

    move: run 2+2
    standard: run 2+2
    for the exit and hopelly make my save

    Ember runs 8, BIG disappears, and '15' makes her save.

    baddies' turn...

    At the start of her turn, Mercury explodes into dust. But, instead of the dust falling into a pile on the floor, the dust then morphs into mist in the form of a platinum blonde hottie "This is not the end Slayers!..." then the mist dispurses and disappears.

    first officer moves 6 and 22 v will, is hit by Spirit stopping his movement. With his standard he tries to charge Ashe and is stopped again.

    "This hologram thingy just attacked me, watch out!"
    "Where'd the moving ice sculpture go?"
    etc.

    2nd cop shoots at Spirit 23 hitting for 6 hits, then moves to go past but 20vwill is stopped.

    3rd shoots 31 hit for 7 hits, tries to move past, but 18 is stopped.

    next shoots 25 hit for 12 points. Spirit is dispelled and Aura takes (10?) hits. He then moves full. "I think I got it!"

    Rest does 2x moves to get into position.

    Note on map: The other tokens in the windows & doorways, and gaurding the hostage, are posted on the main floor above you and are not in the basement.

    Top of the order again...

    Aura: 11?/58 10/12 bloodied (deducted 10 from Spirit dispelled)
    Ashe: 17/58 11/13 bloodied
    Angelus: 31/59 9/13
    Telgarth: 31/64 9/12 bloodied, regen 2
    Blade: 22/50 10/11 bloodied
    Ember: 17/50 11/11 bloodied


    Slayer HQ (Giles' house) - Page 8 Slayer37
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Mon Aug 01, 2011 12:50 pm

    Does it look like there's a way to disable the door after we close it to make it more difficult for them to follow?

    How sturdy is the door?
    Krystoff
    Krystoff


    Number of posts : 1677
    Registration date : 2008-12-02
    Age : 47

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    Post by Krystoff Mon Aug 01, 2011 12:54 pm

    Ashe will run and run for 6+2 and 6+2 to try and make it through the doorway and beyond.

    Ashe does have the +1 from cloak against ranged attacks greater than 5 away.

    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 2:59 pm

    Dwarmaj wrote:Does it look like there's a way to disable the door after we close it to make it more difficult for them to follow?

    How sturdy is the door?

    All the sewer entrances you've come across so far (lots) are very solid metal, either a grate or metal door, and locked with a large padlock. This one is a trap door.

    Much easier to disable/barricade from the inside out, versus the outside in. If you think of something creative, we'll consider it. Trap door opens upwards in 2 half-circle 5' diameter halves (2x door).

    Note: You can't pass someone climbing down the same ladder as you, & if you have a climb speed, you are still 'squeezing' to pass someone down the vertical tunnel to the sewers...
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Mon Aug 01, 2011 3:45 pm

    bradly wrote:This one is a trap door.

    Didn't know it was a trapdoor...

    How far down is it?

    What is the ladder made of?
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 4:00 pm

    Dwarmaj wrote:Didn't know it was a trapdoor...

    How far down is it?

    What is the ladder made of?

    The main sewer tunnel network is 20' below the city. The entrances to it are round vertical cement tunnels 5' in diameter, with metal bars inset on one side of the wall as a ladder. Since this is a basement entrance you are already around 8' below ground level, so the vertical tunnel goes down another 12' to the sewer network below. Sidewalk entrances are the same vertical tunnels except 20' deep (where the horizontal tunnels are). You are at, have unlocked, and have opened the trapdoor to the vertical tunnel, so you have a 12' climb down the ladder into the sewers.
    Trevor
    Trevor


    Number of posts : 297
    Registration date : 2008-12-01
    Age : 40
    Location : Bremerton, WA

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    Post by Trevor Mon Aug 01, 2011 6:26 pm

    Hey Brad, the spirit companion has to take 13 points of damage to be dispelled. Also because of the resilient spirit feat it has +2 to all defenses (meaning 25 AC), so you are going to have to do some more rolling as I expect more will shoot at it until it is dispelled.

    And, any cops hit by its World Speaker's Command opportunity action are deafened and slowed until the end of my next turn due to the Intolerable Command feat I took.

    So, I will wait for you to see what happens with that additional info.

    One more thing, if it does get dispelled, Aura takes 8 damage, not 10.
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 6:39 pm

    Trevor wrote:
    So, I will wait for you to see what happens with that additional info.

    One more thing, if it does get dispelled, Aura takes 8 damage, not 10.

