View Full Version : Group 4: Part 5 - The Keep
EricStratton
22nd April 2009, 06:02 PM
Rend sneaks on down. The stairway consists of finely crafted stone, perhaps the work of dwarves. A breeze chills Rend to the bone as he takes each step down. The flicker of torchlight spills from a room at the bottom of the stairs.
Halfway down Rend notices the strong smell of unwashed bodies. He sneaks down the rest of the way into a 30'x30' pillared room. A hallway branches to the East and another to the West. Rend looks past a goblin down a third southern hallway into what looks like another room. ...Goblin? Rend looks at the goblin...the goblin looks at Rend - It's hard to tell who is more startled.
Roll initiative.
Note that the stairs are 20' (4 squares long). The tan brick tiles, for now, represent a tile with a pillar in it. The pillars provide cover, are affixed quite securely to the floor and ceiling, and appear to be in good shape.
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Following Greebo's example and adding an overall map complete w/ fog of war.
Moonshadow
22nd April 2009, 06:07 PM
Initiative I hope I gots some!
Sagar
22nd April 2009, 06:22 PM
init -1 I really need to work on that.
Quervo
22nd April 2009, 06:24 PM
init +1
DinbinFanfoom
22nd April 2009, 06:32 PM
init -1 I really need to work on that.
OOC: Dex probably should never be a dump stat. And the "improved init" feat is... very good.
noptov52
22nd April 2009, 06:38 PM
Let's get it on!
Edit.... but real slow like, real slooow.
Greebo
22nd April 2009, 06:59 PM
Initiative. I'll probably get the 20...
Oh good. I didn't! :D
Shiz
22nd April 2009, 09:22 PM
Init +3
EricStratton
22nd April 2009, 10:59 PM
Start of Round 1:
Rend....
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend
Quervo
Cilene
Goblin 1
Sagar
Jagged
Greebo
Shiz
22nd April 2009, 11:08 PM
Cull the Herd (beast form), Range: 5, +5 vs WIL, 2d8+5, Hit: pull the target 3 squares
Move to K7 to get in range then attack.
Bah.
noptov52
22nd April 2009, 11:12 PM
/free action "By the spirit of Ackbar, this smells like a trap."
Shiz
22nd April 2009, 11:54 PM
Yeah after reading about Group 5 getting cornered I am suspicious. Try Lightning Lure, Maz.
Quervo
23rd April 2009, 10:04 AM
have to be within 3 for lure...
Maz will Move to L7 right next to rend, and take total defence as a standard action, +2 all defences
Greebo
23rd April 2009, 10:06 AM
Waiting till the goblin moves to determine action.
Moonshadow
23rd April 2009, 11:02 AM
Round 1
Move: move to L 4
Standard: Using Ghost Sound, from L13 in a conversational tone I say "Boo"
EricStratton
23rd April 2009, 02:32 PM
Round 1:
Rend attempts to lock eyes with the goblin but the goblin keeps avoiding eye contact.
Mazirith moves down the stairs (to L7) and takes a defensive stance (+2 to all DEF until SONT-round2).
Cilene moves down the stairs some and conjures a friendly "Boo" from behind the goblin. From deeper down the hallway you hear "What, Mderg?"
The Goblin yells "I said Boo! Wait, no I didn't. Intruders!!" Then he grabs one of the javelins from off his back and hurls it at Mazirith. The javelin misses hitting the ground next to Maz. Then he retreats a bit (to K15).
To the East, another goblin appears. He hurls a javelin at Mazirith. The shot's a good one, getting past both the column Maz was hiding behind and Maz's defensive stance (23-2 (cover) vs 19+2 AC) and impaling the swordmage's leg (31-8=23 HP).
From behind the first goblin, three more goblins appear - two with crossbows in hand, one with a javelin at the ready. The javelin thrower's aim is poor and the glorified sharpened stick clatters off the wall of the hallway never reaching Mazirith, its intended target. The crossbow wielding goblins both fire their weapons at Mazirith. *ThunkThunk* Both bolts slam into Mazirith (25,21 vs 19+2 AC) bloodying him (23-5-5=13 HP, bloodied).
Sagar....
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend
Goblin Sharpshooters
Mazirith (13/31 HP, bloodied; +2 to all DEF until SONT-round2)
Cilene
Goblin 1
Goblin 2
Goblin 3
Goblin 4
Goblin 5
Sagar
Jagged
Greebo
Greebo
23rd April 2009, 02:34 PM
How far down the stairs do we need to be to have line of sight?
EricStratton
23rd April 2009, 02:37 PM
How far down the stairs do we need to be to have line of sight?
The stairs are pretty steep and the ceiling low. You need to come down to at least the last squares of stairs (where Rend currently is). The observant observer might notice I allowed Cilene's Ghost Sound down the hallway. Since it doesn't require any sort of roll I assumed she bent way down or maybe just reached down and blind fired it.
Greebo
23rd April 2009, 02:38 PM
But...but...there's a DOG there!
Shiz
23rd April 2009, 02:47 PM
Rend should be at K7.
OA question: does one offer an OA if you circle a target but never actually disengage.
For example, if Rend moves to P8 and continues around the goblin to R9, does that provoke an OA?
noptov52
23rd April 2009, 02:48 PM
Eager to engage, but without the desire to be a pincushion, Jagged darts forward and takes cover behind a pillar (move to M6 and total defense).
How dark is it in the tunnels - can Jagged see reasonably well or is a sunrod needed?
Shiz
23rd April 2009, 02:58 PM
M7 is a ppillar. You cannot move there.
Sagar
23rd April 2009, 03:02 PM
Move to L5.
(Minor) Healing word on Maz (surge +3+d6)
(Std) Mobs are out of my limited range move to I6 behind the pillar.
noptov52
23rd April 2009, 03:03 PM
M7 is a ppillar. You cannot move there.
M6
EricStratton
23rd April 2009, 03:46 PM
Rend should be at K7.
OA question: does one offer an OA if you circle a target but never actually disengage.
For example, if Rend moves to P8 and continues around the goblin to R9, does that provoke an OA?
1. I totally missed your move. Thanks.
2. Yes. An OA occurs any time you leave a square adjacent to an enemy. But he'd only be allowed on OA on your turn.
Eager to engage, but without the desire to be a pincushion, Jagged darts forward and takes cover behind a pillar (move to M6 and total defense).
How dark is it in the tunnels - can Jagged see reasonably well or is a sunrod needed?
The room you're in is brightly lit by torches along the walls.
M7 is a ppillar. You cannot move there.
Actually, I'm working on a tile to replace the tan stone tile (I thought I'd have it done by now saving me from explaining but I ran into an ftp issue). That tile will be one of the gray stone tiles but w/ a pillar in it. The reason I'm making the pillar a tile and not an avatar is so that you can move into that square. My thinking is that the pillars don't take up the entire 5'x5' square so you can go move into that square and benefit from the pillar's cover. Sorta like moving into a bush or tree square. So I'll allow Jagged's M7 move.
EricStratton
23rd April 2009, 04:12 PM
Round 1 con't:
Sagar moves down the stairs (L5), says a Healing Word for Maz (13+14=27 HP, 10/11 surges, no longer bloodied), and then keeps moving into the corner behind the pillar (I6).
Eager to engage, but without the desire to be a pincushion, Jagged darts forward and takes cover behind a pillar readying his defenses (M7 and +2 to all DEF until SONT-round2).
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend
Mazirith (27/31 HP, 10/11 surges; +2 to all DEF until SONT-round2)
Cilene
Goblin 1
Goblin 2
Goblin 3
Goblin 4
Goblin 5
Sagar (1/2 Healing Words)
Jagged (+2 to all DEF until SONT-round2)
Greebo
Greebo
23rd April 2009, 04:18 PM
Sorry ...
Move: To K5
Minor: Curse Goblin 2
Attack: Eldritch Blast +3 vs. Ref; 1d10+3 +1d6 curse
Greebo
23rd April 2009, 04:19 PM
Yay, a 10 after cover.
EricStratton
23rd April 2009, 04:24 PM
Round 1 con't:
Greebo rushes down the stairs (K5), curses Goblin 2, and then flings an Eldritch Blast into the wall (10 vs REF).
End of Round 1
Rend
Mazirith (27/31 HP, 10/11 surges; +2 to all DEF until SONT-round2)
Cilene
Goblin 1
Goblin 2 (Cursed by Greebo)
Goblin 3
Goblin 4
Goblin 5
Sagar (1/2 Healing Words)
Jagged (+2 to all DEF until SONT-round2)
Greebo
Round 2:
Rend...
Shiz
23rd April 2009, 04:57 PM
Pounce (beast form), +5 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+6 vs REF).
Minor: Anything special about the pillars? I don't trust them (Perc +9).
Std: Charge Goblin 2 by going around and behind Jagged, ending at P9.
Move: shift to Q8
I have Asharad disease!
Is N7 to O8 a one square move? I don't need to do this but I might later.
EricStratton
23rd April 2009, 05:06 PM
Is N7 to O8 a one square move? I don't need to do this but I might later.
No, these corners cannot be cut.
Greebo
23rd April 2009, 05:16 PM
What about N7 to M8? The columns?
EricStratton
23rd April 2009, 05:22 PM
What about N7 to M8? The columns?
Yes, that's fine. The columns don't restrict any sort of movement. They aren't difficult terrain. They just provide cover.
Greebo
23rd April 2009, 05:27 PM
Buncha slackers!
Greebo
23rd April 2009, 05:28 PM
Out for the evening. Turning control over to the DM.
Will roll up a new character for tomorrow... ;)
Shiz
23rd April 2009, 05:37 PM
I don't get it. What?
EricStratton
23rd April 2009, 06:03 PM
I don't get it. What?
