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Teramotos
Dwarmaj
6 posters

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    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Mar 16, 2010 5:23 am

    Mick wrote:Candelos
    Standard action: throw shield at medusa

    Candelos' turn:
    Standard: thow shield at the medusa 25-5 vs Ac miss

    At the end of Candelos turn he rolls a 17 and is no longer slowed.



    Sonya's turn...
    Teramotos
    Teramotos


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    Post by Teramotos Tue Mar 16, 2010 6:28 am

    okay, my turn is as posted above except I'll give the Shake It Off Save to Thia instead of Candelos.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Mar 16, 2010 7:58 am

    Teramotos wrote:Free Action: "Candelos, move back."
    Move Action: Move over to the square east of Kaddim.
    Minor Action: Inspiring Word w Saving Inspiration on Kaddim. He gets a save.
    Standard Action: Shake it off on Candelos. He gets a save with a + 5 bonus.
    Free Action: Close my eyes.
    Done...

    Sonya's turn:
    Move: move adjacent to Candelos

    Minor: use Inspiring Word on Kaddim. Kaddim uses a healing surge and regains 19hp. Kaddim also gets to make a save and rolls a 2. Kaddim is now Immobilized (save ends) and Slowed (save ends).

    Standard: Use Shake it Off on Thia. Thia gets to make a save vs one effect with a +5 bonus. Thia rolls a 6+5=11. One of the slows goes away.

    Heading south - Page 2 Playe199

    Kaddim's turn...
    Mick
    Mick


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    Post by Mick Tue Mar 16, 2010 8:24 am

    What was the -5 to Candelos attack from? Cover from the gargole?
    Dwarmaj
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    Post by Dwarmaj Tue Mar 16, 2010 8:29 am

    Mick wrote:What was the -5 to Candelos attack from? Cover from the gargole?

    Yes, I mentioned earlier that the gargoyles in the doorway block almost the whole doorway and that any attack into the room is at a -5 penalty. All attacks from inside to outside are also at -5 if the gargolye is in stone form and blocking the way.
    Dwarmaj
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    Post by Dwarmaj Tue Mar 16, 2010 1:24 pm

    Currently Kaddim's turn, he's Immobilized and Slowed.
    avatar
    Kenji


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    Post by Kenji Tue Mar 16, 2010 1:43 pm

    Dwarmaj wrote:Currently Kaddim's turn, he's Immobilized and Slowed.

    Can he delay to postpone making a save? Can anyone else besides Sonya give bonuses to saves? I don't have my rituals in front of me, but I fear if he gets turned to stone, there's nothing we can do...
    Dwarmaj
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    Post by Dwarmaj Tue Mar 16, 2010 1:56 pm

    bradly wrote:
    Dwarmaj wrote:Currently Kaddim's turn, he's Immobilized and Slowed.

    Can he delay to postpone making a save? Can anyone else besides Sonya give bonuses to saves? I don't have my rituals in front of me, but I fear if he gets turned to stone, there's nothing we can do...

    I didn't think so, but I just re-read the rules and it looks like you can.

    Delay
    You can choose to wait to take your turn until later in the round. You can wait until after your allies take actions so you can plan out tactics, or you can wait for enemies to move into range.
    DELAY: NO ACTION

    Delay Entire Turn: You must delay your entire turn, so you can’t delay if you’ve already taken an action on your turn. You also can’t delay if you’re dazed or if you’re unable to take actions.

    Coming Back into the Initiative Order: After any other combatant has completed a turn, you can step back into the initiative order. Perform your actions as desired and adjust your initiative to your new position in the order.
    Losing a Delayed Turn: If you don’t take your delayed turn before your initiative comes up, you lose the delayed turn and your initiative remains where it was.
    Start of Your Turn: At the moment you delay, carry out the start of your turn normally.
    End of Your Turn: You don’t have a normal end of your turn (page 269). Instead, the things you do at the end of your turn happen at two separate times.

