PDA

View Full Version : Adventure 01 : 04 The Chamber of Flame Unbound


Greebo
17th April 2009, 09:05 AM
http://www.primeaxiom.com/rpgt/scene.asp?ID=di728da5gqjngfjnlu4idngkdkc6xmt1qhzmt 15ymfzqq2bf83ov31r5rkhffth7

As the witching hour approaches, you descend into what you believe must be the lair of the vile creatures that have attacked the otherwise peaceful city of Brindol.

The flagstone floors echo slightly as you descend into what is clearly an entry chamber. The entire passageway is lined, floor to ceiling, with flagstone, and wooden beams support the ceilings at regular intervals. The ceiling rises from 10' high in the passageway and along the edges of the chamber, to 15' high in the center of the room.

Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Braziers flank double doors on the north wall. Two goblins with crossbows stand in front of that door. One of the goblins says, "Its about damn time! We've been waiting for you for hours!"

Urvi points out faint grooves in the floor that begin underneath the braziers and extend to the south wall.

Roll for Initiative

Asharad
17th April 2009, 09:14 AM
Initiative

Quervo
17th April 2009, 09:29 AM
go dice go

Sagar
17th April 2009, 09:58 AM
Initiative:

attriel
17th April 2009, 11:33 AM
Shere brings his flail around, ready for a fight

Kiir
17th April 2009, 11:44 AM
Urvi gribs her Great Axe ready for the fight.

Greebo
17th April 2009, 12:13 PM
Round 1
--> HG Soldier 27
Urvi 18
Shere 17
Duma 16
Goblin Shooter 14
Jacoby 10
Raj 9

The Hobgoblins, who you recognize to be soldiers (Urvi Nature +9 total 27) on full alert already, readying their flails, step forward in a near lock step, forming a Phalanx (+2 to AC), and providing cover for the goblins in the rear who are armed with hand crossbows.

The first, on the left, attacks Urvi, hitting (22) and striking for 9 points (Urvi: 9 dmg, 26 hp).

The second attacks Jacoby in similar fashion (19) and also strikes, but more solidly for 14. (Jacoby: 14 dmg; 11 HP; Bloodied)

27 HG Soldier 1 (0 dmg)
27 HG Soldier 2 (0 dmg)
--> 18 Urvi (9 dmg; 26 hps; 1 AP)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; 11 hps; 1 AP; bloodied)
9 Raj (0 dmg; 24 hps; 1 AP)

Sagar
17th April 2009, 12:17 PM
Ranged attacks, focus on gob 1.
AoE's, hit the hobs.

Quervo
17th April 2009, 12:51 PM
Jacoby missed in ini order at 10...

Greebo
17th April 2009, 12:55 PM
Jacoby missed in ini order at 10...

Oops, thought you were dead already... ;)

attriel
17th April 2009, 12:58 PM
OOC: Going to get lunch, but before I post my action:

How wide is the area we're in? two three ten people wide?

Trying to figure out what I can do based on being the rear guard. Can I move up and engage? am I forced into range until someone falls or moves? Are we bigger than a breadbox? Where are we on a map?

Greebo
17th April 2009, 12:59 PM
Moving to discussion thread.

attriel
17th April 2009, 01:37 PM
Tor Shere swears when Jacoby is struck. "Of course, coming through the door, the beasts are in front of us, grrrr"

Drawing on his anger, he strikes at the mind of the hobgoblin that struck Jacoby (Shared Madness: +4 vs Will, 1d10+4 psychic damage, equal damage tos econd target in vision)

Edit: Erk. 10 vs Will
If they have really lousy wills, then it's 10 damage to both hobs

Quervo
17th April 2009, 01:55 PM
Well it is either OA from each hobi for using a ranged ability in Melee, or OA from each hobi for moving out of melee....

For my action I will atempt to move back to F13 and will then use misdirected mark on hobi 2.

Kiir
17th April 2009, 01:55 PM
Urvi screams out, "For that hit you and your companion shall nurture the earth with your blood." (marked both hobgoblins) as she strikes out with her axe at the hobgoblin in front of her, calling on the strength of stone to help her (using Strength of Stone +6 vs AC, hit 1d12+4 damage and you gain temp hit points equal to con modifier so +4 temp hit points).

Greebo
17th April 2009, 02:07 PM
Urvi I need to know if you're readying one of your triggered attacks in the event that Jacoby moves and the Hobgoblins take the OA.

Greebo
17th April 2009, 02:14 PM
Round 1 Continues...
Urvi taunts the hobgoblins, and then swings her axe with deadly accuracy (25), but something less than deadly force (5).

Shere cannot seem to get eye contact on the hobgoblins, and his attempt to invoke madness fails. (10).

27 HG Soldier 1 (5 dmg; Marked: Urvi)
27 HG Soldier 2 (0 dmg; Marked: Urvi)
18 Urvi (9 dmg; 26 hps; 1 AP; 4 THP)
17 Shere (0 dmg; 28 hps; 1 AP)
--> 16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; 11 hps; 1 AP; bloodied)
9 Raj (0 dmg; 24 hps; 1 AP)

Kiir
17th April 2009, 03:17 PM
Urvi I need to know if you're readying one of your triggered attacks in the event that Jacoby moves and the Hobgoblins take the OA.


yes Warden's Fury (+6 vs Fort damage 1d12+4, combat advantage to me and allies till end of my next turn)

Asharad
17th April 2009, 05:28 PM
I will hit hobgoblin 1 with blades of astral fire

To hit: +4 vs reflex
Damage:1d6+4

Its a area 1 burst so hobgoblin 2 will be effected as well

To hit:+4 vs reflex
damage:1d6+5

Also, Uv and Jac get +5 to their AC until the end of my next turn.

Shiz
17th April 2009, 05:34 PM
Separate to hit rolls, one damage roll.

Sagar
17th April 2009, 05:56 PM
Since I have been boxed in by my own party, and since all but one of my attacks are close blast, I have only one option available.