I recently discovered and read about the Tomb of Horrors D&D module. So in just a turn or two I'll be turning this into the Keep of Horrors. Good luck. ;)
Quervo
23rd April 2009, 06:12 PM
will move to J11 and use Lure on Goblin 1
+4 vs fort, 1d6+4 Lightning dmg, pull to K11
Minor, mark Gob1
Sagar
23rd April 2009, 06:16 PM
I recently discovered and read about the Tomb of Horrors D&D module. So in just a turn or two I'll be turning this into the Keep of Horrors. Good luck. ;)
Bastard.. I was gonna run that for you guys.
:lowrazz:
Awesome dungeon...
And a world renown death trap.
Moonshadow
23rd April 2009, 06:23 PM
Round 2
Move: L5
Standard Action: Cast Freezing Cloud on L15
Freezing Cloud
Area burst 2 within 10 squares
Miss: Half Damage
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Quervo
23rd April 2009, 06:33 PM
DOH i am so sorry, I just dragged Gobo 1 out of your spell and wasted your 20, unless the dm will alow you shift the rolls down and drop the last one.
Shiz
23rd April 2009, 07:03 PM
The 20 will be preserved.
Moonshadow
23rd April 2009, 07:07 PM
DOH i am so sorry, I just dragged Gobo 1 out of your spell and wasted your 20, unless the dm will alow you shift the rolls down and drop the last one.
My mistake too - I didn't see that effect on your attack, but thanks :D
EricStratton
23rd April 2009, 10:57 PM
Bastard.. I was gonna run that for you guys.
:lowrazz:
Awesome dungeon...
And a world renown death trap.
If it helps I'm sure I didn't read ALL the spoilers for it. But I do know a few "definitely don't do that"s. :lowlol:
EricStratton
23rd April 2009, 11:03 PM
Std: Charge Goblin 2 by going around and behind Jagged, ending at P9.
In order to charge you MUST take the most direct route to the target. I don't have time to do a full round of combat tonight so I'll let you have until tomorrow afternoon (I've got to drop Ethan at daycare and then go to PT until around noon) to decide if you want to keep the route or the charge.
Shiz
23rd April 2009, 11:39 PM
Pounce (beast form), +5 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+6 vs REF).
Minor: Anything special about the pillars? I don't trust them (Perc +9).
Move to N8 by going around and behind Jagged.
Std: Charge Goblin 2, ending at P9.
I have Asharad disease!
Is N7 to O8 a one square move? I don't need to do this but I might later.
Fixed
EricStratton
24th April 2009, 02:54 PM
Round 2 - Revenge of the Goblins!
Rend moves around behind Jagged, lines up his attack, and then charges Goblin 2! He goes to leap into the air but steps on his own tail tumbling ass over tea kettle to land at the goblin's feet. The goblin takes a step back (goblin ability: shift to R9).
Mazirith, really displeased with the number of projectiles protruding from his body, decides he's had enough. He gets that look on his face and then marches across the room. He hasn't taken two steps, though, when the floor drops out from beneath him and he falls prone into a 10' pit dug into the floor (but he's able to cushion himself from most of the fall (27-1=26 HP). From above Maz hears the goblins burst out laughing. Suddenly he's buried by a swarm of rats (22 vs 19 AC)! They bite and claw and bite some more (26-9=17 HP)! A few of them have even managed to cling on to him nibbling continuously (3 ongoing dmg, save ends). Maz manages to stand up (Standard Action. Let me know if this isn't what you want to do. Or if you want to do anything else.) and shake the rats off him (20 = save) (used your 20 as your save. Sucks, I know, but I'm trying to stay consistent.).
Cilene moves down the stairs more (L5) and casts Freezing Cloud (on L15). Goblin 1 takes the brunt of the blast (13 dmg), while Goblins 3 and 5 are chilled to the bone (10 dmg each). Goblin 4 is able to put a sweater on fast enough to avoid most of the pain (5 dmg).
Goblin 1 is blasted by cold again (23 vs FORT; 13+12=25 dmg, bloodied) bloodying him. He pulls another javelin off his back and hurls it across the room at Greebo. His aim is good (17 vs AC) and the javelin comes to a stop lodged within Greebo's side (30-7=23 HP). Then he turns and runs into the room and heading East.
Goblin 2 also equips a javelin. He throws his at Rend (17 vs 15 AC) nailing the wolf (25-8=18 HP). He too runs but to the South and out of sight.
Goblin 3 sees more of his skin flake off due to the extreme cold and blood starts to flow (16 vs FORT, 10+8=18 dmg, bloodied). Following his friend's lead he flings a javelin at Greebo which scores an almost perfect hit (25 vs AC) but Greebo's armor absorbs most of the damage (23-3=20 HP). Getting out of the cold, he turns and follows Goblin 1 to the east.
Goblin 4 and Goblin 5 both shiver and shake from the cold blood pouring from both (22,22 vs FORT; 5+11=16 dmg, bloodied; 10+9=19 dmg, bloodied). They decide to go for Cilene, the cause of all their pain. One crossbow bolt whizzes past her ear but the other one connects (26-5=21 HP). Realizing they've literally been left alone in the cold, they head back south and east as well.
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Mazirith (17/31 HP, 10/11 surges)
Cilene (21/26 HP; FC daily used; cloud lasts until EONT-round3)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (1/2 Healing Words)
Jagged (+2 to all DEF until SONT-round2)
Greebo (20/30 HP)
Greebo
24th April 2009, 03:04 PM
Move to K7
Curse rat swarm
Eldritch blast on rat swarm
+3 vs. Ref : 17
1d10+3+1d6 curse: 4 + 3 + 5 = 12
noptov52
24th April 2009, 03:14 PM
Move to L12, Total Defense (again, *sigh*)
Greebo
24th April 2009, 03:30 PM
Threw in a perception check too
I found my hand.
Shiz
24th April 2009, 04:32 PM
Let's get Maz out of the pit, kill the rats and take the east corridor.
Greebo
24th April 2009, 04:33 PM
Lets kill the rats then get maz out of the pit.
Shiz
24th April 2009, 04:37 PM
Nature check on rat swarms, +9.
Really need to do this every time we see a new monster.
Greebo
24th April 2009, 04:41 PM
So you're like, the rat master.
You're the Rat King!
EricStratton
24th April 2009, 04:44 PM
Threw in a perception check too
You don't see anything new in the room.
Nature check on rat swarms, +9.
Really need to do this every time we see a new monster.
Yeah, you guys really do. And rolling a 20 each time sure helps.
You know that the rat swarm is actually made up of a dozen or so rats all climbing over each other in a seething mass of fur, teeth, and claws. You know that, as a swarm, they take less damage from melee and ranged attacks but more from close and area attacks. And you read once that these rats can hurt you just by being next to them (aka starting your turn adjacent to them). In fact, your knowledge of rats is so deep you know that they have weak Fortitude and Will.
Sagar
24th April 2009, 04:56 PM
Sagar steps carefully to the edge of the pit (move to K7), cast a lance of faith at the rats (+3 vs Ref, 1d8+3 damage), and give a healing word to Maz (surge +3 + d6).
Moonshadow
24th April 2009, 05:00 PM
Holding Round 3 til I see what happens with Maz's turn
EricStratton
24th April 2009, 05:23 PM
Round 2 con't:
Sagar carefully steps to the edge of the pit. Maz looks up at him with a sad, puppy dog face. Sagar takes aim at the mass of rats and fires a lance right into the center of them. He hits but only nicking a couple of rats (4 / 2 = 2 dmg). Then he gives his second and last Healing Word to Maz healing the swordmage completely (31 HP).
Jagged, confused to find both he and his axe still unbloodied, moves to the edge of Cilene's ice cloud and readies his defenses (+2 to all DEF until SONT-round3).
Greebo moves next to Sagar (J7). Then curses and blasts the rat swarm catching a couple of the vermin (2+12/2=8 dmg).
End of Round 2
EricStratton
24th April 2009, 05:24 PM
Round 3 - Where'd they go?
Rend...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Rat Swarm (8 dmg; Cursed by Greebo)
Mazirith (31/31 HP, 9/11 surges)
Cilene (21/26 HP; FC daily used; cloud lasts until EONT-round3)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (2/2 Healing Words)
Jagged (+2 to all DEF until SONT-round3)
Greebo (20/30 HP)
Greebo
24th April 2009, 05:24 PM
Rinse and repeat until maz or the rats are dead.
Either one... ;)
Shiz
24th April 2009, 05:46 PM
Rend stays where he is, looking east. He will ready a charge+Pounce if a goblin comes around the corner.
Quervo
24th April 2009, 07:42 PM
Maz will attempt to climb out of the pit...
If the swarm hits me on the OA and bloodies me the second roll already shows my +1 and the -5.
EricStratton
24th April 2009, 09:57 PM
Round 3:
Rend stands guard where he is looking east and is prepared to charge and pounce on any bad guys he sees.
The rats swarm all over Maz again but he's able to swat them away with easy (8 vs 19 AC).
Before Maz can act the rats swarm all over him again this time just able to get under his armor (19 vs 19 AC) and they chomp away (31-8=23 HP). A couple of the buggers are still in Maz's pants biting away.
Before Maz can act the rats bite him in the most sensitive of places (23-3=20 HP). Then Mazirith goes to climb out of the pit and the rats take the opportunity to attack again but Maz kicks them away as he makes his way out of the pit (13 vs 19 AC; 21 vs DC; to N8) and readies his defense. Maz attempts to pull the rats out of his pants but he's unable to (save failed = 4).
Where do you want to be, Quervo?
And what was that about -5 and +1? I didn't understand that.
Cilene...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP; Ready: Charge+Pounce)
Rat Swarm (8 dmg; Cursed by Greebo)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round4)
Cilene (21/26 HP; FC daily used; cloud lasts until EONT-round3)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (2/2 Healing Words)
Jagged (+2 to all DEF until SONT-round3)
Greebo (20/30 HP)
Quervo
24th April 2009, 10:20 PM
Move action to climb out, 1/2 speed while climbing so 2 squares for ever 5 ft, 4 to get out of pit and 2 to get to N8
Standard action Total Defense...