    End Beneficial Effects when You Delay: At the moment you delay, end effects that last until the
    end of your turn and that are beneficial to you or your allies. For example, if on your previous turn you stunned an enemy until the end of your next turn, the stunned condition ends. You can’t prolong a beneficial effect by delaying.

    End Sustained Effects when You Delay: You can’t sustain a power if you delay. At the moment you delay your action, the “check actions spent” part of the end of your turn occurs. Because you haven’t spent an action to sustain any active powers, sustainable effects end.

    End Harmful Effects after You Act: After you return to the initiative order and take your actions, end effects that last until the end of your turn and that are harmful to you. For example, if an enemy stunned you until the end of your next turn, the stunned condition ends. You can’t avoid a harmful effect by delaying.

    Make Saving Throws after You Act: After you return to the initiative order and take your actions, you make saving throws against effects on you.
    Ross
    Ross
    Admin


    Number of posts : 3868
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

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

    Heading south - Page 2 Empty Re: Heading south

    Post by Ross Tue Mar 16, 2010 2:47 pm

    Ken, you do realize we provide cover for each other against the Medusa Effects, but not sure if the -2 penalty would matter or not?
    Do I have an Action Point?
    If I do I will use it before my turn to use a Lightning Lure at the medusa.
    On my regular turn I will:
    Standard: Swordmage Shielding Fire on Medusa, avoiding the -5 since its a close burst originating on her.
    Move: move two squares East of Miri. (if I turn to stone I don't want to trap Candelos in that corner. You others will want to be aware of that too)
    End turn: Make my saves


    _________________
    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 Tue Mar 16, 2010 3:08 pm

    Ross wrote:Ken, you do realize we provide cover for each other against the Medusa Effects, but not sure if the -2 penalty would matter or not?
    Do I have an Action Point?
    If I do I will use it before my turn to use a Lightning Lure at the medusa.
    On my regular turn I will:
    Standard: Swordmage Shielding Fire on Medusa, avoiding the -5 since its a close burst originating on her.
    Move: move two squares East of Miri. (if I turn to stone I don't want to trap Candelos in that corner. You others will want to be aware of that too)
    End turn: Make my saves

    Yea forgot about cover for the PCs. The only one it made a difference for is Thia, she was only affected by one of the gaze attacks and Sonya helped cure her of that so she is no longer affected.

    Kaddim is currently immobilized and unable to move. Kaddim is also prone and your attacks will be at -2 unless you stand (but may block Candelos if you stand and turn to stone...).

    Let me know what you want to do with your move action.
    Ross
    Ross
    Admin


    Number of posts : 3868
    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 Tue Mar 16, 2010 3:44 pm

    Minor: Dimensional Warp with Candelos then. He can't really do much damage to the Orc-goyle anyway. If they are blocking us from getting good attacks I'll block them if I turn to stone.
    Move: Stand up
    Standard: Swordmage Shielding Fire on Medusa
    Roll my Saves.

    Oh, also did I have an action point to use during my turn?


    _________________
    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 Tue Mar 16, 2010 3:51 pm

    Ross wrote:Minor: Dimensional Warp with Candelos then. He can't really do much damage to the Orc-goyle anyway.

    ...and he has a new throwing shield! :-)
    Dwarmaj
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    Post by Dwarmaj Tue Mar 16, 2010 4:29 pm

    Ross wrote:Minor: Dimensional Warp with Candelos then. He can't really do much damage to the Orc-goyle anyway. If they are blocking us from getting good attacks I'll block them if I turn to stone.
    Move: Stand up
    Standard: Swordmage Shielding Fire on Medusa
    Roll my Saves.

    Oh, also did I have an action point to use during my turn?

    Kaddim's turn:
    Minor: use Diminsion Swap to switch places with Candelos

    Move: stand

    Standard: use Shielding Fire on the medusa
    SF 15 vs Fort miss, the medusa is now marked by Kaddim

    Kaddim does have an Action Point since this is the first encounter since the rest.
    Action Point: use Lightning Lure on the medusa
    LL 28-5 vs Fort hits for 10hp of damage

    At the end of Kaddim's turn he rolls his saves...
    Immobilized: 10 Kaddim is no longer immobilized Heading south - Page 2 Kopfschuettel maybe next time...
    Slow: 11 Kaddim is no longer slowed.