I'll cast dragonfrost on HG1 (+5 vs Fort, 1d8+7 damage, push target 1 square- back)

Greebo
17th April 2009, 08:26 PM
Kiir - Opportunity action

Greebo
17th April 2009, 08:43 PM
Round 1 Continues...
Duma
Ash an area burst centered on urvi or jacoby would get the hobgoblins and give 4 party members the bonus, so I am ashuming you meant to do THAT... ;)
Duma invokes mystical, otherworldly energies which slash into both goblins (20, 22) for 7 points each. Even as your enemies reel in pain, the fire of the blades outlines all but Shere in a protective glow. (+4 AC to Urvi, Duma, Jacoby and Raj EONT Duma)

Goblins:
Goblin 1 steps out of place and pushes open the northern doors, then returns to his spot while the other Goblin giggles gleefully. Both then take aim at the injured Bard, smelling blood, and fire. (16; 27 vs AC18) One arrow strikes home for 6 points of damage. prepares to take action but before he can, the braziers in each corner of the room click to life, and slide south along the grooves.

Jacoby, undeterred, and seeking respite from the brutal assault, backs away the hobgoblins. Sensing an opportunity, they ignore the warning from Urvi and swing. (21, 24 vs 18AC)

Sensing her opportunity, Urvi unleashes a MASSIVE (Nat 20; crit) blast of furious energy against the first Hobgoblin, doing 16 full points of damage. Her inspired attack weakens the defenses of the Hobgoblin. Taking advantage of opportunity a second time, she swings, but is unsuccessful (17 vs fort).

The Hobgoblins, however, manage to complete their attacks. Both blows land (7 + 8=15) and Jacoby collapses, oblivious to the world, and not long for it.

Raj attempts to freeze the first hobgoblin, but his attack falls well short of the mark (14 vs Fort).

A bolt of fire leaps out of the western brazier and flies across the room, striking the eastern brazier, as both continue sliding along their stone paths.

Round 1 Ends. Begin Round 2
27 HG Soldier 1 (28 dmg; Marked: Urvi; bloodied)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
18 Urvi (9 dmg; 26 hps; 1 AP; 4 THP; +4AC EO-2 Duma)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP; +4AC EO-2 Duma)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying; +4AC EO-2 Duma)
9 Raj (0 dmg; 24 hps; 1 AP; +4AC EO-2 Duma)

Each Hobgoblin, laughing at their success in taking down the bard so quickly, turn their attention to the tall woman who glowers at them. They both swing (23; 10 vs AC 20) but only one connects, crushing Urvi (10; bloodied);

Round 2
27 HG Soldier 1 (28 dmg; Marked: Urvi; bloodied)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
--> 18 Urvi (19 dmg; 16 hps; 1 AP; 4 THP; +4AC EO-2 Duma; bloodied)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP; +4AC EO-2 Duma)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying; +4AC EO-2 Duma)
9 Raj (0 dmg; 24 hps; 1 AP; +4AC EO-2 Duma)

Quervo
17th April 2009, 10:44 PM
Dying...

Decrease, -11 Hp and dying

attriel
18th April 2009, 12:39 AM
Seeing the bard fall so rapidly, Shere winces. He immediately kneels down to do what he can with the wounds without getting too close to the hobgoblins

Edit: Honestly, I can't remember what Healing really does, but I'm guessing it heals. Or at least lets him die slower or something.

If I'm wrong and it's totally non-functional how I'm trying to use it, change my action to Radiant vengence, and it's vs Reflex

Sagar
18th April 2009, 09:00 PM
Heal allows you to give first aid as a standard action. DC10 allows the recipient to use second wind without having to spend an action.
DC 15 allows you to stabilize the dying. They no longer have to make stability checks.
DC 15 allows the recipient to make a saving throw immediate, or to get +2 to his next ST at the end of his/her turn.

Sagar
18th April 2009, 09:13 PM
If the bard is still down at my turn, I will move to his space and use tempest breath
(+5 vs ref, close blast 3, 2d6+7 acid damage, target can't get CA until EONT, I gain concealment until EONT)

If the bard's square is ocupado, I'll use dragonfrost on HG1 if it's alive or HG 2 if it's not. Dragonfrost: Range 10, +5 vs Fort, 1d8+7, push 1 square)

Greebo
18th April 2009, 11:04 PM
Dying...

Decrease, -11 Hp and dying

Making your save for death does not change your hit points. You remain at -10 hps, are unconscious, prone, and nothing else changes.

If you fail your death save 3 times, you die.

If you roll a 20 or better on your death save, you return to 0 hps, and then spend a healing surge.

Greebo
18th April 2009, 11:07 PM
Ok, so this is the situation:

Jacoby is prone, unconscious, and dying. Because he is prone, one of you can move into his position. If he recovers, he must have an unoccupied space to stand up into - either where he is now, or adjacent.

Greebo
19th April 2009, 08:58 AM
Since Urvi has indicated she's having an out of body experience today...

I forgot to include that Hobgob 1 has granted CA to you all until EO Urvi-2. My read on that is since she triggered her reaction in round 1, the CA only lasts until the end of her turn in this round.

Urvi will enact Stone's endurance (+5 resist to all damage, EONT; minor). She will then Bull Rush Hobgoblin 1. Str + 4 Attack vs. Fort (no modifiers for weapon), push target back 1 square and slide forward 1.

She will then use her action point (to maximize the use of CA from HG1) and attack with Strength of Stone on HG1 (Str + 6 vs. AC; 1W+4, gain 4 temp hps.

Rolling...

Greebo
19th April 2009, 09:08 AM
Round 2
27 HG Soldier 1 (28 dmg; Marked: Urvi; bloodied;)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
--> 18 Urvi (19 dmg; 16 hps; 1 AP; 4 THP; +4AC EO-2 Duma; bloodied)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP; +4AC EO-2 Duma)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying; +4AC EO-2 Duma)
9 Raj (0 dmg; 24 hps; 1 AP; +4AC EO-2 Duma)

Urvi roars and advances on the Hobgoblin in front of her, forcing him back (13 + 4 + 2(CA) = 19 vs fort; hit). Wrapping herself in protective powers of nature (+5 dmg resist EONT3-Urvi) she swings her axe at the same hobgoblin, but only JUST fails to pierce its defenses. (11 + 6 + 2(ca) 21 vs AC; miss).

