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Greebo
11th May 2009, 10:22 AM
Leaving the curtain room behind in haste, the party exits the western doors. The hallway, consistent with the others you've seen so far, is brightly lit by your sunrod as you follow it around a U turn to the right and into another crypt - this one apparently home to the former members of the Von Urstadt family, based on the inscription on the east wall which reads "Hail Von Urstadts! Ascend with Glory!". A dust covered fresco on the western wall depicts human knights riding pegasi into the clouds.

One of the doors in the northern wall swings open as the party enters the room. Nothing comes through, but after a few tense seconds, two fiery creatures appear, making the room uncomfortably hot - and dangerous. The creatures look like scorpions, save that they appear to be formed of molten rock, not flesh.

Lurking almost out of sight, a gnome attempts to hide by one of the alcoves on the southern wall. Urvi and Jacoby, however, with their keen eyesight, both detect the gnome and, from your previous encounters, you recognize this gnome from his outfitting as another skulk.

Roll:
Initative
Arcana knowledge check for the beasts

18 Magma Claw 1 (0 dmg)
18 Magma Claw 2 (0 dmg)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2)
17 Raj (8 dmg; 16 hp; 1 AP; Surges left: 6; )
15 Gnome Skulk (Hidden to all but Urvi and Jacoby - roll perception (minor) to detect)
08 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; )
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Map Notes
Blank squares by the entrance hallway are solid wall. Ignore (you can't delete tiles once placed in the map tool).
Rough stone squares represent locations of alcoves in the north and south walls. They cannot be entered. There are 2 stacks of alcoves 3 high in the north wall, and 3 stacks in the south wall, for a total of 15 alcoves, all occupied by the long deceased.


http://www.primeaxiom.com/rpgt/scene.asp?ID=4762qn8vdgwupvgy9rfjr7lrwdi1cpvwsbjuk jfs9xveofg13jfjl63txk12d7oq

Shiz
11th May 2009, 10:34 AM
Jacoby Init+1 (17) and Arcana +5 (24).

Kiir
11th May 2009, 10:37 AM
Initiative Roll

Greebo
11th May 2009, 10:42 AM
The fiery creatures are Magma Claws - magical beasts from the elemental plane of fire. While they can attack with their claws, they prefer to spew lava at their enemies, which not only causes lasting burns, but traps victims in one spot, unable to escape the burning rock that surrounds them.

Shiz
11th May 2009, 10:52 AM
Jacobi: "Spread out as fast as we can, fellows, or I will be singing a merry tune about our own barbeque!"

attriel
11th May 2009, 10:52 AM
'Oh hell.'

Shiz
11th May 2009, 10:54 AM
This party is actually heavy on ranged attacks, so it could be worse.

Shiz
11th May 2009, 10:54 AM
The fiery creatures are Magma Claws - magical beasts from the elemental plane of fire. While they can attack with their claws, they prefer to spew lava at their enemies, which not only causes lasting burns, but traps victims in one spot, unable to escape the burning rock that surrounds them.

Does my studly knowledge reveal a vulnerability to cold, perhaps?

Asharad
11th May 2009, 11:01 AM
Init +1(I think...someone gives us a bonus, yes?)

Arcane+9

Greebo
11th May 2009, 11:06 AM
Does my studly knowledge reveal a vulnerability to cold, perhaps?

If it had, I would have told you.

See PHB p 180ish - vulnerabilities are a DC25 base, you got a 24

Sagar
11th May 2009, 11:52 AM
Arcana (+6) check on the fireclaws - trying to remember what hurts them.
Init +0

I thought I surged after the last fight.

Greebo
11th May 2009, 12:00 PM
Arcana (+6) check on the fireclaws - trying to remember what hurts them.
Init +0

I thought I surged after the last fight.
You remember nothing else about the magma claws, and no, you didn't. I went over the last thread very carefully.

attriel
11th May 2009, 12:04 PM
'Anyone got a bucket of water handy? I think we're gonna need it ...'