    Heading south - Page 2 Playe200

    Ogre's turn...
    Ross
    Ross
    Admin


    Number of posts : 3868
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    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 Tue Mar 16, 2010 4:40 pm

    Sonya, move away in case I need to teleport one of our opponents into that square. Actually leave 4 squares a available in case I get a chance to move the big guy.


    _________________
    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 Tue Mar 16, 2010 4:46 pm

    Ogre's turn:
    At the start of the ogre's turn he takes 8hp of fire damage.

    "Grrr, no enemies come to me. Me waist my readied action. Sad Me go get them..."

    The party hears grunts and groans as the ogre squeezes through the doorway to the east. He then charges Thia.
    Ogre:
    Move: move through the east door (the gargoyle opened it...).

    Standard: charge Thia 16+1 vs Ac miss

    Action Point: (the ogre uses an action point)
    Flail Hurricane vs Thia 27 vs Ac hits for 16hp of damage. Thia is knocked prone.
    Flail Hurricane vs Miri 18 vs Ac miss.
    Flail Hurricane vs Sonya 27+2 vs Ac hits for 16hp of damage. Sonya is knocked prone.
    Flail Hurricane vs Candelos 24 vs Ac miss (I think your new shield proteced you...).
    Flail Hurricane vs Kaddim 25-2 vs Ac miss.

    Heading south - Page 2 Playe201

    Thia's turn, then Miri...
    Krystoff
    Krystoff


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    Post by Krystoff Tue Mar 16, 2010 9:09 pm

    Thia will use weave through the fray when the ogre moves adjacent to Thia from the charge and will shift 5 north (+1 ac when I shift now).

    "Move back from the doorway guys and lets take out Maulspike. Its going to be tough to hit her through the orc so lets make her come to us in the open."

    Minor: HQ the Ogre
    Move: 5 North (I believe we are in a long hallway)
    Standard: Biting Volley the Ogre
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Mar 16, 2010 9:28 pm

    Krystoff wrote:Thia will use weave through the fray when the ogre moves adjacent to Thia from the charge and will shift 5 north (+1 ac when I shift now).

    "Move back from the doorway guys and lets take out Maulspike. Its going to be tough to hit her through the orc so lets make her come to us in the open."

    Minor: HQ the Ogre
    Move: 5 North (I believe we are in a long hallway)
    Standard: Biting Volley the Ogre

    The ogre has reach and never moved adjacent to Thia. Thia is unable to use Weave Through the Fray.

    Thia is currently prone.
    Krystoff
    Krystoff


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    Post by Krystoff Tue Mar 16, 2010 10:30 pm

    Does the ogre threaten 2 squares or just the ones around him?

    If he doesn't threaten
    Minor: HQ
    Move: Stand
    Standard: Biting Volley

    If he does threaten 2, Thia will HQ, stand, and move 5 north.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Mar 16, 2010 10:32 pm

    Krystoff wrote:Does the ogre threaten 2 squares or just the ones around him?

    If he doesn't threaten
    Minor: HQ
    Move: Stand
    Standard: Biting Volley

    If he does threaten 2, Thia will HQ, stand, and move 5 north.

    You don't know... I requires a feat which he may or may not have. Heading south - Page 2 Icon_twisted
    Dwarmaj
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    Post by Dwarmaj Tue Mar 16, 2010 10:51 pm

    Still Thia's turn, let me know which action you're going to take...

    After Thia is Miri.
    Krystoff
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    Post by Krystoff Tue Mar 16, 2010 11:52 pm

    Ill go ahead and chance it. HQ stand and fire.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed Mar 17, 2010 5:29 am

    Krystoff wrote:Ill go ahead and chance it. HQ stand and fire.