You suddenly realize that the hobgoblins are aiding each other's defense! (Any hobgoblin adjacent to a hobgoblin ally gains +2 to ac).

Hobgoblin 2 CA to all ends.

Shere steps forward to shield Jacoby and render aid. Unfortunately, he is unable to stop the bleeding.

27 HG Soldier 1 (28 dmg; Marked: Urvi; bloodied; CA to all - EONT Urvi-2)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
18 Urvi (19 dmg; 16 hps; 1 AP; 4 THP; +4AC EO-2 Duma; bloodied)
17 Shere (0 dmg; 28 hps; 1 AP)
--> 16 Duma (0 dmg; 25 hps; 1 AP; +4AC EO-2 Duma)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11; +4AC EO-2 Duma )
9 Raj (0 dmg; 24 hps; 1 AP; +4AC EO-2 Duma)

Asharad
19th April 2009, 10:14 AM
I'll hit hobgoblin1 with avenging light.

To hit:+4 (unless it is granting m CA, in which case +6) vs fort
Damage:1d10+4

I'll also use preservers rebuke in this round, assuming any of us get hit by hobgoblin 2.

Greebo
19th April 2009, 10:34 AM
Avenging light does extra when the target is adjacent to a bloodied ally (Urvi).

Asharad
19th April 2009, 10:35 AM
It does. +2 more.

sorry, didn't realize she was bloodied.

Greebo
19th April 2009, 05:51 PM
Round 2 Continues...

27 HG Soldier 1 (28 dmg; Marked: Urvi; bloodied)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
18 Urvi (19 dmg; 16 hps; 1 AP; 4 THP; +4AC EO-2 Duma; bloodied)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP; +4AC EO-2 Duma)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11; +4AC EO-2 Duma )
9 Raj (0 dmg; 24 hps; 1 AP; +4AC EO-2 Duma)

Duma calls down retribution upon Hobgoblin 1 (21 vs fort; hit), and the Hobgoblin is punished for its sins (9; still bloodied).

Goblin shooter 1 and goblin shooter 2 take aim at Urvi and fire again. One misses. The other's crossbow nearly slips out of his hand and it also misses, but much more badly.

Jacoby bleeds...Roll save vs. death...

27 HG Soldier 1 (37 dmg; Marked: Urvi; bloodied)
27 HG Soldier 2 (7 dmg; Marked: Urvi)
18 Urvi (19 dmg; 16 hps; 0 AP; 4 THP; bloodied)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11)
-->9 Raj (0 dmg; 24 hps; 1 AP)

Greebo
19th April 2009, 05:53 PM
Raj - the situation has changed, so letting you change your action if you desire.

Quervo
19th April 2009, 07:13 PM
dying

Sagar
19th April 2009, 07:13 PM
With my dagger, I will wave an arc of fire out ahead of me from left to right. (Warning Urvi and Tor Shere to duck and trying to shoot over Jacoby's prone form).
Burning Spray (+5 vs REF, d8+7 damage, next melee attack to hit me before EONT takes 3 fire damage).

Tor, being closest, will get the roll of 1 + 5
Jacoby, being second closest, gets the roll of 3 +5
Urvi, gets next roll of 8+5
HG 2, gets the roll shown here.
HG 1 gets the roll shown here.

All take D8+7 damage. Based on the previous roll, that would be 14 points each for those hit.

Sagar
19th April 2009, 07:44 PM
HG 1 would get max damage of 15.

Greebo
19th April 2009, 08:09 PM
With my dagger, I will wave an arc of fire out ahead of me from left to right. (Warning Urvi and Tor Shere to duck and trying to shoot over Jacoby's prone form).
Burning Spray (+5 vs REF, d8+7 damage, next melee attack to hit me before EONT takes 3 fire damage).

Tor, being closest, will get the roll of 1 + 5
Jacoby, being second closest, gets the roll of 3 +5
Urvi, gets next roll of 8+5
HG 2, gets the roll shown here.
HG 1 gets the roll shown here.

All take D8+7 damage. Based on the previous roll, that would be 14 points each for those hit.

Very creative use of the earlier sucky dice. I like it.. ;)

Greebo
19th April 2009, 08:28 PM
Grrrr. Closed the wrong tab and lost the whole update.

As Jacoby struggles to cling to life, the braziers begin to move again.

Rajkelleran gambles with fate, and sends a blast of fire over friend and foe alike. Shere and Jacoby dodge the blasts (refs 13) but Urvi is too tall to duck in time (13 vs. ref 11) and suffers some serious burns (14 -5 (resistance) dmg, 2 remain) at the same time as one of the hobgoblins (22 vs ref; hit; 14 dmg). The other hobgoblin, however, happens to inhale just as the fire hits him. The flames sear his lungs (critical hit) and his last breath is of fiery oblivion (15 hps; dead) The remaining hobgoblin seems less well defended without his ally.

