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Greebo
3rd April 2009, 02:51 PM
Shadow Walk - On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn.

If we're initiating combat, like we may be now, and I'm approaching, can I activate Shadow Walk prior to combat and enter the fray already concealed?

Quervo
3rd April 2009, 02:53 PM
Yes

Sagar
3rd April 2009, 05:56 PM
I really don't want to go into the dig just yet. Want to try to bluff Agrid back up out of the hole?

We can call him back up to show him some diagrams our master found back in town.

Shiz
3rd April 2009, 06:00 PM
We should all be full health, btw, on the map.

I am off for happy hour and a train ride home.

Moonshadow
3rd April 2009, 06:03 PM
I am highly suspicious of the whole situation. Our master disappeared here and I'm not coming out til one of you screams or I begin to feel stupid hiding in a tree.

Sagar
3rd April 2009, 06:12 PM
I agree.. stay put, Moon.

Greebo
3rd April 2009, 08:38 PM
As far as I'm concerned, Greebo has failed his wisdom check on this.

Greebo
3rd April 2009, 09:59 PM
We should all be full health, btw, on the map.


Yeah what he said.

EricStratton
3rd April 2009, 10:29 PM
We should all be full health, btw, on the map.
Fixed it.

Sagar
3rd April 2009, 11:52 PM
I am highly suspicious of the whole situation. Our master disappeared here and I'm not coming out til one of you screams or I begin to feel stupid hiding in a tree.

I think we scream now.

As best we can, let's gang up on mobs like we would do in EQ. It really does help to cut them all the way down as quickly as possible.
Oh, and the guys up top.. keep the halflings occupied so we don't have them raining sling stones down on us.

noptov52
4th April 2009, 12:29 AM
Oh, I'm gonna do more the keep them occupied.

Moonshadow
4th April 2009, 01:42 AM
I am totally sleeping in tomorrow so if there is a flurry of action in the AM, here are my plans.

if the named and 2 humans fall asleep - leave them there and help Jagged and Rend with the halflings, moving out to J14 for an angle one them

if they are merely slowed which is more likely - toss down a freezing cloud where it will do the most damage then kill the first one that charges me.

If everything else is taken care of OR Greebs/Maz/Sagar are in trouble, move in to assist them with the drakes.

Does the 5x5 rubble provide cover btw?

EricStratton
4th April 2009, 12:06 PM
Someone remind me what we in Group 3 decided on WRT Sleep. Assuming the mob fails its first saving throw rendering the mob unconscious. Does the next saving throw save bring them back to slowed and they must roll another saving throw against Slow? Or does it bring them right back to normal?

EricStratton
4th April 2009, 12:07 PM
Does the 5x5 rubble provide cover btw?
No, the dark terrain is difficult but no cover.

The boulders and trees provide cover.

Sagar
4th April 2009, 01:30 PM
Someone remind me what we in Group 3 decided on WRT Sleep. Assuming the mob fails its first saving throw rendering the mob unconscious. Does the next saving throw save bring them back to slowed and they must roll another saving throw against Slow? Or does it bring them right back to normal?
Fail first save and go to sleep.

First save, no longer asleep (but still groggy)
Second save, no longer slowed.

EricStratton
4th April 2009, 09:41 PM
/ooc I don't know what you are looking at. You only get your CHA mod. It is an implement power so if you have a +X implement then you add X to your attack rolls. Like a magic weapon.
He was looking at the power cards in his character sheet. It *is* a little confusing but basically, Greebs, it's saying that you're using your rod as an implement for the spell. And you're getting +3 to the attack roll (but as of now that's all coming from your CHA).

Greebo
4th April 2009, 10:41 PM
Ok, its +3 then, not +6 --- what I'm looking at is the very confusing text from the Character Creator

http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=1608&stc=1&d=1238895568
But I guess it's figuring in my cha bonus and that's it.
Yep, I used the CC to add in a Rod +1 and it bumped it up to +4. Editing original post.