    Thia's turn:
    Thia feels a bit brave...

    Move: stand up
    Minor: HQ the ogre

    Standard: use Biting Volley
    BV #1 27 vs Ref hits for 18+8hp of damage.
    BV #2 25 vs Ref hits for 17hp of damage.

    The ogre seems very upset at Thia for some reason...

    Heading south - Page 2 Playe202


    Miri's turn...
    avatar
    Kenji


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    Post by Kenji Wed Mar 17, 2010 9:16 am

    Dwarmaj wrote:
    The ogre seems very upset at Thia for some reason...

    I'll bet! Nice shooting Thia! :-)

    Dwarmaj wrote:
    Miri's turn...

    minor action: sustain Flaming Sphere
    move action: move Sphere 1 square W (directly S of Medusa)
    standard action: attack Medusa with the Sphere

    done.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed Mar 17, 2010 9:29 am

    bradly wrote:
    minor action: sustain Flaming Sphere
    move action: move Sphere 1 square W (directly S of Medusa)
    standard action: attack Medusa with the Sphere

    done.

    Miri's turn:
    Minor: sustain the sphere
    Move: move the sphere south of the medusa
    Standard: use the sphere to attack
    Flaming Sphere 18 vs Ref miss

    At the end of Miri's turn she rolls a 3 and becomes immobilized (save ends)


    Heading south - Page 2 Playe203

    NPCs turn
    avatar
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    Post by Kenji Wed Mar 17, 2010 9:36 am

    Oh, I also need to save vs. slow (hopefully!... I don't like turning to stone!)

    never mind. :-(
    Dwarmaj
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    Post by Dwarmaj Wed Mar 17, 2010 10:24 am

    NPC's turn:

    Red Gargoyle:
    Minor: revert to normal form
    Standard: ready an action...

    Medusa's turn:
    At the start of the medusa's turn she takes 11hp of damage from the flaming sphere.

    Standard: use Gaze attack
    Gaze on Kaddim 26 vs Fort hits. Kaddim becomes Slowed (save ends).
    Gaze on Candelos 16-2 vs Fort miss
    Gaze on Miri 18-2 vs Fort miss
    Gaze on Thia 22-2 vs Fort hits. Thia becmes Slowed (save ends).

    Move: the medusa moves east out of sight...

    Red Gargoyle (cont):
    Standard: use Stone Form

    Blue Gargoyle:
    Move: move north of the ogre
    Standard: use Hit & Run on Thia 29 vs Ac hits for 12hp of damage. Thia is knocked prone.

    Heading south - Page 2 Playe204

    Candelos turn, then Sonya
    Krystoff
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    Post by Krystoff Wed Mar 17, 2010 10:29 am

    Hmm, it was a moving attack so how does that get resolved? In other words if I wanted to use my immediate interrupt to shift 5 squares when the gargoyle gets next to me what is the order of events?
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed Mar 17, 2010 10:36 am

    If your interrupt works when he moves adjacent, then he can continue his move as long as he has movement left. Then make the attack if/when he's next to you.

    If your interrrupt works when he makes the attack, then you move and he can follow, but can't make another attack.

    Note: When he moves you think that he has more movement than you do...
    Teramotos
    Teramotos


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    Post by Teramotos Wed Mar 17, 2010 10:42 am

    ...can't see the map.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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

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    Post by Dwarmaj Wed Mar 17, 2010 10:45 am

    Teramotos wrote:...can't see the map.

    sent a map to your work and home.

    Do you know if there is anywhere on the net that I can put the file where you can see it? Or is emailing it to you the best we can do for now?
    Krystoff
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    Post by Krystoff Wed Mar 17, 2010 11:14 am

    I have two immediate interrupts that allow me to shift 5. One that triggers when an enemy moves adjacent to me and one that triggers when I am damaged by an attack.

    Wow that is a lot of movement! I shift 5 and he had to move at least 5 before he got to me.