Almost as if in response to the flames, the braziers, completing their move to the south, shoot fire from the eastern brazier to the western.

http://www.primeaxiom.com/rpgt/scene.asp?ID=di728da5gqjngfjnlu4idngkdkc6xmt1qhzmt 15ymfzqq2bf83ov31r5rkhffth7

Round 2 ends. Begin round 3.
The hobgoblin, sensing a chance at revenge, roars and swings at Urvi. The blow only barely connects. (16 vs AC16) Urvi's magic softens the blow (9 - 5= 4 dmg; 3 remain; bloodied). Even as it connects, Duma, points at the Hobgoblin and declares, "Now you belong to Ioun." (Preservers rebuke, Duma +4 vs. this enemy; eont duma3)

27 HG Soldier 2 (21 dmg; Marked: Urvi; Duma +4 vs next attack eont duma 3)
-->18 Urvi (28 dmg; 3 hps; 0 AP; 4 THP; bloodied;+5 dmg resist EONT3-Urvi)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11)
9 Raj (0 dmg; 24 hps; 1 AP; Next melee hit against Raj takes 3 fire EONT-Raj 3)

attriel
19th April 2009, 10:06 PM
Posting for Urvi since she's out of town and I have no idea on her general ability for posting:

Urvi curses from the pains of Raj's blast, and screams in rage when the hobgoblin strikes into her. She steadies herself and stiffens her spine (Second Wind: 8hp, +2 defenses)

attriel
19th April 2009, 10:09 PM
Shere steps forward to stand over Jacoby, swearing at the hobgoblin (Oath of Enmity: I roll twice and choose my favorite for the attack), and brings down a retribution on the foul beast (Bond of Retribution: +6 vs ac, 1d10+4 dmg, if anything else attacks me, hob takes 2 radiant damage)

Attack: 22 vs AC
Damage: 13 damage

Greebo
19th April 2009, 10:31 PM
Round 3 continues...
Urvi catches her breath! (+8hps; bloodied; +2 all def EONT-Urvi4)

Tor Shere steps to the fore and vows undying hostility against the remaining hobgoblin. Swinging his flail, you wince in sympathy as it strikes solidly into the beast! (22 vs AC; 13 dmg; bloodied)


27 HG Soldier 2 (34 dmg; Marked: Urvi; bloodied; Retribution: Shere - EONT4-Shere)
18 Urvi (20dmg; 11 hps; 0 AP; 4 THP; bloodied;)
17 Shere (0 dmg; 28 hps; 1 AP)
--> 16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11)
9 Raj (0 dmg; 24 hps; 1 AP; Next melee hit against Raj takes 3 fire EONT-Raj 3)

Asharad
19th April 2009, 11:50 PM
I'll try to hit hobgoblin 2 with avenging light

to hit:+8 vs Fort (I used Preserver's rebuke since he hit somebody)
Damage:1d10+6

Quervo
20th April 2009, 05:54 AM
Rd 3

Jacoby is dead, see discussion

Greebo
20th April 2009, 06:48 AM
I'll try to hit hobgoblin 2 with avenging light

to hit:+8 vs Fort (I used Preserver's rebuke since he hit somebody)
Damage:1d10+6

Oops, so you did. Updating the previous post.

Greebo
20th April 2009, 06:53 AM
Rd 3

Jacoby is dead, see discussion

See discussion. Holding resolution of attacks for now...

Quervo
20th April 2009, 07:11 AM
Move along, nothing to see here... Just had a little accident, we will have it cleaned up soon... Move along

Greebo
20th April 2009, 09:57 AM
Round 3 continues

Duma invokes the name of Ioun and calls his vengeance upon the Hobgoblins. Heavenly light bathes (19 vs fort; hit) the hobgoblin in fire! (8 dmg; bloodied).

The Goblin sharpshooters again target Urvi with their hand crossbows and one bolts strike home (17, 18 vs AC16+2; 9 dmg - 4 THP = 5 hps lost; 6 remain) (finally rememberd to use up those THPs)

Jacoby remains unconscious, but his condition is unchanged. (Save vs. death)

27 HG Soldier 2 (42 dmg; Marked: Urvi; bloodied; ) (had wrong round)
18 Urvi (28 dmg; 6 hps; +2 all def EONT-Urvi4)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11; not dead despite rumors to the contrary)
-->9 Raj (0 dmg; 24 hps; 1 AP; Next melee hit against Raj takes 3 fire EONT-Raj 3)

Rajkelleran...

Sagar
20th April 2009, 10:40 AM
Chagrined at the trouble his AoE caused, Raj simply casts Dragonfrost on HG2. (+5 vs fort, 1d8+7 damage, push 1 sq)

As a free action, I'll say "Urvi! Drop back and heal Jacoby!"

Greebo
20th April 2009, 10:48 AM
Round 3

The braziers begin moving south again.

Rajkelleran somewhat sheepishly blasts a wave of cold air at the remaining Hobgoblin. He takes the blast in the chest, which solidifies. (18 vs Fort; 8 Damage; dead) The corpse falls backwards and fractures badly as it lands, leaving a real mess for someone to clean up later.

The braziers reach a new stopping point, and a blast of fire again flies across the chamber, from west to east this time.

Round 4 Begins

--> 18 Urvi (28 dmg; 6 hps; +2 all def EONT-Urvi4)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (0 dmg; 25 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (0 dmg)
10 Jacoby (14 dmg; -10 hps; 1 AP; dying@G11; not dead despite rumors to the contrary)
9 Raj (0 dmg; 24 hps; 1 AP; Next melee hit against Raj takes 3 fire EONT-Raj 3)

attriel
20th April 2009, 10:53 AM
Urvi will take a moment to kneel down (does that grant any bonus to defenses from smaller target?) and heal the bard

attriel
20th April 2009, 10:55 AM
Shere calls the vengeance of Sehanine down on the goblin on the left (Radiant Vengeange: +4 attack, 1d8+4 damage, +4THP)

Asharad
20th April 2009, 10:55 AM
I'll move to H9 and hit goblin 2 with avenging light.

to hit:+4 vs fort
damage:1d10+4

Greebo
20th April 2009, 11:28 AM
Round 4...

Urvi attempts to stabilize Jacoby, but is unsuccessful. (11 vs Stabilize Other DC15)

Shere's attempt to call divine power down upon one of the Goblin Archers is also unsuccessful. (10 vs. Reflex).

Duma moves forward, and fires a blast of energy at the right hand archer (20 vs. fort; hit) which sears its side. (11 dmg)

Sensing a more immediate threat, the archers turn their fire upon Duma. (16, 18 vs. ac) Two crossbow bolts appear in Duma's flesh (5 & 6; 11 total)

Jacoby groans audibly, and jolts into awareness of his surroundings. (Heal save 20; automatic surge use; regain 6 hps). He carefully gets to his feet.