Greebo
24th April 2009, 10:25 PM
Why a second climb check? Do you mean if they knocked you down and you had to try again?
EricStratton
24th April 2009, 10:40 PM
Why a second climb check? Do you mean if they knocked you down and you had to try again?
Yeah, that's what it was. I didn't realize climbing rules were so complex. Yeesh.
Sagar
24th April 2009, 11:12 PM
Sagar decides to continue to fish in a barrel and casts a lance of faith at the rats (+3 vs Ref, 1d8+3 damage),
Moonshadow
25th April 2009, 02:09 AM
Round 3
Move: Step forward to L7
Standard: Cast Scorching burst on K9 (area 1, either stays within pit or hits full area, either way only rats in the way)
Minor: I HATE vermin!
Greebo
25th April 2009, 05:57 AM
Round 3
Minor: I HATE vermin!
I think you get to hate vermin for free. ;)
EricStratton
25th April 2009, 05:05 PM
Round 3 con't:
Cilene steps to the edge of the pit and tries to cast Scorching Burst on the rats but the spell fizzles as it leaves her hand. But for good measure she spits on them from above.
Looking almost like the swarm of rats four goblins swarm out into the southern room. Two of them fling javelins at Jagged, two of them shoot crossbows. Already being in a defensive stance, Jagged is able to avoid one javelin and grab one of the crossbow bolts right out of the air (22, 16, 25, 15 vs AC). The remaining javelin and crossbow bolt pierce his armor and skin (31-(3+11)=17 HP). (Wow, nice call on using Defense.)
Sagar continues picking on the rats Lancing them with his Faith (8+9/2=12 dmg).
Who gets the +2 to hit?
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP; Ready: Charge+Pounce)
Rat Swarm (12 dmg; Cursed by Greebo)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round4)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (2/2 Healing Words Used)
Jagged (17/31; +2 to all DEF until SONT-round3)
Greebo (20/30 HP)
Greebo
25th April 2009, 06:17 PM
Would a +2 get me to hit? I doubt a 13 will hit...rat reflexes...how good can they be?
Shiz
25th April 2009, 06:26 PM
"Guys, do your best to get out of missile fire. Come over to me. Don't bother engaging them."
noptov52
25th April 2009, 06:47 PM
Jagged looks dubious, but turns about and moves to O9 and drops into a defense stance.
So tempted to charge the gobbos, *sigh*
Greebo
25th April 2009, 08:16 PM
Nature check - what kind of goblins are these?
Er...they're goblins, right?
EricStratton
25th April 2009, 09:29 PM
Nature check - what kind of goblins are these?
Er...they're goblins, right?
You recognize the three goblins that were throwing the javelins as goblin warriors and the two crossbow wielding guys as goblin sharpshooters.
EricStratton
25th April 2009, 10:35 PM
Would a +2 get me to hit? I doubt a 13 will hit...rat reflexes...how good can they be?
For the record, I'm not going to tell you. But I would like Sagar to give me a name.
Greebo
25th April 2009, 10:38 PM
For the record, I'm not going to tell you. But I would like Sagar to give me a name.
Damn. I tried. ;)
Moonshadow
26th April 2009, 12:20 AM
Oh boy what a day, hopefully I can end it by killing some rats. You guys are not going to believe the weekend report
Round 4
Standard action: Scorching Burst on the rats
Move action: Feystep to O8
Sagar
26th April 2009, 12:32 AM
Greebo :)
Moonshadow
26th April 2009, 12:43 AM
Greebo :)
OMG shameless manipulation works?
/makes a note
Sagar
26th April 2009, 12:02 PM
OMG shameless manipulation works?
/makes a note
It's called communication and teamwork :p
EricStratton
26th April 2009, 12:43 PM
Round 3 con't:
Jagged lets out a low sigh and falls back keeping his defensive stance (move to O9).
Greebo, with the help of Sagar's god, hits the rats with his Blast of Eldritch energy (12+14/2=19 dmg, bloodied) knocking out enough rats to bring them down to less than half their starting number.
End of Round 3
EricStratton
26th April 2009, 12:44 PM
Round 4 start:
Rend...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP; Ready: Charge+Pounce)
Rat Swarm (19 dmg, bloodied; Cursed by Greebo)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round4)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (2/2 Healing Words Used)
Jagged (17/31; +2 to all DEF until SONT-round4)
Greebo (20/30 HP)
Quervo
26th April 2009, 12:59 PM
Maz will move to N11 and go total defense. I am not about to charge those goblins and be a pin coushin
Greebo
26th April 2009, 01:30 PM
"Go! Tend to the goblins! I'll clean up the filth and join you shortly!"
Rinse, repeat.
Eldritch Blast +4 (bloodied) vs. Ref; 1d10 + 3 + 1d6(curse)
20 vs. Ref
17 dmg (/2 = 8 dmg)
Shiz
26th April 2009, 04:00 PM
Round 4:
Rend throws a Chill Wind into the pit at K9, pushing the rats south.
Chill Wind, Area Burst 1 within 10, +5 vs FOR, d6+1, hit: you slide the target one square.
"Keep moving to this corridor if possible!?"
EricStratton
26th April 2009, 10:24 PM
Round 4:
Rend yells to his team "Keep moving to this corridor if possible!?" and then throws a Chill Wind into the pit (19+6+5(area effect vuln)=30 dmg, bloodied) pushing the rats south.
The rats scramble and scurry and start to head up the wall making it up 5'.
Mazirith moves into the corner of the room (N11) and takes a defensive stance.
Cilene stays on the pit ledge and fires a ball of flame down on the rats. The fiery sphere hits; the rats ignite and start popping like little firecrackers (dead). Her disgusting work done, she teleports across the room to the eastern passageway while Greebo teleports to the south some (I10) becoming harder to see (concealment).
The goblins...will move tomorrow.
Greebo
26th April 2009, 10:28 PM
Asking if Greebo teleports is like asking if Rend ****s in the woods in wolf form.
To I 10 please
Greebo
27th April 2009, 10:24 AM
Oh - concealment with that teleport btw.
And look at Sagar, standing there like a short, plump target!
Shiz
27th April 2009, 10:32 AM
"I still argue we should pull back around to the southeast."
Greebo
27th April 2009, 10:37 AM
"We don't know what's down there - the north passage may be our only line for retreat. I'd rather not be a hero sandwich all the same, thanks!"
Shiz
27th April 2009, 10:56 AM
"Maz is in a good position. We just need to engage up close."
Greebo
27th April 2009, 11:03 AM
"So what are we arguing about?"
noptov52
27th April 2009, 11:25 AM
"Mmm, sandwich."
Sagar
27th April 2009, 11:27 AM
I feel so exposed!!!
Greebo
27th April 2009, 11:36 AM
I feel so exposed!!!
This week on Pay Per View - Dwarves Gone Wild! See party loving dwarves expose themselves - its a whole new meaning to "Dwarven Underground"!!!
Omg I just threw up a little in my mouth coming up with that...
EricStratton
27th April 2009, 11:36 AM
Round 4 con't - Go Goblins Go!
The Goblins. Oooooh, the Goblins. The four of them start drooling at the site of the exposed cleric. The two warriors even exchange a quick high five.
Then they quickly grab another javelin from their backs and fling them at Sagar. Almost immediately after you see their hair flip up from the two crossbow bolts flying past them from behind. Sagar is stuck by one of the javelin and one of the crossbow bolts (14, 18, 15, 18 vs 16 AC). The javelin gets him high, the bolt gets him low (27-7-6=14 HP) almost bloodying the little guy.
Then you see the goblin warrior on the left break left (West) and the one of the right break right (East). Both sharpshooters break right (East).
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP; Ready: Charge+Pounce)
Rat Swarm (dead)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round5)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (14/27 HP; 2/2 Healing Words Used)
Jagged (17/31; +2 to all DEF until SONT-round4)
Greebo (20/30 HP)
Greebo
27th April 2009, 11:43 AM
Bastards...
Ok, move to J11. If I'm not mistaken, that gives me superior cover but anything in K or L 17 is completely exposed to me.
Ready action - trigger: a goblin moves into sight
Interrupt: Minor action - curse it if it's not already cursed
Eldritch blast on target
+3 (4 if bloodied) vs reflex. 1d10 + 3 + 1d6 dmg (curse).
Reset initiative to just below the goblins
Shiz
27th April 2009, 11:48 AM
"Why is everyone just standing at the end of a hallway waiting for them to run out of ammo? Charge them or we try and go around."
Quervo
27th April 2009, 12:00 PM
i couldnt make the charge last round... I wasnt going to be 2 sqrs short and target practice for no reason.
Rd 4
Maz will move to L15
Once ES tells what we can see now I will finish my round...
noptov52
27th April 2009, 12:06 PM
Move to S9, look down the hallway. Rest of my turn depends on what I see. Also, perception check for traps or anything unusual.
Shiz
27th April 2009, 12:28 PM
"Follow Maz in then. He will need support."
Sagar
27th April 2009, 12:59 PM
Sagar will move to J11, ready an attack, and make a sound like a wounded and helpless cleric to try to draw the gobs out.
"OOooo my leg!! Guys? GUYS!?! Come back! DON'T LEAVE ME HERE ALL BY MESELF!.. COME BACK!!!!!"
Greebo
27th April 2009, 01:04 PM
I'll add my own shout:
'Leave the stupid dwarf - he's always weighing us down anyway!'
Assisting the bluff if I can do that as a free action ...
19 --- +2 to sagar's bluff?
noptov52
27th April 2009, 01:05 PM
"Forget the fat dorf, let's run for it!"
Assist Bluff
Shiz
27th April 2009, 01:20 PM
Jagged, want to move to M10 or N10?
Round 5:
Rend will move to R9 and peer around the corner (minor, Perception check, Stealth check) and then the N9 (std) assuming he doesn't see any threats.