    Oops. I thought it was your surge value & your defenses, and it looks like I confused your spririt with Ember's MM. The first 4 would be the same since they would still shoot then move (after the first one just tried to move past, like with the BIG). I'll update in a bit, but I think all the adjusted action is around the corner from you.

    When we're playing live I won't have to try to memorize everyone's PC powers so closely, thank goodness...
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 6:57 pm

    Okay, that did make a difference. Revised baddies' actions:

    5th officer 15 misses, 6th officer 29 hits for 1 off max, 17 hits.

    The 2 officers that were able to move adjacent to you needed to shoot, so now the closest baddie to you is 10' to your NNW.

    Damn! It took me 6 shots from the cops to down a 13 hit point conjuration (that is only a minor to create)!

    Also added 2 hps to Aura 13/58 10/12
    Trevor
    Trevor


    Number of posts : 297
    Registration date : 2008-12-01
    Age : 40
    Location : Bremerton, WA

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    Post by Trevor Mon Aug 01, 2011 7:36 pm

    Minor - Summon spirit companion 1 square SE of closest officer (so most of them don't have a clear shot at it).

    Run and Run South but don't go down sewer yet since that would lose LOS with spirit. If I can make it far enough I'd like to be behind Angelus for cover.
    jibuki
    jibuki


    Number of posts : 509
    Registration date : 2009-01-01

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    Post by jibuki Mon Aug 01, 2011 8:19 pm

    Move run toward exit
    standard - run toward exit.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

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    Post by Dwarmaj Mon Aug 01, 2011 8:51 pm

    Trevor wrote:Minor - Summon spirit companion 1 square SE of closest officer (so most of them don't have a clear shot at it).

    Run and Run South but don't go down sewer yet since that would lose LOS with spirit. If I can make it far enough I'd like to be behind Angelus for cover.


    Hmm, I was going to jump down...

    Guess I can provide cover for a round or so


    Angelus' turn:

    Free: drop the sunrod down the trap door.

    Standard: Total Defense

    Move: use Five Storms movement to shift 1N+1S (just trying to get the defense bonus)

    Free: "Hurry up guys, down the hole. Then we can light this place up!"


    Note:
    Defenses should be with Total Defense AC28/Fort24/Will24/Ref26
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 8:58 pm

    jibuki wrote:Move run toward exit
    standard - run toward exit.

    Aura & Telgarth make haste to the sewer entrance, with Aura almost to Angelus and Telgarth being the first to decend the ladder, barely making it all the way down and is standing in the dark tunnels with the only light from Angelus above.

    Blade, Ember, then baddies...

    Slayer HQ (Giles' house) - Page 8 Slayer38

    Oops, just noticed Telgarth skipped Angelus... He might want to revise, since even running, Aura couldn't make it all the way to you.
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

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    Post by Dwarmaj Mon Aug 01, 2011 10:20 pm

    Didn't know Aura couldn't make it to the ladder.

    I'll revise my move action and take a minor.

    Minor: use Fallen Needle movement to move 1NE+2N
    Move: shift 1W (this should put me N of Aura).
    avatar
    Kenji


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

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    Post by Kenji Mon Aug 01, 2011 10:26 pm

    Dwarmaj wrote:Didn't know Aura couldn't make it to the ladder.

    I'll revise my move action and take a minor.

    Minor: use Fallen Needle movement to move 1NE+2N
    Move: shift 1W (this should put me N of Aura).

    What a gentleman!... Angelus chivalrously moves to protect the new hottie. (Then Telgarth's actions as posted... who wasn't quite as heroic as he ran past her down the hole)

    Blade, Ember, baddies...
    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

    Slayer HQ (Giles' house) - Page 8 Empty Re: Slayer HQ (Giles' house)

    Post by Ross Mon Aug 01, 2011 10:37 pm

    I'm not sure where the hole is I will do a
    Move: run towards it.
    Minor: Shade Form.
    Standard: Not sure, it depends on who is near me and where the hold is.


    _________________
    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 Mon Aug 01, 2011 10:56 pm

    Ross wrote:I'm not sure where the hole is I will do a
    Move: run towards it.
    Minor: Shade Form.
    Standard: Not sure, it depends on who is near me and where the hold is.

    Telgarth's token is over the hole (he's actually down it). Right next to Angelus near the bottom of the map.
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    Post by Ross Mon Aug 01, 2011 11:01 pm

    Then for my standard I'll do another run.