18 Urvi (28 dmg; 6 hps; 0 AP; +2 all def EONT-Urvi4; Surges used: 1)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (11 dmg; 14 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (11 dmg)
10 Jacoby (14 dmg; 6 hps; 1 AP; Surges used: 1)
9 Raj (0 dmg; 24 hps; 1 AP; Next melee hit against Raj takes 3 fire EONT-Raj 3)

Jacoby...
[-]You are "mid turn". You used your move action to stand up. Your surge usage is automatic. If you wish to use another surge, that counts as your second wind, and you will still have a minor action remaining - for something like...majestic word? That'd let you and Urvi both heal this round.[/-] The DM is an idiot

Quervo
20th April 2009, 12:19 PM
I will second wind and majestic word on Urvi. Urvi heal surge +4 and can slide 1... will look at map to see if usefull. If Urvi wishes I will Slide her 1 into row 11 in either E, F , or G. her pick

Greebo
20th April 2009, 12:22 PM
@#*()$&

My bad. Saving throws are done at the end of your turn. I knew that too, demmit. More coffee needed.

Sorry, Jacoby - your turn ended with your save. :(

Greebo
20th April 2009, 12:22 PM
So... Raj...

Sagar
20th April 2009, 01:12 PM
Raj moves north to F7 and then casts dragonfrost at Gob 2. +5 vs Fort, d8+7 damage.

Question: Does the flame shoot back and forth or is it continuous? Does it go floor to ceiling or is it like a fireball going back and forth?

The push 1 effect will be away from the door (to I2).

Greebo
20th April 2009, 01:18 PM
It is a ball of flame that emanates from one brazier to the other. The ball of fire crosses the room once per round, at the end of the round. The height varies, and you sense it would be a bad idea to be between the braziers at the end of a round.

It's actually a rather impressive display. You suspect that impressive appearances more than threat were behind this particular contraption's conception.

Greebo
20th April 2009, 01:32 PM
Push must move the target away from you. From F7, the distance to H2 and I2 is identical (in 4E distance rules). Invalid action.

Greebo
20th April 2009, 01:49 PM
Sagar: DO you wish to skip the push, or pick a different place to stand to validate the push?

Sagar
20th April 2009, 02:12 PM
Just slam his head against the wall and I'll be happy :p

Greebo
20th April 2009, 02:19 PM
Round 4 wrapup.

The braziers, having reached the end of their tracks, now begin to travel north.

Raj moves to confront the enemy and unleashes another blast of cold, this one catching the goblin solidly in the mid section. (24 vs. Fort) The skin turns a dark blue green as it partially freezes. (11 dmg;

Another blast of fire crosses the room, from east to west.

End of round four.

Round 5

--> 18 Urvi (28 dmg; 6 hps; 0 AP; Surges used: 1)
17 Shere (0 dmg; 28 hps; 1 AP)
16 Duma (11 dmg; 14 hps; 1 AP)
14 Goblin Shooter 1 (0 dmg)
14 Goblin Shooter 2 (22 dmg; bloodied)
10 Jacoby (14 dmg; 6 hps; 1 AP; Surges used: 1)
9 Raj (0 dmg; 24 hps; 1 AP)

http://www.primeaxiom.com/rpgt/scene.asp?ID=di728da5gqjngfjnlu4idngkdkc6xmt1qhzmt 15ymfzqq2bf83ov31r5rkhffth7

Urvi, Shere, Duma ...

Sagar
20th April 2009, 02:49 PM
Someone run up and block the door so they can't escape.

Greebo
20th April 2009, 03:05 PM
Send Urvi - she's fighting fit! ;)

Kiir
20th April 2009, 03:23 PM
ooc: I don't have our books here at my parent's house. So I can't look up things in books easily *grin*.

Urvi still feeling her wounds decides descretion might be smart so she stays where she is rather then rushing either hobgoblin, she drops her axe and picks up her crossbow and shoots goblin 2.

Greebo
20th April 2009, 03:24 PM
The PDFs have most of your details, and if you have any questions, feel free to ask in the discussion thread before posting.

attriel
20th April 2009, 03:40 PM
Shere moves forward (G5) and calls vengeance down on the goblin on the right (Radiant Vengeance: +4 vs reflex, 1d8+4 radiant damage, +4 THP)

Attack: 22 vs Reflex
Damage: 7 Radiant

Greebo
20th April 2009, 03:50 PM
Urvi: These goblins have made a point of staying back and shooting at the party, not engaging in melee. Your innate knowledge of nature suggests that these goblin sharpshooters excel at ranged combat, and do less well at hand to hand melee.

Kiir
20th April 2009, 04:05 PM
In that case, change my action. Urvi will run to goblin 1 (space F2), shouting out "Die foul beast," and marking it. Once she reaches it, she will attack with her great axe using her stone attack.

Quervo
20th April 2009, 04:23 PM
Jacoby will move to F6,

Standard - Vicious Mockery +4 vs Will, d6+4 Psychic damage, rng 10, -2 att till end of next turn on Goblin 2

Now that your muscle is dead I guess it is time to reach out and touch someone.


Minor - Majestic Word Urvi, Surge +4

Greebo
20th April 2009, 04:27 PM
Nevermind...i should refresh more often

Greebo
20th April 2009, 04:36 PM
Round 5 - Staying alive?

Urvi raises her axe and runs at full speed to the goblin (granting CA, EONT Urvi 6). Her blade slices into the goblins flesh (20 (+6 not 4) vs. AC; hit), and blood splatters as the goblin cries out in pain. (13 dmg). Magical earthen energies surround Urvi in a protective shield (gain 4 temp hps)

Shere advances upon the eastern goblin, and divine power bursts around it (22 vs. reflex; hit), searing it with pain. (7 dmg) Shere also is encompassed in protective force (4 temp hp).