If he sees a threat, I might re-think the move to N9.
noptov52
27th April 2009, 01:23 PM
Eh, not really, no.
Moonshadow
27th April 2009, 02:17 PM
Round 5
Move: L10
Ready: Magic Missile
Trigger: First mob to step into K or L
Greebo
27th April 2009, 02:32 PM
Muttering is a free action. ;)
EricStratton
27th April 2009, 05:01 PM
Sagar will ... ready an attack
Come on, Mr. DM, let's hear you get specific.
Greebo
27th April 2009, 05:05 PM
Come on, Mr. DM, let's hear you get specific.
Picky picky picky! ;)
Sagar
27th April 2009, 05:12 PM
I didn't think the bluff would work.
If it does, I'll do a Righteous Brand (+5 vs AC, 1d12+5 dam, +3 to hit to Rend).
If I don't get to use it this round, by gosh I want to save it for later! :p
Greebo
27th April 2009, 05:14 PM
I think there's an automatic +10 to "bluff average goblins into going after what looks to be an easy dwarf kill" on account of racial emnity
Sagar
27th April 2009, 05:52 PM
True.
Most dwarves would fall for it in the reverse. Neither race thinks the other is smart enough to make a ruse like that :p
EricStratton
27th April 2009, 06:10 PM
Round 4 con't:
Sagar cries, "OOooo my leg!! Guys? GUYS!?! Come back! DON'T LEAVE ME HERE ALL BY MESELF!.. COME BACK!!!!!" Greebo and Jagged play along adding to the bluff.
Down the hall you hear four distinct annoyingly high pitched goblin voices: (Numbers were chosen at random. :D)
1: "*giggle* I'm going to finish him off!"
2: "Shut up, you idiot, he's not hurt."
3: "He's lying!"
4: "Fat, lying dwarf!!"
1: "YOU shut up! You just want to kill it but I'M going to kill it and eat it and give you none!"
4: "Stupid, fat, lying dwarf!!"
Then Sagar limps south and spots two of the goblins. From around the corner of the room he can sort of see one of the warriors (Warrior 2 - cover) and barely see the other one (Sharpshooter 2 - superior cover).
Sagar pretends to ignore the mobs and puts on a good show - he grimaces and lets his leg collapse as he falls against the south wall and out of sight. Then with his back against the wall, he quietly stands back up and readies Righteous Brand.
Jagged moves to the hallway entrance (S9), looks south, and sees...a curtain. A big, thick tapestry hangs from the ceiling. In fact, it looks so big and thick you can't see past it and you're pretty sure passing through it will be difficult (2 squares of movement to pass through the curtain).
Jagged looks around and doesn't see any traps or anything of the like.
Jagged reacts in an oh-so-barbarian manner and just cuts the curtain down opening up the southern room to his view. It looks like this is used as a storage room. There are a bunch of boxes and crates stacked all over. They don't provide any cover but are a pain to get through (the tan squares represent boxes and crates. They are DIFFICULT terrain and offer no cover.).
Greebo....
Sagar took your spot and a couple gobbies came into view. Do you want to revise your move?
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
I hope you like my curtain. I made it myself. :lowlol:
Shiz
27th April 2009, 06:12 PM
You confused Rend and Jagged. Rend was scouting what happened to be the curtain at the beginning of R5. Jagged sat tight.
EricStratton
27th April 2009, 06:14 PM
You confused Rend and Jagged. Rend was scouting what happened to be the curtain at the beginning of R5. Jagged sat tight.
<Booming God-like voice>The DM Confuses Nothing!!</Booming God-like voice>
http://www.legendsofwestwood.org/forum/showpost.php?p=240538&postcount=101
Sagar
27th April 2009, 06:37 PM
I will ignore mobs, grimace, and let my leg collapse as I fall against the south wall and out of sight.
(then I will VERY quietly stand back up and wait.)
Greebo
27th April 2009, 06:56 PM
Me? Hell no, I'm no pincushion. I'll just kick the dwarf and point for him to get OUT OF THE WAY!
noptov52
27th April 2009, 07:10 PM
Annoyed at having no gobbos to chop, Jagged cuts a barbarian sized hole in the tapestry.
Uh, in case I somehow need a skill check against the wily tapestry...
Quervo
27th April 2009, 07:23 PM
Wow... did you miss my move ES...
Quervo
27th April 2009, 07:24 PM
I would have been down that hall along time ago... I posted that I would move and then when i saw what ever i would finish my action
EricStratton
27th April 2009, 07:31 PM
Updated w/ rest of Jagged (and Sagar's) turn.
Moonshadow
27th April 2009, 07:51 PM
Me? Hell no, I'm no pincushion. I'll just kick the dwarf and point for him to get OUT OF THE WAY!
Bah don't worry about it Greebs, before the goblins get to go Rend and Maz are going to charge up and be in front of us.
Right guys?
Right?
EricStratton
27th April 2009, 09:30 PM
Round 4 conclusion:
Greebo moves next to Sagar (I11) and whispers, "Hey, you took my spot!" "I was here first!" "But I called it first!" "Too bad you're so slow." "Too bad you're so stupid!" Finally, he readies his Eldritch Blast for any goblins that show up.
End of Round 4
EricStratton
27th April 2009, 09:35 PM
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP; Ready: Charge+Pounce)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round5)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (14/27 HP; 2/2 Healing Words Used; Ready: Righteous Brand)
Jagged (17/31; +2 to all DEF until SONT-round4)
Greebo (20/30 HP; Ready: EB)
Start of Round 5:
Rend...
BTW, Cilene - The completely black squares are walls. The lighter black squares (like those at R14) are parts of the room hidden to you. As such, you can't hit M17 from your current position of O8. Or did I miss a move somewhere?
Shiz
27th April 2009, 10:03 PM
What happened to Rend's turn? If Jagged explored the east, then I did nothing yet. Assuming you agree then
Rend moves to S13 and peeks stealthily around the corner to the west. If there is an enemy and Rend is undetected, he will stay at S13. If there is an enemy there and Rend in detected, he will retreat back to R9.
I see that as move-minor-move. Stealth at the end of a move might not be an option. Not sure.
EricStratton
27th April 2009, 10:21 PM
What happened to Rend's turn? If Jagged explored the east, then I did nothing yet. Assuming you agree then
<A little less booming God-like voice>The DM Has Been Known To Completely Miss Two People's Turns.</A little less booming God-like voice> :*
EricStratton
27th April 2009, 10:28 PM
Wow... did you miss my move ES...
Huh? No. I mean, I JUST did in round 5 but you made your round 4 move ages ago (here (http://www.legendsofwestwood.org/forum/showpost.php?p=240436&postcount=87)). Not sure what move you're thinking I missed.
EricStratton
27th April 2009, 10:31 PM
Huh? No. I mean, I JUST did in round 5 but you made your round 4 move ages ago (here (http://www.legendsofwestwood.org/forum/showpost.php?p=240436&postcount=87)). Not sure what move you're thinking I missed.
Ah, I think I see. You made two Round 4 moves - the first one is the one I had you do (here (http://www.legendsofwestwood.org/forum/showpost.php?p=240404&postcount=84)). And here's (http://www.legendsofwestwood.org/forum/showpost.php?p=240532&postcount=100) the second. Would you like to do that second one for Round 5?
EricStratton
27th April 2009, 10:34 PM
Round 5:
Rend moves down into the storage room (S13) and peeks stealthily around the corner to the west. He sees a goblin warrior dripping blood all over the floor. The warrior is looking in Rend's direction, waiting for someone to appear around the corner, but a bug crawling on the storage boxes catches his eye as Rend appears and the goblin misses the wolf completely.
Mazirith....
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Mazirith (20/31 HP, 9/11 surges; +2 to all DEF until SONT-round5)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (14/27 HP; 2/2 Healing Words Used; Ready: Righteous Brand)
Jagged (17/31; +2 to all DEF until SONT-round4)
Greebo (20/30 HP; Ready: EB)
Moonshadow
27th April 2009, 10:56 PM
BTW, Cilene - The completely black squares are walls. The lighter black squares (like those at R14) are parts of the room hidden to you. As such, you can't hit M17 from your current position of O8. Or did I miss a move somewhere?
Start of that post is a move action to K11, however given the fact that NONE of the fighters moved where I expected them to I will edit my round 5 post.
Shiz
27th April 2009, 10:58 PM
We got 'em flanked now, boys and girl.
Shiz
27th April 2009, 11:00 PM
Round 5
Move: K11
I'm presuming the darker grey squares are darker since we can't see into them. If I'm wrong and they're an obstacle my alternative action is option b
Standard: Cast Scorching burst
Option a: Centered on M17
Option b: Centered on L18
Minor action:Mutters quietly to self "I hope that's enough fighters in front to make me a last choice target"
Is this the new or old Round 5?
Quervo
27th April 2009, 11:05 PM
Ok Round 5
Move L15
Standard, Lightning lure on Gob Warrior 2, Pull goblin to L16
Minor Mark goblin warrior 2
EricStratton
27th April 2009, 11:52 PM
Round 5 con't:
Mazirith makes his way down the hallway (L15) and whips his sword creating a lasso around the goblin. Immediately, the goblin attempts to stick Mazirith with his spear but misses. The goblin is burned by the lightning lasso (8 dmg) and is pulled into the hallway.
Mazirith takes a moment to look around the room. It's bigger than originally thought with a side passage ending in a door. And there are two beds in the room (the wooden tiles).
Cilene fires a Magic Missile into the goblin that Maz just pulled into view (18 vs REF) causing blood to spill from the goblin's side (8+8=16 dmg, bloodied).
I did totally miss that you had moved. I don't know what's up w/ me today....
The Goblins...again, will go tomorrow.