EricStratton
4th April 2009, 10:56 PM
Soliciting opinions:

Greebo (a warlock) wants to curse bad guy #1 (in below map). Curse requires that the target be the mob closest to you. Simple geometry tells us that bad guy #2 is closer than #1. But as far as 4e distances rules go, they are both 2 squares away. Can Greebo curse bad guy #1?


.12.
....
..G.

Sagar
5th April 2009, 12:23 AM
It specifically says closest. 2 is closer.

noptov52
5th April 2009, 12:32 AM
Sorry about the delay, I decided to go into DC and see the cherry blossoms. I should have put a message up here. If you need to, feel free to attack with Jagged in the future to keep things moving.

Quervo
5th April 2009, 07:32 AM
But ES is correct, both 1 and 2 are equal distance from Greebo at 2 squares. So I would say he could target either with curse.

2 squares is 2 squares no matter which way you look at in 4e

Greebo
5th April 2009, 08:34 AM
But ES is correct, both 1 and 2 are equal distance from Greebo at 2 squares. So I would say he could target either with curse.

2 squares is 2 squares no matter which way you look at in 4e

That was my thinking...the PH, p273, doesn't say that distance is measured using geometry, but by counting squares.

Moonshadow
5th April 2009, 10:13 AM
I would agree with Greebo. As far as 4e in concerned they're the same distance so it would be casters choice.

EricStratton
5th April 2009, 10:57 AM
I can get to the boss if I leap off, but I'm not sure that I can do a charge with a 15 foot jump in the middle of it. I kinda assumed that would interrupt the charge. Jagged has good athletics, but is not trained or skilled in acrobatics.
This got more complex than I was hoping but here's how we can handle the charging over a cliff.

If you fail the fall (DC 15) check while charging, you land, take 1d10 dmg, and make it to Agrid but lose your momentum (the +1 attack roll bonus).

If you succeed, you successfully charge Agrid and avoid any falling dmg.

Alternatively you can use a move action to get down into the crater (still making a DC 15 check for dmg from the fall) and then charge from there.

As for how you get down there, you could go to H8 and to K5.

EricStratton
5th April 2009, 11:02 AM
That was my thinking...the PH, p273, doesn't say that distance is measured using geometry, but by counting squares.
True, it does spell out what "distance" is. Ok, he gets to curse it.

Greebo
5th April 2009, 12:26 PM
Yay for rules lawyering +3 :D

EricStratton
6th April 2009, 12:40 PM
While I'm at the gym, can anyone find anything on barbarian rages ending due to death? Or, when Jagged is revived, does his rage continue?

Greebo
6th April 2009, 12:43 PM
Death does end Barbarian Rage.

Unconsciousness, however, I don't know.

Sagar
6th April 2009, 12:47 PM
Last round, I was trying to figure out how to get to Jagged. Problem is, I don't want to leave Maz alone with 3 mobs. I was really hoping to knock one out before leaving, but I think I need to make a move.

Can I step up onto the ramp and run off of it with no problem?
Specifically move back to S12 (giving OA), R12 to M12 (running, move 1)
L12-l6 (running, move 2), healing word - jagged (minor)

alternately, could I
Std - attack Drake 1
Move - Move back and west
Action Point - Move north
minor - healing word.

And we need to do something about that halfling. He is wicked dangerous.

Quervo
6th April 2009, 12:48 PM
It doesnt say BUT most powers are ended by death/unconsiousness.

IE my Swordmage Warding is ended under those conditions.

Greebo
6th April 2009, 12:59 PM
I can't find any explicit text on it either but I'd agree w/ Q - If you pass out, it's hard to stay pissed off...

noptov52
6th April 2009, 01:02 PM
Unless you intentionally binge drink to pass out, because you are angry about something. Then you'd probably still be pissed off when you woke up.

Quervo
6th April 2009, 01:17 PM
that is if you can even remember what you were dring for in the first place, binge drink, passout, hangover 4daSuxxor

Shiz
6th April 2009, 01:26 PM
I thought I read somewhere that Rages end with unconsciousness, but I cannot find it anywhere.