18 Urvi (28 dmg; 4 thp; 6 hp; 0 AP; Surges used: 1; )
17 Shere (0 dmg; 4 thp; 28 hp; 1 AP)
--> 16 Duma (11 dmg; 14 hp; 1 AP)
14 Goblin Shooter 1 (13 dmg)
14 Goblin Shooter 2 (29 dmg; bloodied)
10 Jacoby (14 dmg; 6 hp; 1 AP; Surges used: 1)
9 Raj (0 dmg; 24 hp; 1 AP)
http://www.primeaxiom.com/rpgt/scene.asp?ID=di728da5gqjngfjnlu4idngkdkc6xmt1qhzmt 15ymfzqq2bf83ov31r5rkhffth7

Duma...

Shiz
20th April 2009, 04:48 PM
Running = -5 to hit. Sorry.

Greebo
20th April 2009, 04:49 PM
What?? How the hell did I miss that?! I swear I looked up run and it said no such thing...


Well, ****. DM screwup again. Urvi got lucky. Mainly cause the -5 would only put her at 1 below her required to hit anyway so EFF it this time. No change to outcome other than Urvi almost missed.

Asharad
20th April 2009, 04:59 PM
I'll avenging light goblin 1.

To hit:+4 vs fort
Damage 1d10+6 (cause urvi is bloodied)

Greebo
20th April 2009, 05:09 PM
Duma invokes an avenging light onto the left hand goblin, hitting (12 vs fort) and causing it some serious pain (13 dmg; bloodied).

Both goblins, sensing their impending doom, make a break for freedom and survival. Goblin 1 shifts north east into the doorway and, closing it behind him, disappears from sight. The second goblin, not wanting to get too close to Urvi, moves toward the eastern door, flings it wide, and runs away down the hallway revealed beyond. (2 double moves - 1 double shift, 1 double normal, no OA's provoked afaik).

18 Urvi (28 dmg; 4 thp; 6 hp; 0 AP; Surges used: 1; )
17 Shere (0 dmg; 4 thp; 28 hp; 1 AP)
16 Duma (11 dmg; 14 hp; 1 AP)
14 Goblin Shooter 1 (26 dmg; bloodied)
14 Goblin Shooter 2 (29 dmg; bloodied)
--> 10 Jacoby (14 dmg; 6 hp; 1 AP; Surges used: 1)
9 Raj (0 dmg; 24 hp; 1 AP)

Jacoby, your target is gone. You/raj may move to pursue in this round if you choose, or combat will end.

Sagar
20th April 2009, 05:13 PM
I had moved up last round. This round, I will move to the east door, open it and, if I see a goblin, blast it with Dragonfrost. (+5 vs Fort, 1d8+7 damage, push 1).

If I don't see a goblin, I'll try to put a dagger in the groove to stop the east brazier from moving.

Greebo
20th April 2009, 05:17 PM
East door was left open, N door was closed, FYI. Working out logistics now.

Greebo
20th April 2009, 05:21 PM
I will tell you what you see after we hear from Jacoby since you're after him and still in combat. But here's the map now to mull over. :)

Quervo
20th April 2009, 07:04 PM
i just move to f6 and heal urvi surge +4, I will not persue. If combat ends I will use song of healing, all surges used are +4hps, I will use 1 myself at +10hps.

Greebo
20th April 2009, 07:40 PM
Round 5 wrap up...
Jacoby moves to render assistance to Urvi and invokes a Majestic Word. Urvi regains health (8 + 4 bouns; 12 total)

The braziers move again.

Raj moves as if to pursue one of the escaped goblins, but does not leave the room. Through it he sees a 10 foot wide corridor decorated in the same flagstone in this room. The corridor turns northwards shortly after the exit of the room.

18 Urvi (28 dmg; 4 thp; 18 hp; 0 AP; Surges used: 2; )
17 Shere (0 dmg; 4 thp; 28 hp; 1 AP)
16 Duma (11 dmg; 14 hp; 1 AP)
14 Goblin Shooter 1 (26 dmg; bloodied)
14 Goblin Shooter 2 (29 dmg; bloodied)
10 Jacoby (14 dmg; 6 hp; 1 AP; Surges used: 1)
9 Raj (0 dmg; 24 hp; 1 AP)

Round 5 ends. Round 6? To be determined...

Greebo
20th April 2009, 07:40 PM
The party must now decide - does combat continue with you in pursuit of one or both goblins, or do you stop here, and risk the alarm being sounded.

Asharad
20th April 2009, 08:24 PM
I don't think we can reasonably catch them both.

Sagar
20th April 2009, 09:41 PM
We did a lot of damage to the gobs. Do we want to let them recover and have them reinforce the next groups of gobs? They are wicked with ranged attacks.

Let's go north and see if it meets with the east hall.
But don't stand in front of the braziers.

Asharad
20th April 2009, 09:47 PM
Quick search of the hobgoblins? Or no?

Quervo
20th April 2009, 10:09 PM
Yeah quick search, it is reasonable to say we lost our chance to stop an alarm

Greebo
20th April 2009, 10:13 PM
Quick search will grant you a short rest, and end combat.

attriel
20th April 2009, 10:28 PM
Shere walks back and starts rifling the corpses

Greebo
20th April 2009, 10:35 PM
Ok - Combat ends.

Urvi (28 dmg; 18 hp; 0 AP; Surges used: 2; )
Shere (0 dmg; 28 hp; 1 AP)
Duma (11 dmg; 1 AP)
Jacoby (4 dmg; 6 hp; 1 AP; Surges used: 1)
Raj (0 dmg; 24 hp; 1 AP)

Greebo
20th April 2009, 10:41 PM
Oh no!

A blast of fire passes across the room again, flying just south of Urvi and north of Raj!

The braziers are still moving and firing! You CAN'T rest here!!!

Round Psyche 1!
Same initiative order. Now what?

Asharad
20th April 2009, 11:06 PM
I don't understand what we are in combat with.

Sagar
20th April 2009, 11:35 PM
The braziers are still moving. They toss fireballs back and forth over the area we are "resting" in.