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Rat Swarm (dead)
Mazirith (20/31 HP, 9/11 surges)
Cilene (21/26 HP; FC daily used)
Goblin 1 (25 dmg, bloodied)
Goblin 2 (16 dmg, bloodied; Cursed by Greebo)
Goblin 3 (18 dmg, bloodied)
Goblin 4 (16 dmg, bloodied)
Goblin 5 (19 dmg, bloodied)
Sagar (14/27 HP; 2/2 Healing Words Used; Ready: Righteous Brand)
Jagged (17/31)
Greebo (20/30 HP; Ready: EB)
Greebo
28th April 2009, 06:17 AM
If my readied action goes unused, then on my turn I will move somewhere in K-L 12-13, target the nearest visible goblin, (minor) curse it if it isn't already cursed, and (standard) Eldritch Blast the little sneak.
Assuming new round means new rolls:
Eldritch Blast +3 vs Ref (+4 if target bloodied)
1d10 + 3 + 1d6(curse)
Shiz
28th April 2009, 09:42 AM
Rolls carryover until used or the encounter expires.
EricStratton
28th April 2009, 10:01 AM
Rolls carryover until used or the encounter expires.
I'm having a hard enough time keeping up w/ everyone's moves (obviously) let alone finding old moves and remembering to write down the rolls from them or figuring out if a move was an old move or a revised move or a move for the next round, etc etc. So basically - Rolls carryover until used or the encounter expires assuming I remember to look for them. :*
noptov52
28th April 2009, 10:24 AM
AKA the DM is always right.
EricStratton
28th April 2009, 10:50 AM
Round 5 con't:
Lost-like flashback inc. I just realized that Maz pulling the Goblin into the hallway probably should've triggered Sagar's readied action.
As soon as Mazirith yanked the goblin into the hallway, Sagar yelled, "Thanks!" and fired a Righteous Brand that blasted a big ol' hole in the goblin. It went down in a smoking heap (16+17=dead). Greebo responds to his cursed's death by teleporting around the corner into the hallway (to L12, concealment).
The remaining goblins, battered and bloodied, take it to Maz. Warrior 1 yells, "I want the fatty!!". He is visible torn between attempting to run past Maz and taking care of the immediate threat. He decides to stay put, the insults hurled at him by his fellow goblins helping his decision, and hurls his last javelin but it hits the wall behind Maz.
Warrior 3 comes running around the corner (to L18). As soon as he comes into Greebo's view Greebo says, "Oh, hell no" and fires his readied Eldritch Blast at the creature. He nails Warrior 3 (18+8=26 dmg). Warrior 3 keeps his balance and hurts his javelin at Maz. This one is aimed better and, due to his running start, thrown harder. It strikes Maz in the shoulder, bloodying the swordmage (20-8=12 HP, bloodied).
The two sharpshooters come out from hiding and both loose their bolts. The first misses but the second scores a direct hit (natural 20) dropping Maz like a bag of dying Deva (12-12=0 HP, unconscious, dying).
The goblins erupt in high pitched cheers and awkward high fives.
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Sagar (14/27 HP; 2/2 Healing Words Used)
Mazirith (0/31 HP, unconscious, dying; 9/11 surges)
Cilene (21/26 HP; FC daily used)
Goblin Warrior 1 (25 dmg, bloodied)
Greebo (20/30 HP; Concealment)
Goblin Warrior 3 (26 dmg, bloodied)
Goblin Sharpshooter 1 (16 dmg, bloodied)
Goblin Sharpshooter 2 (19 dmg, bloodied)
Jagged (17/31)
Note the rearranged INIT due to readied actions firing.
noptov52
28th April 2009, 10:55 AM
Double move to O 17
EricStratton
28th April 2009, 11:02 AM
Round 5 con't:
Jagged double times it to just outside the closed part of the double door (O17).
End of Round 5
EricStratton
28th April 2009, 11:02 AM
Start of Round 6:
Rend...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Sagar (14/27 HP; 2/2 Healing Words Used)
Mazirith (0/31 HP, unconscious, dying; 9/11 surges)
Cilene (21/26 HP; FC daily used)
Goblin Warrior 1 (25 dmg, bloodied)
Greebo (20/30 HP; Concealment)
Goblin Warrior 3 (26 dmg, bloodied)
Goblin Sharpshooter 1 (16 dmg, bloodied)
Goblin Sharpshooter 2 (19 dmg, bloodied)
Jagged (17/31)
Greebo
28th April 2009, 11:05 AM
EEP. I'm a potential target again! Quick! Someone save Maz or I could get hurt!!! ;)
Shiz
28th April 2009, 11:17 AM
Chill Wind, Area Burst 1 within 10, +5 vs FOR, d6+1, hit: you slide the target one square.
Rend moves to O16 and summons his a frosty breeze at K19, pushing any hit goblin northeast, diagonally up and to screen right.
EricStratton
28th April 2009, 11:42 AM
Round 6:
Rend summons a winter storm on the three grouped goblins. The two sharpshooters are unaffected but the storm catches the warrior (26+5=dead) and the strong wind blows his dead body to the NE.
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (18/26 HP)
Sagar (14/27 HP; 2/2 Healing Words Used)
Mazirith (0/31 HP, unconscious, dying; 9/11 surges)
Cilene (21/26 HP; FC daily used)
Goblin Warrior 1 (25 dmg, bloodied)
Greebo (20/30 HP; Concealment))
Goblin Sharpshooter 1 (16 dmg, bloodied)
Goblin Sharpshooter 2 (19 dmg, bloodied)
Jagged (17/31)
Moonshadow
28th April 2009, 11:56 AM
Round 6
Standard: Scorching burst on K18
Move: M10
Sagar
28th April 2009, 01:02 PM
Sagar will move to L14 (move), use heal (+8) to stabilize Maz (std), and then use second wind (+6 hp, +2 to all defenses - minor action for dwarves).
Greebo
28th April 2009, 01:06 PM
Why Heal vs Healing Word (minor, auto stabilize, +1d6 hps)?
Quervo
28th April 2009, 01:13 PM
He had a reason.....
Greebo
28th April 2009, 01:14 PM
He had a reason.....
I've no doubt. I'm curious as to what that reason is.
Quervo
28th April 2009, 01:18 PM
maybe he secretly has it out for the Deva... sneaky dwarves
Greebo
28th April 2009, 01:20 PM
maybe he secretly has it out for the Deva... sneaky dwarves
Maybe - stabilizing doesn't bring you conscious so I'm certainly curious. I want my meat shield back on his feet!
EricStratton
28th April 2009, 01:22 PM
I've no doubt. I'm curious as to what that reason is.
It's actually a very good reason - he's out of them.
Sagar
28th April 2009, 01:23 PM
Why Heal vs Healing Word (minor, auto stabilize, +1d6 hps)?
Healing words all used up.
Greebo
28th April 2009, 01:25 PM
Really? **** how'd that happen?
Moonshadow
28th April 2009, 01:35 PM
Well, first people get hurt, and then Sagar heals them
Greebo
28th April 2009, 01:36 PM
Well, first people get hurt, and then Sagar heals them
Inconceivable!
Greebo
28th April 2009, 01:41 PM
Ok, for my Round 6
Move to K14
Heal Maz +1
Minor: Curse Gob Warrior 1
I dont remember, if I have an AP left, I'll use it: eyebite on GW1:
Att: Cha vs. Will (+1 if foe bloodied)
Hit 1d6 + Cha (3) Psychic and invisible to target until start of next turn (With Warlock's Curse +1d6 to dmg 1x/round)
Post Roll: **** ME!
Quervo
28th April 2009, 01:43 PM
Healing me again does no good... unless you have something that lets me use a surge while Unc...
Greebo
28th April 2009, 01:50 PM
Even in a heated battle, you can heal. You can heal
yourself by using your second wind (see page 291), an
ally can use the Heal skill (see page 185) on you, and
an ally can use a healing power on you.
When a power heals you, you don’t have to take an
action to spend a healing surge. Even if you’re unconscious,
the power uses your healing surge and restores
hit points. And some healing powers restore hit points
without requiring you to spend a healing surge.
I read that as meaning that HAD I succeeded, you could have healed.
But with a 1, I think you bleed out instead... ;)
Quervo
28th April 2009, 01:54 PM
nah... that reads as if you have something that allows me to use a surge while Unc i could have... the heal skill can be used to let me use my second wind but not wake up from unc.
Greebo
28th April 2009, 01:56 PM
nah... that reads as if you have something that allows me to use a surge while Unc i could have... the heal skill can be used to let me use my second wind but not wake up from unc.
"Even if you?re unconscious, the power uses your healing surge and restores hit points. "
Pretty clear cut that one does not need specific "can heal someone who's unconscious" language.
The only ambiguity is whether the heal skill counts as a power. The heal skill, however, lets you use second wind *without* the defensive benefits. What's left? You use a surge and heal.
Quervo
28th April 2009, 02:06 PM
PG 295 PHB
Healing the Dying
When you are dying, any healing restores you to at
least 1 hit point. If someone has stabilized you using
the Heal skill but you receive no healing, you regain
hit points after an extended rest.
The way i read this is that if you are stableized but still UNC you would not be able to use your second wind becuase you have not recieved healing... the reason being is that the second wind is from you "focusing on recovering some lost and hit points and being defensive" - that sounds like something you need to be awake for...
Greebo
28th April 2009, 02:07 PM
Right but Sagar stabilized you. My *attempt* was to then give you healing.
I'm asking now on the WOTC forums whether Heal can restore HPS to an unconscious party member.
BUT - First aid is someone *else*focusing on you recovering lost hps, rather than you doing it yourself, see?
Quervo
28th April 2009, 02:11 PM
we should move this to discussion thread
EricStratton
28th April 2009, 03:07 PM
Round 6 con't:
Sagar moves behind Maz (L14), gives First Aid to the swordmage stabilizing him, and then gets his Second Wind (14+6=20 HP, +2 to all defenses until SONT-round7).