Greebo
11th May 2009, 12:08 PM
Round 1

The Magma Claws advance upon Urvi. The first spews lava at her which she dodges (10vs. ref11) but the second sprays her and surrounds her with burning hot molten rock. (13 vs. ref). Urvi is immobilized and takes ongoing fire damage 5. (One save to end both - don't forget your Font of Life, Urvi)

18 Magma Claw 1 (0 dmg)
18 Magma Claw 2 (0 dmg)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2)
17 Raj (8 dmg; 16 hp; 1 AP; Surges left: 6; )
15 Gnome Skulk (Hidden to all but Urvi and Jacoby - roll perception (minor) to detect)
08 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; Immobilized; Fire+5 Ongoing)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; )
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Jacoby...

Shiz
11th May 2009, 12:15 PM
Round 1 Jacobi:

Stay put (sword and shield equipped as standard I assume?) and attack the skulk.

Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a ?2 penalty to attack rolls until the end of your next turn.

Crit! 10dmg, -2 to Skulk attack rolls

Greebo
11th May 2009, 12:19 PM
Jacoby has always been using his hand crossbow and his wand, so those are out by default.

Shiz
11th May 2009, 12:38 PM
Ok. He doesn't have a single weapon power so I thought I would ask.

Sagar
11th May 2009, 03:52 PM
Raj moves to E5 and casts Tempest Breath (centered on G4). (close blast 3, +5 vs Ref, 2d6+7 acid damage, gain concealment until EONT).

He also uses an AP use dragon breath (close blast 3, +5 vs ref, d6+1 lightning damage).

Well that was almost a complete waste of time.

Oh, remember I have resist 5 fire.

Greebo
11th May 2009, 04:13 PM
Round 1 continues...

Jacoby commences one of the most vicious mockings of a gnome you have ever encountered. You are impressed. The gnome cries, and also takes 10 dmg.

Rajkelleran moves forward and exhales acid, which manages to hit one of the magma claws (18 vs. reflex; 9 dmg), but the other avoids it. The sorcerer then calls up lightning from his lungs (that must hurt) but the claws dodge.

You see slight movement and realize that a second skulk (actually #1)has been hiding at the north door! He shoots at Urvi (26 vs AC16) and scores a blow that does a paltry 4 damage bringing her total damage to 8.

Skulk #2 takes aim at Rajkelleran, and also (16 vs. AC13) hits, the bolt doing 6 damage to the dragonborn, bloodying him. The gnome is now clearly visible to everyone.

18 Magma Claw 1 (9 dmg)
18 Magma Claw 2 (0 dmg)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2)
17 Raj (20 dmg; 4 hp; 1-1 AP; Surges left: 6; bloodied)
15 Gnome Skulk ()
15 Gnome Skulk 2 (10 dmg; -2 to all attacks EONT Jacoby 2; )
--> 08 Urvi (8 dmg; 27 hp; 1 AP; Surges left: 4; Immobilized; Fire+5 Ongoing)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; )
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Urva, Shere, Duma

attriel
11th May 2009, 04:22 PM
Shere swears (Oath of Enmity) and summons up vengeance upon the nearest beast (magma 2 I guess?) (Vengeance: +4 vs reflex, 1d8+4 radiant damage, +4 tHP). His aim is thrown off, having to look around the Dragonborn and the Goliath, however.

Sagar
11th May 2009, 04:57 PM
FYI: I had concealment from my attack.

Greebo
11th May 2009, 05:01 PM
FYI: I had concealment from my attack.

Oops, 16 vs AC15, then.

Greebo
11th May 2009, 05:06 PM
Oops, 16 vs AC15, then.

Oh dear. I forgot. The gnome wasn't visible to Raj, so that was really an 18 vs. AC15 (combat advantage) and as a result, his hit does an extra 6 damage, so Raj you have 4hps left, not 10.

Sorry.

Shiz
11th May 2009, 06:11 PM
Planned tactics for Jacoby:

Heal Raj, then use my push power on the drakes.