Disheartened, I'll move back south to the hobgoblins and help check them out.
Looking for loot and for clues of any kind.

attriel
20th April 2009, 11:40 PM
Shere will walk towards the brazier on the right, making sure not to end in it's path, and examine the mechanism, looking for what is generating the fireball, what is causing them to move, or any way to stop them.

Greebo
21st April 2009, 04:35 AM
A little more specific on your destination square please, Tor Shere.

And we don't need to stick exactly to initiative order actually since its basically you vs. the moving fire pits that shoot fire at the end of each round. So - 1 action per person per round, any order.

Quervo
21st April 2009, 05:48 AM
we can rest in the room just have to all be south of the brazier's or rest after we shut it down.

Jacoby will use theivery to try and shut it off...

Greebo
21st April 2009, 06:58 AM
There is no visible mechanism moving the braziers. You see no connection between them and the ground other than their legs. The grooves in the stone floor simply seem to have been made by the dragging of the braziers legs over the stone countless times.

They appear, instead, to be controlled by magic. They move, they stop, and they move again, each in perfect synchronization with the other.

Sagar
21st April 2009, 07:40 AM
Close the doors - that should stop the braziers.

Greebo
21st April 2009, 07:43 AM
As soon as the door clicks home, the braziers immediately slide north to their original starting point, and stop. No more bouts of fire erupt, much to Urvi's relief, as she was standing in the line of fire.

NOW combat ends.

Short rest available. Report # of healing surges used, surge value, and total hps restored. Include Jacoby's +4 to healing bonus in your totals please.

Quervo
21st April 2009, 09:24 AM
Jacoby will use 2 for +20hps

6+20= max hps at 25

6 surges remaining 1ap remaining

attriel
21st April 2009, 09:24 AM
Urvi stands with the group and patches her wounds (1 surges, 8+4 hp = 12 hp)

attriel
21st April 2009, 10:52 AM
Shere continues searching the corpses ....

Greebo
21st April 2009, 10:54 AM
Sorry my dmg #'s were off...fixed
Urvi (5 dmg; 30 hp; 0 AP; Surges used: 3)
Shere (0 dmg; 4 thp; 28 hp; 1 AP; Surges used: 0)
Duma (0 dmg; 14 hp; 1 AP; Surges used: 0)
Jacoby (0 dmg; 25 hp; 1 AP; Surges used: 3)
Raj (0 dmg; 24 hp; 1 AP; Surges used: 0)

Jacoby - your 20 heal used 1 surge, so that's 3 total used, leaving 5.
Urvi used 2nd wind, + 1 heal from Jacoby, +1 at rest, also 3 used, leaving 10

Greebo
21st April 2009, 11:03 AM
This room is obviously intended as an entry room, and was designed apparently to impress those coming to pay respects. The room clearly is being used by the Goblins as a guard point, so it is devoid of any living accommodations and the decorations are ornamental, and presumably valueless.

The heavy doors have simple latches on both sides, but no actual locking mechanisms. The doors swing both ways.

The corpses of the hobgoblins themselves carry no money. They were equipped in scale armor, wielding flails and wearing shields. The shields and armor are decorated in the red hand symbol (upside down again) on just about every available surface, but are otherwise unremarkable.

Asharad
21st April 2009, 11:14 AM
I know we basically understand what the red hand symbol is, but I might as well do a history check.

Greebo
21st April 2009, 11:49 AM
10 years ago, when the Red Hand Army invaded the region of Elsir Vale, the emblem of the Red Hand was an upright hand, emblazoned quite carefully, once, on armor, shields and uniforms.

This new emblem, however, seems rather over-zealously applied, and it's upside down as well, making it similar but not at all identical to the original symbol.

Greebo
21st April 2009, 12:03 PM
The iron bound doors each bear a plaque. The west door says, "To Von Urstadt". The north door, "To Rivenroar Family", and the eastern doors say, "To Von Jallach".

Asharad
21st April 2009, 12:33 PM
History on those names (I'm like a walking encyclopedia).

I'll roll three times, just in case. Just take them in order.

Greebo
21st April 2009, 12:57 PM
Asharad:
We've already discussed the 2nd name. You recall hearing the first name in conjunction with the second, once or twice. You do not recall the third.

Asharad
21st April 2009, 01:02 PM
Duma says:

"I can quite distinctly remember hearing the name Rivenroar before. I know that the family died out many many years ago - well before the first attacks of the Red Hand. I also recall that the family of Rivenroar was rumored to lead a local cult of Vecna. The other names I vaguely remember hearing in conjunction with the Rivenroar family."

Asharad
21st April 2009, 01:28 PM
I forgot I was wounded. I'll use a surge which will get me to 20 hps.

Greebo
21st April 2009, 01:31 PM
Thats ok, so did I. And you forgot Jacoby's +4 so you actually end at 24.

Urvi (5 dmg; 30 hp; 0 AP; Surges used: 3)
Shere (0 dmg; 4 thp; 28 hp; 1 AP; Surges used: 0)
Duma (1 dmg; 24 hp; 1 AP; Surges used: 1)
Jacoby (0 dmg; 25 hp; 1 AP; Surges used: 3)
Raj (0 dmg; 24 hp; 1 AP; Surges used: 0)

Sagar
21st April 2009, 01:52 PM
Shall we go east?

attriel
21st April 2009, 04:41 PM
"East? Or should we move towards Rivenroar, which Duma has explained surprisingly clearly?"

Sagar
21st April 2009, 05:02 PM
Remember, when we open the north door, the flames shoot.

So we should open a east or west door first and let the flames move out of the way before we go standing in front of the north door to open it.

Other than that, I am fine with North.

attriel
21st April 2009, 05:05 PM
"If we open the Eastern door, we might as well pursue that path. We shall go east, before Sehanine grows impatient with us."

Greebo
21st April 2009, 05:11 PM
East it is!

Kiir
21st April 2009, 05:15 PM
Urvi rolls her eyes moves to the East door and states, "We'll go this way. Let's go."