I don't think I've seen anyone use First Aid on a dying person yet. Very cool. So, as I understand it, Maz is still unconscious but no longer has to make saving throws against dying (unless takes dmg again).
Mazirith lays there unconscious but stabilized.
Cilene flings a fireball down the hall. Sharpshooter 1 is able to dodge out of the way but #2 is caught in the blast burning him to within an inch of his life (19+9=28 dmg). Then she moves out of the line of fire (M10).
Goblin Warrior 1 looks down the hall and sees Sagar. "My fat, delicious meal!!" Being out of javelins, he rounds the corner (K15) and tries to jab Sagar with his spear but the attempt is easily turned away (12 vs 16+2 AC).
Greebo moves down to help Maz but ends up bungling the whole thing. At least he's able to curse the goblin warrior.
The sharpshooters concentrate on a more immediate thread and turn their attention to the wolf in the doorway. The reload their crossbows and fire - the first bolt hits hurting quite a bit (18-9=9 HP, bloodied) while the second *thunks* into the door (27, 12 vs 15 AC).
Then they look at each other and start to make a break up the northern passageway when they see it's been cutoff by the tiefling. Instead they run to their beds and take cover behind them.
Jagged, having had enough of all this waiting, strides into the room with confidence, walks up to Sharpshooter 2, and unleashes a Recuperating Strike that misses the little PITA (14 vs AC+2 (cover)).
Jagged's Preferred Action wasn't very specific so I took the liberty of assuming I'd wade in and try to get some health back. I also took the liberty of missing for him. Sorry, Nop.
End of Round 6
EricStratton
28th April 2009, 03:09 PM
Start of Round 7:
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (9/26 HP, bloodied)
Sagar (20/27 HP; 2/2 Healing Words Used; +2 to all defenses until SONT-round7)
Mazirith (0/31 HP, unconscious; 9/11 surges)
Cilene (21/26 HP; daily used)
Goblin Warrior 1 (25 dmg, bloodied; Cursed by Greebo)
Greebo (20/30 HP; Concealment)
Goblin Sharpshooter 1 (16 dmg, bloodied)
Goblin Sharpshooter 2 (28 dmg, bloodied)
Jagged (17/31)
Rend...
Shiz
28th April 2009, 03:19 PM
Pounce (beast form), +5 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+6 vs REF).
Rend moves to H20 and then charges GS2.
EricStratton
28th April 2009, 03:38 PM
Round 7:
Rend moves into position and then charges at the nearer sharpshooter. He leaps hiiiiiiiigh into the air, lands on the goblin (22 vs AC), and starts to slash and tear and rend and rip. It's a gruesome sight; one definitely not for the young. When the animal is finished, there's no life left in the goblin and not much left *of* the goblin (28+9=dead).
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (9/26 HP, bloodied)
Sagar (20/27 HP; 2/2 Healing Words Used; +2 to all defenses until SONT-round7)
Mazirith (0/31 HP, unconscious; 9/11 surges)
Cilene (21/26 HP; daily used)
Goblin Warrior 1 (25 dmg, bloodied; Cursed by Greebo)
Greebo (20/30 HP; Concealment)
Goblin Sharpshooter 1 (16 dmg, bloodied)
Jagged (17/31)
Moonshadow
28th April 2009, 03:53 PM
If Sagar doesn't kill him:
Round 7
Move: K13
Standard: Cast magic Missile on Goblin warrior
Free: using Wand of Accuracy
EricStratton
28th April 2009, 09:07 PM
Bump for Sagar's sake. Plus I've attached an updated overall map.
noptov52
28th April 2009, 10:41 PM
Depending on what goblins are live by the time Jagged's turn comes up and if they are in range: Charge and use Howling strike (str vs. ac, 1[w] + 1d6 + str). Preferably on the Goblin Sharpshooter.
Sagar
28th April 2009, 10:54 PM
Sagar will request divine fortune (free) to aid his next attack (+1 to hit).
He then swings a Healing Strike at Gob 1 (+5 vs AC, 2d12+5, healing surge +3 to Maz.)
NOTE: With the prayer, it's +6 to hit.
Greebo
29th April 2009, 07:04 AM
If Goblin Warrior 1 attacks me (as opposed to this juicy, tasty dwarf) before my move, and hits, then (minor) Infernal Wrath Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (+3) as extra damage
Move I will shift back to L13.
Standard: Eldritch Blast +3 vs. Ref +1 bloodied and maybe +1 wrath
Hit: 1d10 + 3 + 1d6 (curse) and maybe +3 wrath
And since that sucked and since I didn't eyebite last round due to the potential OA, I will Eldritch Blast again, no bonus for wrath (****)
So the first I'm sure missed, so using the original damage the 2nd is an 18 vs. Reflex for 11 damage.
If that kills the goblin, then free action, misty step to L16.
If Sagar by some miracle actually hit that Warrior and killed it, then I misty to L16 anyway, and then apply the above to the Sharpshooter, including the action point use.
And btw, I used my daily on the barricade, so you should note that on my info.
EricStratton
29th April 2009, 12:14 PM
Round 7 con't:
Sagar says a quick prayer but even that's not enough to correct his terrible backswing, and he misses with his Healing Strike (11 vs AC).
Mazirith is still unconscious. But he looks good while doing it.
Cilene turns her Wand up to 11 and fires a Magic Missile at the Goblin Warrior. It's a good shot and the warriors innards are sprayed out behind him (25+18=dead). Greebo watches the carnage with a little grin and teleports behind the now dead goblin (L16).
Greebo, newly teleported, curses the Sharpshoot. Then, still a little off balance, misses with his first shot but he fires a second Eldritch Blast that the goblin is unable to avoid (19 vs REF + 2 (cover); 16+11=27 dmg).
The Sharpshooter is freaking out having watched his last comrade die. He jumps over the bed and past Greebo. The tiefling takes a swing at him as he passes and, while it was just with his fist, Greebo *connects* (16 vs AC) but it's just a glancing blow (27+1=28 dmg). The sharpshooter shakes it off and keeps running into the store room and disappears around the corner.
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (9/26 HP, bloodied)
Sagar (20/27 HP; 2/2 Healing Words Used; +2 to all defenses until SONT-round7)
Mazirith (0/31 HP, unconscious; 9/11 surges)
Cilene (21/26 HP; daily used)
Greebo (20/30 HP)
Goblin Sharpshooter 1 (28 dmg, bloodied)
Jagged (17/31)
noptov52
29th April 2009, 12:26 PM
Move to NC17, Total Defense.
Shiz
29th April 2009, 12:32 PM
Round 8 action:
Rend pursues to O16 and if the goblin is in sight and chargeable, he will charge and Pounce.
If the goblin is visible but not adjacent or chargeable, then shift to humanoid (minor, shift one square) and Chill Wind (+5 vs FOR, use the same roll obviously) and slide the goblin closer to me.
Pounce dmg is +6 actually, due to my totem vs Bloodied enemies. Chill Wind dmg is correct.
Note: My last Chill Wind was done in wolf form. It didn't affect anything, but I forgot to shift back.
Greebo
29th April 2009, 12:33 PM
I also got a +1 due to bloodied. ES revised. Sadly, I suck at melee. (-1 to dmg)
EricStratton
29th April 2009, 12:34 PM
Round 7 con't:
FYI, I edited my previous post. Greebo reminded me of his +1 to bloodied opponents so he ended up hitting the Goblin but only for 1 (weak ass warlock).
Jagged moves in front of the store room door and takes a defensive posture (+2 to all DEF until SONT-round8).
End of Round 7
EricStratton
29th April 2009, 12:40 PM
Round 8:
Rend pursues the goblin to just inside the storeroom (O16). He sees the goblin in the corner of the room. He runs around the corner and pounces on the goblin ripping him to shreds like he did the other sharpshooter (28+7=dead).
http://www.primeaxiom.com/rpgt/scene.asp?ID=cjab7eg3b4i3set5qbydh8utaqzmbk88u2fut yjad42wtok12le8p2vb3kp3zxdz
Rend (9/26 HP, bloodied)
Sagar (20/27 HP; 2/2 Healing Words Used)
Mazirith (0/31 HP, unconscious; 9/11 surges)
Cilene (21/26 HP; daily used)
Greebo (20/30 HP)
Jagged (17/31; +2 to all DEF until SONT-round8)
End of Encounter
EricStratton
29th April 2009, 12:43 PM
129 XP each for defeating the goblins and rats.
So who heals Maz? You *do* heal Maz, right? And then what do you do?
Greebo
29th April 2009, 12:45 PM
We don't need to heal Maz if we can take a short rest.
Search. Search everything. Goblins, rubble, look for more traps, look for phat lewt. Look for secrets. Etc.
Shiz
29th April 2009, 12:50 PM
On Healing, if we wanted to be cute, wait 5 minutes, use 2 Healing Words on Maz. Wait 5 more minutes for them to recgarge and then move on. Healing Words = less total surges needed but that might be gaming it a bit.
Shiz
29th April 2009, 12:56 PM
Rend: 3 surges to full, 6/9
Sagar: 1 surge 20+6=26, 8/9
Maz needs 4 surges 0+28=28, 5/11 > getting low here.
Cilene: 1 surge to full, 8/9
Greebo: 1 surge 20+7=27, 6/7
Jagged: 2 surges to full, 9/11
As far as where we go next, I think we shouldn't leave the NW area unexplored behind us.
Greebo
29th April 2009, 01:04 PM
Why yes, I will use a surge.
Sagar
29th April 2009, 01:36 PM
I agree. 5 minute rest, then check NW.
EricStratton
29th April 2009, 03:18 PM
Thanks, Shiz. My numbers are a little different but here they are. Please note that Cilene and Greebo have used their Dailies and Greebo has used his AP.