Quervo
11th May 2009, 06:47 PM
yeah that is there just for looks... I will be looking for some new things comming up in new levels... but for now I am a ranged guy. (honestly, I have never used my crossbow either, ALL my powers an implement)

Kiir
11th May 2009, 07:36 PM
Urvi calls upon her font of life to help her move and stop the fire damage. Her font of life does not help her however so she takes her greatsword and calls upon the hungry earth to damage each of the creatures before her. (1d12 +4, +6 vs fort, until the end of your next turn each square in the burst is difficult terrain to your enemies). She then attemps to escape for the hold the lava rocks and fire has upon her.

Asharad
11th May 2009, 10:51 PM
I'll use blades of astral fire centered on Urvi.

Attack:+4Vs. reflex
Damage:1d6+4
Raj and urvi get +5 to AC until EONT


edit:lot o' ones!

Greebo
12th May 2009, 06:20 AM
Urvi, did you intend to mark your enemies? Otherwise, Raj is likely to get chewed on some more...

Greebo
12th May 2009, 10:46 AM
Round 1 Wrap up

Urvi is burned by the lava clinging to her skin (27-5=22hps). She swings her great sword while calling to the earth, and while her first attack misses, the second attack hits (16 vs. Fort) the Magma Claw, who takes a serious gash to its side. (14 dmg).

Shere can't see what he's doing, so while his Oath of Emnity on the second claw takes hold, his attack does not.

Duma calls forth blades of astral fire which swirl around Urvi, slashing at the claws and guarding Urvi, Raj and Shere. The blades manage to land on one of the claws (#2), but only lightly (5 dmg).

--> 18 Magma Claw 1 (9 dmg; Marked - Urvi)
18 Magma Claw 2 (19 dmg; Marked - Urvi)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2)
17 Raj (20 dmg; 4 hp; 1-1 AP; Surges left: 6; bloodied; +5 AC EONT Duma2)
15 Gnome Skulk ()
15 Gnome Skulk 2 (10 dmg; -2 to all attacks EONT Jacoby 2; )
08 Urvi (13 dmg; 22 hp; 1 AP; Surges left: 4; Immobilized; Fire+5 Ongoing; Adjacent terrain difficult EONT Urvi 2; +5 AC EONT Duma2)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; Emnity Claw 2; +5 AC EONT Duma2)
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

http://www.primeaxiom.com/rpgt/scene.asp?ID=4762qn8vdgwupvgy9rfjr7lrwdi1cpvwsbjuk jfs9xveofg13jfjl63txk12d7oq

Round 2


I am holding on the Claws and Round 2 until Urvi indicates whether she was marking them.

Shiz
12th May 2009, 10:55 AM
Round 2 Jacoby:

Minor: Majestic Word on Raj, surge+1d6+4 (7+10=17)!
Std: Shout triumphantly!

Shout of Triumph Bard Attack 1
You unleash a mighty call of battle, scattering your enemies while urging your allies forward.
Encounter ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +4 vs. Fortitude
Hit: 1d6 + 4 thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.

12 and 8 vs FOR = 2 misses.
Urvi slides to E3 unless she has a better idea.
Raj slides to E6 unless he has a better idea but he can CB from the corner and hit only Claws now.
Tor Shere slides to E5 to get in melee range.

This is a really good power other than the vs FOR.

Sagar
12th May 2009, 11:15 AM
I'll wait to see where I wind up before posting my attack.

Kiir
12th May 2009, 11:18 AM
Oops, yes I meant to post Urvi marks the Magma's as well.

Greebo
12th May 2009, 11:20 AM
Noted.

Greebo
12th May 2009, 12:17 PM
Round 2 Begins

The claws, compelled to focus their attacks on Urvi by her mystical power, rake their claws at her. One hits (21 vs AC21) but the other does not (9 vs AC21). She is scratched and burned (7 dmg + 3 fire dmg; 10 from 22 = 11; bloodied).