Greebo
21st April 2009, 05:16 PM
The hallway through the east door leads you into a passageway which quickly turns north. Illuminated by torches at regular intervals, you can see that the passageway quickly becomes a long, rising stairwell of flagstone.

Beyond the stairs you see a dim blue glow that fills the air.

Sagar
21st April 2009, 05:22 PM
Let's proceed with caution and as silently as possible. At the bottom of the stairs, we'll pause to look for traps. Moving up the stairs, we will pause midway (as soon as one of us can see over the edge and carefully check the area - trying not to appear in the stairway as big targets.

Quervo
21st April 2009, 06:53 PM
Theivery check +6 for the check at bottom of stairs

Greebo
21st April 2009, 07:22 PM
Peering into the room, from about 10' away from the entrance (and about 8 feet down, so that only Urvi can peek her head up and over), she sees a dark room - no torches - but on the floor is a blue, glowing rectangle of arcane and disturbing symbols, 20' x 20' in the center of the room. The light from that dimly glowing is not enough to light the entire room, and Urvi only sees dark shadows around the edges of glowing lights.

http://www.primeaxiom.com/rpgt/scene.asp?ID=lh8dgq9qwjhm3yittr7kavuxhea6gllrbgzyq 7ropbqcfhp9g5e5d6gs6lt6lrcq

Asharad
21st April 2009, 07:34 PM
Can I see the symbols well enough? If I can't, I'll edge forward until I can (but I won't get right up on them).

Greebo
21st April 2009, 07:38 PM
See revised map. You mean about like that? You, also, do not have low light vision.

You either need to provide a light source, enter the room, or have someone with better low light vision have a look.

attriel
21st April 2009, 07:40 PM
Didn't everyone heal?

Shere looks over the ledge after Urvi identifies the lack of light.

Asharad
21st April 2009, 07:43 PM
See revised map. You mean about like that? You, also, do not have low light vision.

You either need to provide a light source, enter the room, or have someone with better low light vision have a look.


I said I'd edge forward until I could see them. If they are glowing they are giving off their own light. That's what glowing means!

Also, understanding that if there are boogies in the dark they can see me.

Greebo
21st April 2009, 07:48 PM
I'm sorry, I misunderstood. You want to see the SYMBOLS...yes you can see them just fine, just not beyond their faint glow.

The symbols spell out "Von Jallach" in a phonetic alphabet sometimes used by wizards

The group also notices that over the lintel at the top of the stairs, in the dim light coming from the bottom of the stairs, you can just make out the words, "Von Jallach Family Tomb"

Every few seconds, the blue runes pulse with a sinister looking light.

Asharad
21st April 2009, 08:02 PM
feel free to click on the spoiler as if I told ya'll.

attriel
21st April 2009, 08:06 PM
Shere gestures back to the original room for talking, suggesting that they might be less over-hearable whilst we discuss tactics ...

Sagar
21st April 2009, 09:45 PM
Well, there was no goblin corpse so we must be able to get by this.

attriel
21st April 2009, 10:01 PM
If we can observe the shadowy forms, maybe we can take shots at them, maybe take an early lead in the fight?

Because I think it's safe to assume that the goblin came through here, and since he's not laying dead in the middle of the floor, the shadowy forms are more likely to be on his side than ours.

I say we shoot first.

Sagar
21st April 2009, 10:15 PM
I saw a description of "dark shadows" .. I didn't see anything about forms...

attriel
21st April 2009, 10:20 PM
Huh, now that you mention it, I don't see it either. I was sure I'd seen it before ...

Well, OK then, shall we move into the room?

Greebo
21st April 2009, 11:08 PM
If you are moving, I'll assume reforming standard order. I''ll also need to know about light sources.

Quervo
22nd April 2009, 09:01 AM
Jacoby can hold a light source, lantern, torch, sunrod. Just tell me what i am holding. Also does lowlight reveal anything new? (half elves can see better in less light than devas.)

Greebo
22nd April 2009, 09:36 AM
Your adventurer's kit contains a backpack, bedroll, flint & steel, belt pouch, two sunrods, 10 days of trail rations, 50 feet of hempen rope and a waterskin. Sunrods shed bright light up to 20 squares for 4 hours.

The party is currently not holding any light sources in the open because the prior hallway was illuminated. (DM Assumption)

Low light vision, and apologies, I see Shere also indicated he was looking.

Yes, on the far end of the room, on the outer edges of the dim light cast by the runes, Jacoby and Shere can both see clusters of small, fierce looking lizards. They seem to be watching the entryway from a distance, as if awaiting something.

Quervo
22nd April 2009, 10:11 AM
ok we now know we have some little critters waiting in the shadows.. we could close the door and go the other way... or have lizard ka-bobs... you guys pick, if go after the lizards I will crack a sunrod BEFORE we enter.

Greebo
22nd April 2009, 10:21 AM
Jacoby: You are equipping a longsword and light shield.
How do you propose to hold a sunrod?

Asharad
22nd April 2009, 10:22 AM
Jacoby: You are equipping a longsword and light shield.
How do you propose to hold a sunrod?

In his teeth!

Greebo
22nd April 2009, 10:23 AM
Ok but there will be a -5 to all mockery attempts, and he's already struggling with those...

Asharad
22nd April 2009, 10:24 AM
In order to move this along, Duma will crack a sunrod and then throw it to the far side of the room.

Greebo
22nd April 2009, 10:27 AM
NOW? Or when you enter?

Asharad
22nd April 2009, 10:33 AM
Now, I guess.

When I enter it will be all dark around me. Duma is all stoic and all, but doesn't relish mucking around amougnst the lizards in the dark.

So I'll pitch it in from here.

Greebo
22nd April 2009, 10:34 AM
I'll take that as your cue to enter the room.

Asharad
22nd April 2009, 10:42 AM
Yeah, I'm saying I will stand back and throw the sunrod into the room.

From outside the room.

Like Jim's Magic Coin, execpt with a sunrod.

attriel
22nd April 2009, 11:01 AM
See, shadowy forms. I think we should have shot them unannounced