Cilene (26/26 HP; 5/9 surges; Used daily; 1 AP)
Jagged (31/31 HP; 9/11 surges; 1 AP)
Sagar (26/27 HP; 7/9 surges; 1 AP)
Mazirith (28/31 HP; 5/11 surges; 1 AP)
Rend (26/26 HP; 5/9 surges; 1 AP)
Greebo (27/30; 9/11; Used daily)
EricStratton
29th April 2009, 03:37 PM
The corridor widens into a long, narrow chamber. Doors are set in the northern and western walls, and iron double doors stand to the east. Faint bloodstains streak the floor between the western door and the northern door.
Updated overall map attached.
EricStratton
29th April 2009, 03:42 PM
We don't need to heal Maz if we can take a short rest.
Search. Search everything. Goblins, rubble, look for more traps, look for phat lewt. Look for secrets. Etc.
You don't find anything too exciting. Certainly not any more traps. The crates and boxes are all empty. You do find a total of 43g 51s on the goblins and tucked under the mattresses.
Greebo
29th April 2009, 03:44 PM
Money is exciting!
Shiz
29th April 2009, 03:55 PM
7gp to everyone. Please update your sheets. Sagar can keep the extra 1g51sp for party use.
Greebo
29th April 2009, 05:18 PM
The corridor widens into a long, narrow chamber. Doors are set in the northern and western walls, and iron double doors stand to the east. Faint bloodstains streak the floor between the western door and the northern door.
Updated overall map attached.
Listen at both doors. Then invite someone with actual perception skills to do the same.
Shiz
29th April 2009, 05:25 PM
Rend - now in humanoid form will listen at all doors.
Zyzzyx
29th April 2009, 07:15 PM
*withholds peanut gallery commentary for the natural 1* I'll let the DM fill it in.
Greebo
29th April 2009, 07:21 PM
*withholds peanut gallery commentary for the natural 1* I'll let the DM fill it in.
I didn't have the heart to tell him that he was trying to listen to the back of my head.
Sagar
29th April 2009, 08:40 PM
I didn't have the heart to tell him that he was trying to listen to the back of my head.
No wonder he didn't hear anything.
Sagar
29th April 2009, 08:44 PM
I'll examine the bloody tracks. How were they made? (dragging someone bloody, someone bleeding and running by, etc).
Do I use heal (+8) or perception (+3)
EricStratton
29th April 2009, 10:02 PM
Greebo and Rend make their way around the room listening to each door (Greebo excludes the Eastern door). Rend doesn't hear anything at any door but Greebo makes out the excited babble of goblin voices beyond the Northern door.
Sagar takes a good hard look at the blood stains. They were made by the dragging of a body. Actually, bodIES. You're not sure which direction they were going, though - to the western door or to the northern door.
Greebo
29th April 2009, 10:10 PM
Quietly make it clear that something's behind the north door.
Shiz
30th April 2009, 12:06 AM
/whisper Maybe if we open the door but hide on the sides, they will come out to us.
noptov52
30th April 2009, 11:24 AM
Jagged stands to the right (east) and a few yards back of the North door. He hefts his mighty curtain cutter, ready for trouble - drapery or other.
Moonshadow
30th April 2009, 11:46 AM
I'll stand by the side of the door that opens.
Shiz
30th April 2009, 12:37 PM
Rend is behind Jagged.
Greebo
30th April 2009, 12:43 PM
Maneuver the dispossessed dwarf over to the NW corner of the room.
Take a few steps to invoke shadow step (concealment).
Open the door a couple of inches so I am not clearly visible. (Total concealment?)
In a commanding, unhurried voice, loudly order (bluff+10), "New load of supplies arriving. Everyone to the entrance to help unload, right now!"
Leave the door cracked and walk south, then sw, then w, then back n to the corner beside Sagar.
Silently curse the ()*@&#$ squeak in my voice.
EricStratton
30th April 2009, 10:35 PM
Maneuver the dispossessed dwarf over to the NW corner of the room.
Take a few steps to invoke shadow step (concealment).
Open the door a couple of inches so I am not clearly visible. (Total concealment?)
In a commanding, unhurried voice, loudly order (bluff+10), "New load of supplies arriving. Everyone to the entrance to help unload, right now!"
Leave the door cracked and walk south, then sw, then w, then back n to the corner beside Sagar.
Silently curse the ()*@&#$ squeak in my voice.
You hear a loud, amused guffaw and a very gruff voice yells, "Why don't you come in here and I'll stick my poker up your ass, Tozm. Get the supplies yourself. We have work to do, you lazy runt." He continues in a normal voice, "What the hell is wrong with those guys? Unbelievable."
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
I tried to do what y'all asked for in terms of placement and I guessed where Maz would want to be. Let me know of any changes.
And current statuses:
Cilene (26/26 HP; 5/9 surges; Used daily; 1 AP)
Greebo (27/30; 9/11; Used daily)
Jagged (31/31 HP; 9/11 surges; 1 AP)
Mazirith (28/31 HP; 5/11 surges; 1 AP)
Rend (26/26 HP; 5/9 surges; 1 AP)
Sagar (26/27 HP; 7/9 surges; 1 AP)
Sagar
1st May 2009, 07:37 AM
I need to switch places with Maz. I need access to the door to drop close blasts in it.
Greebo
1st May 2009, 08:11 AM
But we're trying to lure them out... ;)
Greebo
1st May 2009, 08:13 AM
Ok, trying again. Gonna go with whiney angry like moonshiz suggested:
"You wusses! You always make us do all the lifting! I bet you can't even carry the light bags!"
Greebo
1st May 2009, 08:13 AM
That's more like it!
EricStratton
1st May 2009, 11:04 AM
Ok, trying again. Gonna go with whiney angry like moonshiz suggested:
"You wusses! You always make us do all the lifting! I bet you can't even carry the light bags!"
From inside the door you hear, "Oh you little ****s...." Suddenly the the door is kicked open with such force it slams into Sagar dazing him slightly (STR vs REF check). "What the hell is this?!"
Standing in the door you see a massive goblin-like creature clad in black leather and wearing a leather mask. Coming out from under the sides of the mask you see the edges of burns and scars. He has a glowing red fire poker in each hand. He's pissed, but he's obviously quite surprised to not be looking at the goblins from the entrance.
Limited Surprise round! For everyone but a dazed Sagar. Please note - this isn't dazed as in 4e technically "dazed", you just miss the surprise round. And I say "limited surprise" b/c this guy isn't going to automatically grant CA as a surprise round normally does. He's surprised but he's verrrrry angry.
Let's see some Initiative people!
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
And please note the surprise round rule:
If you get to act in the surprise
round, you can take a standard action, a move
action, or a minor action (see ?Action Types?). You
can also take free actions, but you can?t spend action
points. After every nonsurprised combatant has
acted, the surprise round ends, and you can act nor-
mally in subsequent rounds.
Greebo
1st May 2009, 11:05 AM
Initiative, +1
noptov52
1st May 2009, 11:08 AM
It's cloberrin' time.
Shiz
1st May 2009, 11:24 AM
WHEE!
Remember guys that I have a power to pull him out of that door. Please do not block the runway.
Greebo
1st May 2009, 11:31 AM
What do we see beyond the door?
Moonshadow
1st May 2009, 11:37 AM
Initiative +7
Greebo
1st May 2009, 11:44 AM
Surprise action is no surprise - Eldritch Blast
Att: Cha(3) vs. Reflex (+1 if foe bloodied),
Hit: 1d10+Cha(3) Damage (With Warlock's Curse +1d6 to dmg 1x/round)
19 to hit Reflex
13 damage
Rock on!
Shiz
1st May 2009, 11:46 AM
Initiative +7
Don;t forget you can delay your turn, Celine. Ranged attacks from melee distance provoke OAs.
Shiz
1st May 2009, 11:49 AM
BAH!
Chill Wind, Area Burst 1 within 10, +5 vs FOR, d6+1, hit: you slide the target one square.
Target the square behind him and push him south.
ATK 16 vs FOR
DMG 4
noptov52
1st May 2009, 11:58 AM
If the Gimp is moved south, Jagged will attack with Recuperating Strike, +7 vs AC, d12+5, Hit: you gain temporary 3 (CON) hit points. If the big Goblin is not adjacent to Jagged, I will revalute.
R-Strike Critical hit: 20 damage, +3 tHP to Jagged, followed up by a Rampage attack (+7 vs. AC).
Rampage crit: 20 damage (12 + 1 + 5 str + 2 bracers).
If target is bloodied, apply Thaneborn (+2 to next attack roll), if he is killed use Roar of Triumph.
Shiz
1st May 2009, 12:09 PM
FUKKIN A!
Greebo
1st May 2009, 12:16 PM
That is one hozed goblin
EricStratton
1st May 2009, 12:56 PM
What do we see beyond the door?
Very little. The big guy basically fills the doorway. You're pretty sure there's a room back there.
Greebo
1st May 2009, 01:00 PM
Very little. The big guy basically fills the doorway. You're pretty sure there's a room back there.
Don't wanna change the map right now, huh? ;)
Moonshadow
1st May 2009, 01:06 PM
I will delay til after Shiz moves the wall o'goblin.
Quervo
1st May 2009, 01:13 PM
Ini +1
Lightning Lure on the Gobo, +4 vs Fort, Pull gobo to C4
Quervo
1st May 2009, 01:17 PM
Guys rethink actions... Celiene goes before me in order... then Me, and if i hit I just pulled him out and adj to me greebs and sagar
EricStratton
1st May 2009, 01:18 PM
When I get time to run combat (not until around 4pm, sorry) I'll pause after Maz's action, if he hits, to allow adjustments.
Greebo
1st May 2009, 01:20 PM
Yeah you just pulled him in to where I have no options without opening an OA.
Maybe you could rethink yours.
Shiz
1st May 2009, 01:31 PM
Tactics discussion in the other thread please.
Quervo
1st May 2009, 02:56 PM
EDIT... Maz will deley till after Rend, if Rend Hits and pushes the gimp, he will delay till after Jagged
If Rend misses, Maz will Move to c5
If Rend did hit, and it is still alive after Jagged mutilates the gimp I will use Aegis of Shielding on the gimp.