Jacoby grants healing powers to Rajkelleran, who recovers significantly! (17 hps) He then lets out a loud battle cry. The cry has no effect on the magma claws, other than giving the party a chance to reposition.

18 Magma Claw 1 (9 dmg; Marked - Urvi)
18 Magma Claw 2 (19 dmg; Marked - Urvi)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 1/2)
--> 17 Raj (3 dmg; 21 hp; 1-1 AP; Surges left: 5; +5 AC EONT Duma2)
15 Gnome Skulk ()
15 Gnome Skulk 2 (10 dmg; -2 to all attacks EONT Jacoby 2; )
08 Urvi (23 dmg; 12 hp; 1 AP; Surges left: 4; Immobilized; Fire+5 Ongoing; Adjacent terrain difficult EONT Urvi 2; +5 AC EONT Duma2; bloodied)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; Emnity Claw 2; +5 AC EONT Duma2)
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Raj...

Shiz
12th May 2009, 12:28 PM
Remember, if you don't use your extra APs before an extended rest, you lose them.

Greebo
12th May 2009, 12:35 PM
Don't be too hesitant to use daily powers either.

Sagar
12th May 2009, 02:18 PM
And you can only use one AP per encounter.

I don't know if fighting fire with fire really works, but we're about to find out:

Raj gestures with his dagger and sprays fire out over the magma claws. (Burning Spray, Close blast 3 - centered on G4, +5 vs ref, 1d8+7 damage)

Greebo
12th May 2009, 02:27 PM
And you can only use one AP per encounter.
On that note, I indicate the use of an AP in the current encounter with a -1, so in your case, 1-1 means you had 1 AP and you've used it. At the end, I complete the math.

Round 2 continues...

Rajkelleran tests an age old adage and blasts the magma claws with fire. The blast misses the first (7 vs ref) but hits the second (13 vs ref). The fire washes over the claw and does some damage, but the claw seems significantly less phased by the burning flames washing over it than you would have expected (3 dmg).

The gnomes, sensing Raj as the most threatening so far to the magma claws, take aim and fire at him again. An astral blade knocks one bolt away (14 vs. ac18) but the other bolt (22 vs ac18) finds a place in between Raj's scales. (8 dmg)


18 Magma Claw 1 (9 dmg; Marked - Urvi)
18 Magma Claw 2 (22 dmg; Marked - Urvi)
17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 1/2)
17 Raj (11 dmg; 13 hp; 1-1 AP; Surges left: 5; Dailies Used: Lightning breath; +5 AC EONT Duma2)
15 Gnome Skulk (0 dmg; )
15 Gnome Skulk 2 (10 dmg; -2 to all attacks EONT Jacoby 2; )
--> 08 Urvi (23 dmg; 12 hp; 1 AP; Surges left: 4; Immobilized; Fire+5 Ongoing; Adjacent terrain difficult EONT Urvi 2; +5 AC EONT Duma2; bloodied)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; Emnity Claw 2; +5 AC EONT Duma2)
03 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Urvi/Shere/Duma

Shiz
12th May 2009, 02:37 PM
The fire washes over the claw and does some damage, but the claw seems significantly less phased by the burning flames washing over it than you would have expected (3 dmg).

Resist 10 fire, then. Dude! You have 2 lightnings and an acid and you chose fire?! :mrgreen:

Asharad
12th May 2009, 02:40 PM
I'll trigger my preserver's rebuke against the magma claw that hit Urvi.

I'll then hit it with Avenging Light which, I think, gets the bonus because Urvi is bloodied.

I'll use an action point and do this twice.

Edit:Keerpow. So 1d10+6 damage on that second attack.

edit2:I forgot to add the +4 to hit I get for preservers rebuke...which is sad cause I don't think I need it in either attack! but hey, fair is fair.

edit3:There's been some movement of characters and such since I posted this. I'll move to e5 and use the attacks against the magma claw1 (the one that is in front of Urvi, no matter which mc is the one that hit her).

attriel
12th May 2009, 02:54 PM
Shere, having ridden the thunder forward, swings his flail around at the critter before him (Bond of Retribution: +6 vs AC, 1d10+4, 2 radiant if anyone else attacks me until EONT)

Edit I didn't really think the enmity was necessary, but I figured I might as well roll it ... and when did Ash and I get to start rolling real numbers! that's so neat!