    Thia will go ahead and shift NE, N, N, N, N when he moves adjacent.and be prone out there. At least I am out of the range of the medusa for now.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed Mar 17, 2010 11:21 am

    Krystoff wrote:I have two immediate interrupts that allow me to shift 5. One that triggers when an enemy moves adjacent to me and one that triggers when I am damaged by an attack.

    Wow that is a lot of movement! I shift 5 and he had to move at least 5 before he got to me.

    Thia will go ahead and shift NE, N, N, N, N when he moves adjacent.and be prone out there. At least I am out of the range of the medusa for now.

    Yes, he has a lot of movement, but did a move, then can attack and move. Similar to the other gargoyles that can fly, then use flyby attack.

    Moving NE then 4N will put you in the hallway where the masks are. Did you want to leave the room?
    Krystoff
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    Post by Krystoff Wed Mar 17, 2010 11:29 am

    Yeah, I can't really get to the medusa right now and the red gargoyle can't be hurt so they are out as targets. I can see the ogre I am sure from every part of that hallway unless the gargoyle closes the door. Besides, now that I know its the mask hallway, I might try to use the masks to my advantage. Hopefully if he follows me in there the gargoyle gets lost in the maze of doors, I know I will =).
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    Post by Dwarmaj Wed Mar 17, 2010 11:36 am

    Here's the map after Thia shifted north:

    Heading south - Page 2 Playe205

    Candelos' turn, them Sonya...
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    Post by Krystoff Wed Mar 17, 2010 12:23 pm

    I wouldn't have been able to shift into one of the mouths would I? I forgot that the mouths were right next to the door as well as along the hallway. I believe I am one square of movement off.
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    Post by Dwarmaj Wed Mar 17, 2010 12:29 pm

    Yes, you're one square off...

    I can move you adjacent to either the east or west mask. Then you could shift next turn after you stand.
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    Post by Krystoff Wed Mar 17, 2010 12:43 pm

    Yeah I think that would be better. Lets try west.

    Thanks Ken!
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    Post by Dwarmaj Wed Mar 17, 2010 1:03 pm

    Krystoff wrote:Yeah I think that would be better. Lets try west.

    Thanks Ken!

    No problem.

    I've moved Thia next to the west mask and the gargoyle is adjacent to you to your east.

    Candelos' turn them Sonya....
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    Post by Mick Thu Mar 18, 2010 9:51 am

    Candelos will
    Move: Shift 1 space NE
    Free action: use power of the Reckless Sword to add +4 damage at -2 ac to himself
    Minor: Divine Strength to add +4 damage
    Standard: Martyr's Retribution & lost a surge

    Martyr’s Retribution Paladin Attack 5
    Daily ✦ Divine, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC, and you must spend a healing surge
    a modifier radiant damage.
    Hit: 4[W] + Strength modifier radiant damage.
    Miss: Half damage.

    I assume the +8 damage will still apply on a miss since I still do damage on a miss
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    Post by Teramotos Thu Mar 18, 2010 10:11 am

    Sonya's turn:
    Free Action: Open eyes
    Move Action: Stand from Prone
    Standard Action: Make Heal Check on Miri to give her + 2 on next save
    Minor Action: Might Heal someone or give someone a save, reviewing party's conditions.
    Free Action: Close Eyes again as I suspect the medusa is coming in from the east.


    _________________
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    Sonya Morecut (Human Warlord) - SG1
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    Post by Kenji Thu Mar 18, 2010 11:02 am

    Teramotos wrote:
    Free Action: Close Eyes again as I suspect the medusa is coming in from the east.

    Too bad you abandoned blocking the E door...
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    Post by Teramotos Thu Mar 18, 2010 12:31 pm

    Yep, I should have stayed over there.


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    Post by Dwarmaj Thu Mar 18, 2010 5:54 pm

    Mick wrote:
    I assume the +8 damage will still apply on a miss since I still do damage on a miss

    You total up all damage. On a miss you do half of the total, not half +8.