Moonshadow
1st May 2009, 04:52 PM
Cilene will ready an action. Should the large goblin either move far enough from the door so that she will not provoke an OA or he dies...
Standard action: Cast Scorching burst on D1
EricStratton
1st May 2009, 06:34 PM
Surprise round:
Cilene and Mazirith delay.
As the big creature kicks open the door Greebo fires an Eldritch Blast into its belly (19 vs REF; 13 dmg).
Rend conjures up a winter storm which blasts the brute from behind with a frigid wind, hurting him and shoving him forward into the waiting arms of Jagged (13+4=17 dmg).
I THINK Maz is delaying until after Jagged, right? Greebo's summary was a tad confusing.
Jagged releases all his pent up frustration from the last fight in a glorious display of unfettered rage. His first strike is perfect slicing the big guy up one side (17+12+5+3=37, bloodied; +3 THP to Jagged) bloodying him, and then down the other with another perfect strike (37+20=dead). It is truly a site to see. Goblins will speak of this day for years to come. In the stories Jagged will be dressed in black leather with a leather mask but they'll still speak of this day.
Finally Jagged lets out a Triumphant Roar!!
With the big gimp out of the way you're able to see into the room now. In the northern corners of the room you see two tables; you catch the glint of light off metal objects on the tables. In the middle of the room is a rack. And along the back way is a large fire pit (the black lava squares).
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
Dammit, man. I wanted to play him. :lowlol:
Ok, Mazirith and Cilene, what do you do?
And I need an INIT roll from Sagar, please.
Cilene 25
Mazirith 19
Greebo 18
Rend 15
Jagged (+3 THP) 6
Quervo
1st May 2009, 06:54 PM
If i can make it to D8 I will... if not get me as close as i can.
Moonshadow
1st May 2009, 06:55 PM
Standard action: Cast Scorching burst on D1
Using quote to bring down the dice rolls, but same action, simply changing the target to C3.
Well that didn't work:
4 Dice Rolls
Description Dice Result
Attack +5vs Reflex (1) 1d20 18
Attack +5vs Reflex (2) 1d20 3
Attack +5vs Reflex (3) 1d20 13
Dmg + 5, fire 1d6 3
EricStratton
1st May 2009, 10:17 PM
Grr! Somehow I ended up closing the tab w/ the whole post written up. Enjoy this abbriviated turn. :mad!:
Surprise round conclusion:
Cilene throws a fireball into the room. It explodes all over Goblin Warrior 1 (8 dmg).
Mazirith moves into the room and gets a good look around.
To the east, just past Goblin Warrior 2, stands an open iron maiden (the columned gray brick). Further east, in the corner, stands an open jail cell (the tan bricks). The door to which is in the north wall of the cell.
To the west is a hallway in which exists a closed jail cell. It's one of those cells you see in town constable's buildings that slides open.
To recap the features of the room:
Northern corners = tables
Northern black tiles = fire pit burning hot w/ hotly burning embers
Middle of the room = rack
Columned gray brick on southern wall = iron maiden
tan tiles = jail cells
And so it's said - the room is brightly lit.
Round 1:
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
Goblin Sharpshooter 1
Goblin Sharpshooter 2
Goblin Sharpshooter 3 (-2 to all DEF until EONT-Jagged-round1)
Greebo (27/30 HP)
Rend
Goblin Warrior 1 (8 dmg)
Goblin Warrior 2 (-2 to all DEF until EONT-Jagged-round1)
Jagged (+3 THP)
Cilene
Mazirith (28/31)
??? Sagar (26/27)
Saaaagaaaar. Ooooh, Saaaagaaaar!
Sagar
1st May 2009, 11:30 PM
It's been that kind of day...
Init
Moonshadow
2nd May 2009, 11:35 AM
Going to be afk for a few hours - turns out my hard drive failure was a symptom of a bad motherboard. Going to buy a new one and rebuild (again).
Moon will knock off as many goblins as possible while hiding behind her friends as much as possible :D
EricStratton
2nd May 2009, 02:37 PM
Round 1:
Goblin Sharpshooter 1 retreats behind Goblin Warrior 1 and fires his crossbow at Mazirith. But he's still a bit rattled and the shot misses badly (12 vs 19 AC).
Goblin Sharpshooter 2 also retreats back to the northern wall and fires a Maz. This is a better shot (21 vs 19 AC) and the bolt sticks into Maz's arm (28-8=20 HP).
Goblin Sharpshooter 3 lets out a little scream and runs into the open jail cell. He too fires at Maz but his hands were shaking and the bolt sails high (13 vs 19 AC).
Greebo...
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
Goblin Sharpshooter 1
Goblin Sharpshooter 2
Goblin Sharpshooter 3 (-2 to all DEF until EONT-Jagged-round1)
Greebo (27/30 HP)
Rend
Goblin Warrior 1 (8 dmg)
Goblin Warrior 2 (-2 to all DEF until EONT-Jagged-round1)
Sagar (26/27)
Jagged (+3 THP)
Cilene
Mazirith (20/31)
Greebo
2nd May 2009, 03:55 PM
Round 1
Move to G8 - concealment
Curse goblin warrior 2
Eldritch Blast +3 vs. ref; 1d10 + 3 + 1d6 (curse)
15 to hit ref, 11 dmg
Shiz
2nd May 2009, 04:25 PM
Rend Round 1:
Savage Rend (beast form), +5 vs REF, d8+5, hit: you slide the target 1 square. Can be used as a melee basic attack.
Rend shifts into primal form (minor), dashes passed Maz to J8 and attacks GW2. Rend will try and slide the goblin into the iron maiden.
ATK: 10 vs REF-2
DMG: 7
Moonshadow
2nd May 2009, 06:03 PM
Round 1
Move: *New move* J8
Free Action: Wield Wand - use Wand of Accuracy for attack on Sharpshooter
Standard Action: Scorching Burst for kicks - on J2 unless the fire pit looks like it will contain the blast - then I will stop messing around and centre on I2
EricStratton
2nd May 2009, 09:54 PM
Round 1 con't:
Greebo makes his way into the room and into the corner getting dimmer as he moves (concealment). He throws a curse a Goblin Warrior 2 and then blasts the goblin with some Eldritch goodness (15 vs REF-2; 11 dmg).
Rend shifts into primal form, dashes passed Maz (to J8), and tries to attack Goblin Warrior 2 but the goblin is able to avoid the attack. In response to the miss, the goblin shifts away (to L7).
Goblin Warrior 1 flings a javelin at Greebo which hits (22 vs 14 AC) and leaves a very nasty cut (27-6=21 dmg).
Goblin Warrior 2 backs up to get some cover from the rack and throws a javelin at Rend but the wolf easily avoids it (13 vs 15 AC).
Suddenly from out of the hallway another Goblin Warrior comes running into the fight. He flings his javelin at Maz but he's tired from the run and his aim is terrible (13 vs 19 AC).
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
Goblin Sharpshooter 1
Goblin Sharpshooter 2
Goblin Sharpshooter 3 (-2 to all DEF until EONT-Jagged-round1)
Greebo (27/30 HP; concealment)
Rend
Goblin Warrior 1 (8 dmg)
Goblin Warrior 2 (11 dmg; -2 to all DEF until EONT-Jagged-round1)
Sagar (26/27)
Jagged (+3 THP)
Cilene
Mazirith (20/31)
noptov52
3rd May 2009, 12:05 AM
Charge Goblin Warrior 2 (move to M6) and attacking with Howling Strike.
Attack: 26 vs AC
Damage: 12
The extra +1 to the attack roll is from charging - I think I've forgotten to add that bonus previously, but I'll try to remember in the future.
Sagar
3rd May 2009, 09:14 AM
Sagar will move to M5, using the rack for cover (it's good to be short) from the northern archers. Sagar will then attack Gob 2 with a righteous brand (+5 vs AC, d12+5 damage, +3 to hit to Rend.)
EricStratton
3rd May 2009, 04:16 PM
Round 1 con't:
Sagar ducks under using the rack and then attacks Goblin Warrior 2 with a Righteous Brand but he's having trouble manipulating his sword all hunched over (8-2 (ducking under rack) vs AC-2).
You're not squeezing and you're not prone. But you are a bit big to be under the rack so -2 to attack and +2 to def for cover and you don't grant CA.
Jagged charges Goblin Warrior 2 (move to M6) and lands a good, bloodying hit with Howling Strike (26 vs AC-2(howl)+2(cover); 11+12=23 dmg, bloodied).
Cilene moves into the room (J8), hits "overdrive" on her wand, and throws another fireball at the goblins. The flames engulf both creatures and, while only burning them slightly, bloodies the goblin warrior (26, 21 vs REF; 6 dmg; 8+6=14 dmg, , bloodied).
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=6h1exgjwhk8r7u7odwnogk7txq456mtzo2xlh 74nxbihm1dajopmiwm62ofu589v
Goblin Sharpshooter 1 (6 dmg)
Goblin Sharpshooter 2
Goblin Sharpshooter 3
Greebo (27/30 HP; concealment)
Rend
Goblin Warrior 1 (14 dmg, bloodied)
Goblin Warrior 2 (23 dmg, bloodied; Cursed by Greebo)
Sagar (26/27)
Jagged (+3 THP)
Cilene
Mazirith (20/31)
EricStratton
3rd May 2009, 04:17 PM
I knew I was going to forget this. You all reached a milestone after the last fight. Everyone gets an extra AP. This means everyone has 2 APs except Greebo who has 1 AP. My apologies.
Moonshadow
3rd May 2009, 04:37 PM
Based on the text - Goblin warrior 1 should be flagged as bloodied as well.
EricStratton
3rd May 2009, 05:22 PM
Based on the text - Goblin warrior 1 should be flagged as bloodied as well.
Yes indeed. Fixed.
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