    _________________
    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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    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 Mick Tue Aug 02, 2011 12:10 am

    Ember will do a run 8 & run 8 down the trap door.
    minor: light spell on staff of defense
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    Post by Kenji Tue Aug 02, 2011 12:39 am

    Mick wrote:Ember will do a run 8 & run 8 down the trap door.
    minor: light spell on staff of defense

    Ember does a single move only to just SE of Angelus, as Blade's sense of chivalry takes more after Telgarth than Angelus or Ashe, as he barely cut you off heading down the ladder. It was Blade's last square of movement so Blade has very good cover but still within LOS of the approaching officers.

    revised standard actions for Ember? ...then baddies.

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    Ross
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    Post by Ross Tue Aug 02, 2011 5:53 am

    At the end of my movement I'll hide.


    _________________
    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 Mick Tue Aug 02, 2011 8:02 am

    standard: second wind then
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    Post by Kenji Tue Aug 02, 2011 9:17 am

    Mick wrote:standard: second wind then

    Blade attempts to hide at the end of his turn, but 22-10 run=12, Ember's icy stare as she's cut off from heading down tunnel gives his hiding spot away.

    Ember then 2nd winds to 29/50 10/11 and is no longer bloodied & +2 def.

    baddies' turn...

    "What the hell is this thing? It's back!"
    "How can we shoot a hologram? Where's the projector?"
    "We dropped the other one..." "You mean the bullet proof moving ice hand that just vanished, or this image we can shoot but comes back?..."
    "We were briefed they'd have strange tricks..."

    etc. They are clearly loosing their professional cool they busted in with (which, if anything, is making them MORE trigger happy...)

    Using their specials,
    1st shifts W & shoots Spirit 23 miss
    2nd shoots Spirit 22 miss & moves
    3rd shoots Spirit 13-2 deaf miss
    4th shoots Spirit 30-2 deaf hit for 11+daze, then moves around Spirit
    5th shoots Spirit 26 for 16+daze "I got it! I got it!"

    6th shoots Angelus 27-2 deaf, miss
    7th shoots Angelus 30-2 deaf, -2 range barely missed because of Aura's deafening
    8th shoots Angelus 31 near crit-2 range hit for 14 damage +daze
    9th shoots Angelus 15-2 range miss

    10th shoots Aura 25 hit for 14 +daze Aura is down -9/58

    11th shoots Ember, 26-2 range miss thanks to 2nd wind

    12th shoots Ashe 32 crit (-2 range) hit for 20+daze. Ashe is down -3/58

    last one that can move & shoot, aims at Blade's fleeing head, 25-2 range, -2 cover, barely miss.

    The rest do 2x moves...

    Note on map: I removed the tokens that are on the upper floor, but they're still upstairs.

    Slayer HQ (Giles' house) - Page 8 Slayer40

    PCs turns...

    Aura: -9/58 10/12 dying, dazed
    At the end of Aura's turn '1' failed 1st death save. '7' still dazed

    Ashe: -3/58 dying, dazed
    At the end of Ashe's turn, '13' made death save. '15' no longer dazed

    (currently Angelus' turn)

    Angelus: 17/59 9/13 bloodied, dazed
    Telgarth: 31/64 9/12 bloodied, regen 2
    Blade: 22/50 10/11 bloodied
    Ember: 17/50 11/11 bloodied
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    Post by Dwarmaj Tue Aug 02, 2011 10:16 am

    Hmm, guess I should have left when I had the chance... Evil or Very Mad


    Currently, Blade is on the ladder correct? Can someone jump down and go past him?

    If I can jump down, Angelus will move to the trap door and jump down. Using Acrobatics to reduce the damage.

    If I can't go past him, then Angelus will activate Eternal Mountain movement (gain resist all 5) and shift 2S

    Defenses: AC 27/ Fort 22/ Will 22/Ref 24

    At the end of my turn, if I miss my save I'll use my circlet to reroll. I have +2 to saves while bloodied.
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    Post by Ross Tue Aug 02, 2011 10:33 am

    Hate to say this, but I think Aura took 8 more damage when the Spirit was destroyed.


    _________________
    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 Tue Aug 02, 2011 10:42 am

    Ross wrote:Hate to say this, but I think Aura took 8 more damage when the Spirit was destroyed.

    I don't think it'll matter much...

    There's no one left that can heal and no time to get them.

    I think anyone down is going to be captured.
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    Post by Kenji Tue Aug 02, 2011 10:53 am

    Dwarmaj wrote:Hmm, guess I should have left when I had the chance... Evil or Very Mad
    I was trying to reward your chivalry! Besides, you & Aura('s Spirit) soaked up a ton of damage that would have went to the party... Crying or Very sad

    Dwarmaj wrote:
    Currently, Blade is on the ladder correct? Can someone jump down and go past him?