    Mick wrote:Candelos will
    Move: Shift 1 space NE
    Free action: use power of the Reckless Sword to add +4 damage at -2 ac to himself
    Minor: Divine Strength to add +4 damage
    Standard: Martyr's Retribution & lost a surge

    Martyr’s Retribution Paladin Attack 5
    Daily ✦ Divine, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC, and you must spend a healing surge
    a modifier radiant damage.
    Hit: 4[W] + Strength modifier radiant damage.
    Miss: Half damage.


    Candelos' turn:
    Move: shift 1NE
    Minor: use Divine Strength
    Free
    Standard: use Martyr's Retribution on the ogre
    MR 24 vs Ac miss. Total damage was 29+8 so the ogre takes 18hp of damage.

    Sonya's turn...
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    Post by Dwarmaj Thu Mar 18, 2010 6:04 pm

    Teramotos wrote:Sonya's turn:
    Free Action: Open eyes
    Move Action: Stand from Prone
    Standard Action: Make Heal Check on Miri to give her + 2 on next save
    Minor Action: Might Heal someone or give someone a save, reviewing party's conditions.
    Free Action: Close Eyes again as I suspect the medusa is coming in from the east.

    Sonya's turn:
    Move: Sonya opens her eyes and stands up.
    Standard: make a heal check on Miri ( rolls 8+8 ) and beats the DC15. Miri gains +2 to a save.

    Minor:???


    Current PC status is:
    Candelos 78/78hp with 13/14 surges
    Kaddim 72/79hp with 10/11 surges (slowed)
    Miri 58/58hp with 9/9 surges (immobilized)
    Sonya 50/66hp with 9/9 surges
    Thia 37/65hp with 7/7 surges (slowed, prone)

    Still Sonya's turn, then Kaddim
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    Post by Teramotos Thu Mar 18, 2010 6:45 pm

    With my minor, if Thia is within 5 squares, I'll do a Inspiring Word on her. I'll leave it up to Chris if he wants the extra 2d6 hits of healing or if he wants to make a save right now and potentially become immobilized.
    If Thia's not within 5 squares, I won't use my minor action this turn.
    Free Action: Close my eyes at the end of my turn.


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    Archemedies - (Githyanki Artificer) - Slave Ship
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    Post by Dwarmaj Thu Mar 18, 2010 7:28 pm

    Teramotos wrote:With my minor, if Thia is within 5 squares, I'll do a Inspiring Word on her. I'll leave it up to Chris if he wants the extra 2d6 hits of healing or if he wants to make a save right now and potentially become immobilized.
    If Thia's not within 5 squares, I won't use my minor action this turn.
    Free Action: Close my eyes at the end of my turn.

    Thia is more than 5 squares away and she's in another room out of sight. You are not able to affect her with any of your powers.



    Kaddim's turn...
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    Post by Dwarmaj Fri Mar 19, 2010 5:41 am

    Current map:
    Heading south - Page 2 Playe206

    Kaddim's turn...
    Ross
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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 Mar 19, 2010 6:44 am

    Lighning Lure on the Ogre, but I won't use the pulling ability, since there is no square I can place him in.


    _________________
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    Post by Dwarmaj Fri Mar 19, 2010 8:22 am

    Ross wrote:Lighning Lure on the Ogre, but I won't use the pulling ability, since there is no square I can place him in.

    Kaddim's turn:
    Standard: use Lightning Lure on the Ogre
    LL 27-2 (cover) vs Fort miss

    At the end of Kaddim's turn he rolls a 4 and becomes Immobilized (save ends).

    Notes:
    If the ogre does not have cover then you hit for 11hp of damage.
    I thought he has cover since you are around the corner from him, but reading the rules on PHB p280 I'm not sure. It could be that you have cover from him, but he doesn' have cover from you.


    Ogre's turn...
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    Post by Dwarmaj Fri Mar 19, 2010 8:27 am

    Ogre's turn:
    Standard: the ogre takes a swing at Candelos
    Flail 22-2(mark) vs Ac-2 miss

    Thia's turn, then Miri...
    Thia is currently slowed and prone

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