Asharad
12th May 2009, 03:43 PM
greebs, I changed my attack slightly due to character movement. updated in my orginal post for this round.

Greebo
12th May 2009, 03:44 PM
greebs, I changed my attack slightly due to character movement. updated in my orginal post for this round.

Thanks for the post notifying me. :)

Greebo
12th May 2009, 03:46 PM
greebs, I changed my attack slightly due to character movement. updated in my orginal post for this round.

Shere is in E5 now. You could move to E4, but avenging light is ranged, which will provoke not 1 but 2 OA's (one per claw). Is it your intent to get killed?

Asharad
12th May 2009, 03:48 PM
Sorry, I meant d5. I'll just step up one space so I have clear line of sight on the mc1.

Kiir
12th May 2009, 05:07 PM
Urvi calls upon her font of life to help her move and stop the fire damage. She then marks the magma in front of her before attempting to call upon the strength of stone (vs AC +4 temp hitpoints) to help her in her attack against the fiery creature. She also attempts to call upon the weight of the earth to help her against the creature (AP using Weight of Earth, creature slowed till end of my next turn +6 vs AC).

Greebo
12th May 2009, 08:12 PM
Round 2 Wrap Up

Urvi scrapes off the lava like residue and manages to clear a path around herself. The green light over the first claw is renewed even as the second fades. Her stone like power slams into the northern claw (#1; 18 v AC) and cuts into it deeply (13 dmg). Summoning her strength, she crashes her sword again into the claw and the weight of the earth bears down upon it (22 vs AC) making all movement difficult (slowed; 10 dmg; bloodied)

Shere, having slid into range, smacks his flail into the Claw before him (#2; 25 vs. AC) summoning a bond of retribution (9 dmg) upon the Magma Claw.

Duma breaks his streak of bad luck, and calls forth avenging light from Ioun on the first claw (17 vs. Fort) which is strengthened by the need of Urvi for revenge! (15 dmg) High on Ioun's magesty, Duma repeats his attack, and Ioun himself seems to guide the second blow as it lands a perfect strike (16 dmg).

Round 3 begins

The reeling claw (#1) recovers from the beating its just taken, and rakes its claws at Urvi (24 vs AC16). The nasty gashes are mitigated by the strength of stone (4 THP consumed) and Urvi is only slightly worse for wear. (2 dmg)

The second claw, sensing its bond to Shere, roars and spews more lava like goo which coats the shifter, starting to burn him and making it impossible for him to move. (5 Fire dmg ongoing; immobilized; save ends).

18 Magma Claw 1 (63 dmg; Marked - Urvi; bloodied)
18 Magma Claw 2 (31 dmg; )
--> 17 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 1/2)
17 Raj (11 dmg; 13 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; )
15 Gnome Skulk (0 dmg; )
15 Gnome Skulk 2 (10 dmg; -2 to all attacks EONT Jacoby 2; )
08 Urvi (25 dmg; 10 hp; 1-1 AP; Surges left: 4; bloodied)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

http://www.primeaxiom.com/rpgt/scene.asp?ID=4762qn8vdgwupvgy9rfjr7lrwdi1cpvwsbjuk jfs9xveofg13jfjl63txk12d7oq

Jacoby, Raj...

Shiz
12th May 2009, 08:41 PM
Round 3 Jacoby:

Std: Attack the dying crawler (MC1, disregard roll note) with

Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
Encounter (Half-elf Racial) ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d10 + 4 damage.

Then, spend an AP to hurt Skulk 2 and encourage my allies to kill him:

Stirring Shout Bard Attack 1
Your shout of wrath stabs into your foe?s mind. Each time your allies hit that foe, they draw strength from its weakness.
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 2d6 + +4 psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points.