EricStratton
6th April 2009, 02:26 PM
Last round, I was trying to figure out how to get to Jagged. Problem is, I don't want to leave Maz alone with 3 mobs. I was really hoping to knock one out before leaving, but I think I need to make a move.

Can I step up onto the ramp and run off of it with no problem?
Specifically move back to S12 (giving OA), R12 to M12 (running, move 1)
L12-l6 (running, move 2), healing word - jagged (minor)

alternately, could I
Std - attack Drake 1
Move - Move back and west
Action Point - Move north
minor - healing word.

And we need to do something about that halfling. He is wicked dangerous.
Yes, you can run off from R12 to M12 no problem. It's a gradual slope going down 15' over the course of 25'.

The halfling is getting super lucky. Every time, his Stone Rain has managed to recharge (and there's only a 33% chance of it happening).

EricStratton
6th April 2009, 02:27 PM
For now, if/when Jagged is revived, he'll keep his Rage. When I have a bit more time, I'll do more research on it for next time.

Sagar
7th April 2009, 08:17 PM
Jagged, maybe you should regen or SW (if you can). Right now, a good splat will take you out again.

noptov52
7th April 2009, 08:21 PM
Eh, with regen Jagged is up to 9, that sounds pretty good. Should I try to land on top of Agrid (bull rush?)

Greebo
7th April 2009, 08:36 PM
!NO!

Sagar
7th April 2009, 10:05 PM
Eh, with regen Jagged is up to 9, that sounds pretty good. Should I try to land on top of Agrid (bull rush?)

You could face up to 15 damage from the fall.

Moonshadow
7th April 2009, 11:25 PM
Sorry Sagar :( I missed that.

Shiz
8th April 2009, 12:41 AM
Agrid is dead, take the long way. You can move twice instead of attacking.

EricStratton
8th April 2009, 11:32 AM
Sorry about putting the wrong round # and a bad map link. That's what I get for trying to rush out some moves before quitting for the night. Map link has been updated.

Minor tip - bookmark the map each encounter. I've found that very useful in Sagar's campaign.

Greebo
8th April 2009, 12:02 PM
I'm finding if you use the same scene, updates appear automatically when you refresh

DinbinFanfoom
8th April 2009, 04:17 PM
I'm finding if you use the same scene, updates appear automatically when you refresh
Yes, only need to re-bookmark when you move to a new scene. Same link remains for a given scene, even after chars leave it. (You'll see an empty room with the old link)

Shiz
8th April 2009, 04:34 PM
I am SOOO tempted to train Acrobatics next level, but I don't expect cliff diving to be a regular event!

Eric, that was a cool way to handle my jump. You were generous with the DC15, but giving Agrid a chance to save was a great way to make the jump doable but not overpowered. Too bad he failed!

EricStratton
8th April 2009, 06:06 PM
I am SOOO tempted to train Acrobatics next level, but I don't expect cliff diving to be a regular event!

Eric, that was a cool way to handle my jump. You were generous with the DC15, but giving Agrid a chance to save was a great way to make the jump doable but not overpowered. Too bad he failed!
Wish I could say it was my idea. Since I'm so new to DM'ing I decided to consult w/ a DM much wiser than me. Not finding one online, I consulted w/ Greebo and he helped me work that out. I too think it was a fun way of doing it. I'm really glad you liked it. :D

Quervo
8th April 2009, 06:28 PM
But Shiz nothing does say you couldnt use to drop off a balcony, and tree branch , hell maybe even have a encounter power call Death from Above made... they are not THAT hard to come up with ... i could have it up for dm approval tomorrow. would be based off a level one power so it wouldnt be kill but it could knock target prone if hits, lots of power have side effects

DinbinFanfoom
8th April 2009, 06:33 PM
Creativity like this helps the flow of the game, and most GM's encourage it. Not to mean that some of the attempts won't fail spectacularly, however, but inititative is usually rewarded somewhat.