    The ladder is only big enough for one to use, but if you're jumping or climbing down the walls, yes, but it'd be a 'squeeze' (5' diameter round tunnel). Blade is just starting down the ladder, but Telgarth is standing directly under him in the sewer system.

    (Don't know how a jump/squeeze would affect either Blade falling too or landing on Telgarth though... Help?)

    Post Script: 2x checked & Aura's status (-9 hits) is including the -8 from Spirit, but I missed posting that in the text. Thanks though! I also missed posting which cops made their saves, but the map is accurate (most all did).
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    Post by Kenji Tue Aug 02, 2011 10:59 am

    Telgarth, you're turn after resolving the logistics of Angelus' turn... You are in the sewers (8' diameter round tunnels, filth river down the middle, metal mesh narrow walkway to either side) going N/S. The only light source is directly above you (rest is pitch black), and 70' to your N is an E/W intersection, 15' to your S is another E/W intersection.
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    Post by Dwarmaj Tue Aug 02, 2011 11:14 am

    bradly wrote:The ladder is only big enough for one to use, but if you're jumping or climbing down the walls, yes, but it'd be a 'squeeze' (5' diameter round tunnel). Blade is just starting down the ladder, but Telgarth is standing directly under him in the sewer system.

    I did a quick search in the Compendium and didn't see where you couldn't pass someone up while climbing.

    Since you can move through an ally's space can't you jump though their space without affecting them?


    If it's 5' diameter and no way to jump to an adjacent space, then I'd end up in the same square as Telgarth and be prone whether or not I took damage from the fall.
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    Post by Kenji Tue Aug 02, 2011 11:18 am

    bradly wrote:
    10th shoots Aura 25 hit for 14 +daze Aura is down -9/58
    ...
    Aura: -9/58 10/12 dying, dazed

    2x checked & this should have been 25-2 range =23 v AC, which I think still hits exactly... Any bonuses or interrupts?
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    Post by Kenji Tue Aug 02, 2011 11:34 am

    Dwarmaj wrote:
    Since you can move through an ally's space can't you jump though their space without affecting them?

    bradly wrote:...if you're jumping or climbing down the walls, yes, but it'd be a 'squeeze

    I don't know all the rules on 'squeezing', but again, yes, you can jump or climb past Blade, but per the squeezing rules, and not if you need to share the ladder (which jumping obviously doesn't).

    Dwarmaj wrote:
    If it's 5' diameter and no way to jump to an adjacent space, then I'd end up in the same square as Telgarth and be prone whether or not I took damage from the fall.

    12' high vertical tunnel dropping into the top of a horizontal tunnel 8' high. The tunnel Telgarth is in is 8' diameter, running horizontally N & S, so there are 2 adjacent squares that are open. You'd barely have LOS to adjacent N or S squares from Telgarth. I don't think you can jump around a corner, but I thought you get a free shift if trying to stand in a (friendly) occupied square...
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    Post by Ross Tue Aug 02, 2011 11:54 am

    Is anyone down the ladder yet, or is Telgarth the furthest 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.
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    Post by Kenji Tue Aug 02, 2011 11:59 am

    Ross wrote:Is anyone down the ladder yet, or is Telgarth the furthest down?

    Telgarth is off the ladder, standing in the sewer tunnel, directly underneath you. He finished climbing down at the very end of his movement last round. He is also the farthest down. You are the next farthest down until Angelus jumps past you.
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    Post by Ross Tue Aug 02, 2011 12:00 pm

    How far down is it?


    _________________
    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 Tue Aug 02, 2011 12:09 pm

    12'

    All you really have to do is climb down 5' then drop. You probably have enough Acrobatics to not take damage from an 8' fall...
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    Post by Ross Tue Aug 02, 2011 12:14 pm

    Also, is Ashe a girl, and if so who is hotter, her or Aura? Oh never mind. They are both lizards aren't they.

    Anyway, I think they are both adjacent to me. Can I grab one with each hand and just drop down the hole, pulling them with me? I am 20 Strength. I'm thinking Minor to grab Ashe, Standard to grab and hold onto Aura. Then use my Move to just fall down the hole. I'll use acrobatics to attempt to reduce the damage Aura and I take, and to get out of the way of Ashe's body.

    Maybe if I land right I can make it a TPK. Twisted Evil


    _________________
    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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