Sagar
12th May 2009, 09:44 PM
I'll get an OA and, since I seem to be the resident pin cushion, I'll probably die, but I might as well try dragonfrost on Magma 2. +5 vs Fort, d8+7 cold, push 1.

At least we might see if cold does better.

Greebo
13th May 2009, 06:35 AM
Round 3 continues

Jacoby sends a blast of arcane power at the first Magma Claw. Despite the partial obstruction of the wall, the blast slams into the claw (21-2cov vs. reflex) finishing it of (9 dmg; dead)

He then draws on his reserves and launches a second attack, this time raising an inspiring shout for the party to direct their fire at the southern gnome. Lacing the cry with psychic power, the gnome is hit (18 vs. will) and clutches his head in pain momentarily (8 dmg; bloodied)

Raj begins an attack on the second claw but the claw interrupts, sensing an oppotunity! The claw rakes Raj with its claws (19 vs. AC) which cut (5 hps; bloodied) [-]and burn (2 hps)[/-] but does not burn Raj. Raj seems surprised to still be on his feet! However he recovers himself, and sends a torrent of cold breath at the claw. The claw can't avoid it (23 vs. fort), and takes damage from the frigid blast (8 dmg) and as it's pushed away from Raj, seems to become sluggish in its responses (slowed till end of its next turn) as a surprising reaction to the cold attack.

The first skulk, sensing weakness, targets the dragonborn. He aimes his crossbow with perfect precision, (crit) and the bolt slams into Raj. Raj coughs up blood as he crumples to the floor (9 dmg; unconscious, dying).

The second targets the badly wounded warden, but his attack is not as well prepared, and the bolt goes wide (9 vs AC).

18 Magma Claw 2 (39 dmg; bloodied, slowed EONT Claw2 4)
17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (25 dmg; -1 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; unconscious; dying)
15 Gnome Skulk (0 dmg; )
15 Gnome Skulk 2 (18 dmg; bloodied; All hits against heal attacker 4 hp each )
--> 08 Urvi (25 dmg; 10 hp; 1-1 AP; Surges left: 4; bloodied)
07 Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Urvi, Shere, & Duma

Sagar
13th May 2009, 07:40 AM
Oops.. I forgot to post that I wanted to move to the rear if the magma was pushed out of the way. C'est la.

Did that 2 burn include my 5 fire resistance?

Greebo
13th May 2009, 08:00 AM
Oops.. I forgot to post that I wanted to move to the rear if the magma was pushed out of the way. C'est la.

Did that 2 burn include my 5 fire resistance?

It does now? ;)

Sagar
13th May 2009, 08:23 AM
It does now? ;)
COOL! I'm 66% less dead than the next leading dirtnapper!

Asharad
13th May 2009, 08:53 AM
Duma will atempt to hit gnome sulk1 with..uhh...avenging light!

Attack:+4 vs fort
damage:1d10+4

Shiz
13th May 2009, 09:25 AM
We need to keep advancing to protect the casters.

attriel
13th May 2009, 01:03 PM
Seeing Raj fall, Shere brings swift retribution (Bond of Retribution: +6 vs AC, 1d10+4 dmg, +2 radiant if anyone else attacks me)

Kiir
13th May 2009, 01:14 PM
Urvi spends a healing surge (+8) and then moves up to F3 and marks the magma creature.

Greebo
13th May 2009, 01:17 PM
Seeing Raj fall, Shere brings swift retribution (Bond of Retribution: +6 vs AC, 1d10+4 dmg, +2 radiant if anyone else attacks me)

You are currently not in melee range. I'll assume youw ant to move. I know you can't look at the map much from work.

Oops. You are immobilized. You cannot move, and you cannot melee from here.

Saving throws are at the end of your turn, so I'll wait for you to adjust your move. (Keep the 16)

attriel
13th May 2009, 01:32 PM
Oops. I swear I was oath'ing and attacking claw 2, and I didn't see anything about it moving. Oops. (edit: found it, raj pushed it, missed that little bit of text)

Well, in that case, since I can actually use my ranged attacks without being eviscerated ...

Shared madness (+4 vs Will, 1d10+4 damage, equal damage second target i can see) focused on the claw, secondary pain to the skulk 2, and oath on the claw if it's not the one i'm already oath'd on ...


edit: So 20 vs will to hit the claw, 8 damage to claw and skulk, and i'm still not going anywhere.

Greebo
13th May 2009, 02:15 PM
Round 3 wrapup ...

Urvi uses second wind, recovering some strength and adopting a defensive position for the time being while she moves to engage the other Claw and marks it with her power. (+8 hps, +2 all def EONT Urvi 4)

Shere sizzles (5 fire damage), seems mildly confused momentarily, but recovers and mentally links the claw and the southern gnome in pain (20 vs will), and both recoil in unison (8 dmg to each). The gnome looks very worried.

Duma casts a beam of avenging light at the northern gnome, striking it squarely (21 vs. fort) but not doing a terrible amount of damage (5 dmg)

Round 4
The claw roars and lashes out at Urvi with another spray of it's burning bile. The splash (20 vs ref13) hits her, and Urvi is again stuck in place and smoldering (immobilized; 5 Fire ongoing; save ends both)

18 Magma Claw 2 (47 dmg; bloodied, slowed EONT Claw2 4; Mark: Urvi EONT Urvi4)
--> 17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (25 dmg; -1 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; unconscious; dying)
15 Gnome Skulk 1 (5 dmg; )
15 Gnome Skulk 2 (26 dmg; bloodied; All hits against heal attacker 4 hp each )
08 Urvi (17 dmg; 18 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; +2 all def EONT Urvi 4; immobilized; 5 Fire ongoing; save ends both)
07 Shere (5 dmg; 23 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Jacoby, Raj

Note : Shere did not regain 4 hps because he did not actually *hit* skulk 2, he hit the claw.

Shiz
13th May 2009, 02:23 PM
Round 4:

Last Healing to Raj (11+1d6=12).

Then mock Skulk2.

Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

I must have a frog in my throat.

Sagar
13th May 2009, 03:00 PM
Hmm.. attack, surge, or hide.. that is the question. If I wasn't prone, I could attack AND move but, alas...

I'll remain prone (-2 to hit, ranged) and use second wind (+7 HP, +2 to all defenses)

Greebo
13th May 2009, 03:24 PM
Bravely did the Dragonborn stay lying on the ground...


Last Healing to Raj (11+1d6= ).
Please don't do that. It took me about 5 minutes to figure out where the hell 11 came from...help a DM Brother out and give me detail. :)

Round 4 continues

Jacoby channels healing power into the Dragonborn (12 hps recovered) and then squeaks like a dying amphibian, which doesn't impress anyone.


Raj takes a moment to gather his strength. You think you might hear faint snoring... (still prone, +2 def, +7 hps)

The first skulk turns his bow towards Urvi, aims, and fires. (22 vs ac18). The bolt strikes her arm (7 dmg).

The second skulk says "Screw this!" and moves east, towards a passageway that bends north and out of sight. He stops to take another shot, however, and targets Raj one more time, more in rage than good sense. The shot is good (17 vs ac13+2+2) despite Raj's prone position, and hits him. (5 dmg)

18 Magma Claw 2 (47 dmg; bloodied, slowed EONT Claw2 4; Mark: Urvi EONT Urvi4)
17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (10 dmg; 14 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; prone; +2 def eont Raj 5)
15 Gnome Skulk 1 (5 dmg; )
15 Gnome Skulk 2 (26 dmg; bloodied; All hits against heal attacker 4 hp each )
--> 08 Urvi (24 dmg; 11 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; +2 all def EONT Urvi 4; immobilized; 5 Fire ongoing; save ends both)
07 Shere (5 dmg; 23 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Urvi, Shere, Duma

Shiz
13th May 2009, 03:26 PM
When I heal (0/2 now) Raj, he uses a surge plus he did Second Wind.

"Urvi, can you stop that skulk?"

attriel
13th May 2009, 03:33 PM
When I heal (0/2 now) Raj, he uses a surge plus he did Second Wind.

"Urvi, can you stop that skulk?"

"Jacoby, you're the one with the crossbow in hand!"

Greebo
13th May 2009, 03:36 PM
When I heal (0/2 now) Raj, he uses a surge plus he did Second Wind.

His second wind had nothing to do with my confusion, it was just the 11 pulled out of nowhere that took me a while to figure out it was his surge value + your modifier.

Kiir
13th May 2009, 03:37 PM
Urvi will use her font of life again to hopefully come free of the molten lava once more. Pulling free of the lava Urvi focuses on the Magma once more, calling upon the strength of stone to aid her in her attack, she once again marks him as well. She then comments to the bard, "How am I to stop the running gnome? I can not get my crossbow at the moment and the powers of the earth do not aid me in ranged attack at this point in my life."

(Urvi has no ranged spells that she can use, so no she can do nothing about the running gnome)

Shiz
13th May 2009, 03:38 PM
"Jacoby, you're the one with the crossbow in hand!"

"I was thinking you might move and then charge to get there. My baby bolt might hirt him, but it won't stop him."

attriel
13th May 2009, 03:57 PM
Cursing at the bard, Shere turns his attention to the fleeing skulk. "I hope the GIANT LAVA DOG doesn't hurt anyone ..."

He then summons Radiant Vengeance (+4 vs Reflex, 1d8+4 Radiant, +4THP) against the fleeing Skulk (#2?)

Asharad
13th May 2009, 04:02 PM
Duma will move to I5 (the long way, avoiding a OA from the magma thing).

He'll hit the fleeing sulk with avenging light again.

attack:+4 vs fort
damage:1d10+4

Greebo
13th May 2009, 04:59 PM
Round 4 Wrap Up

Urvi summons her warden power and shakes off the effects of the claw's bile. (Yuck) She swings her great axe, the power of stone filling her arms, and hits (18 vs. AC) the claw a nasty blow (15 dmg)! Her success infuses her with earthly protection (+4 thp)

Shere sizzles while shouting about giant lava dogs and cursing at half-elves (5 dmg). He focuses radiant light on the cowardly gnome, who is struck solidly by the blast of energy (23 vs. ref) and perishes (11 hps; dead). Having actually hit the gnome this time, Shere is restored of some health by Duma's magic, just before it fades with the Goblin's death. (regain 4 hps) Shere is unable to break free of the magma bile, unfortunately.

Duma carefully moves to I5 and attacks the other gnome, but his power goes wide and misses. (10 vs. fort).

Round 5
The magma claw swipes at Urvi again (21 vs. AC16), with a glancing blow (5 dmg - 4thp = 1 dmg; 10hp).

18 Magma Claw 2 (62 dmg; bloodied; mark-Urvi )
--> 17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (10 dmg; 14 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; prone; +2 def eont Raj 5)
15 Gnome Skulk 1 (5 dmg; )
08 Urvi (25 dmg; 10 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; )
07 Shere (6 dmg; 22 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Jacoby & Raj

Shiz
13th May 2009, 05:09 PM
Jacoby moves to E2 so he can hum melodies of encouragement in Urvi's ear. Then he strikes at the Claw with some hopefully more effective Mockery.

Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a ?2 penalty to attack rolls until the end of your next turn.

"Someone please chase down that other gnome!"

These claws have s ****-ton of HPs for a a level 1 party to pound against...

Greebo
13th May 2009, 08:31 PM
Ok, well regardless, Jacoby's rather creepy attack finishes off the already staggering claw (21 vs AC; hit; and it had 2 - TWO hps left. the last claw? It was left with ONE hp left earlier...).

So...Raj?

Greebo
13th May 2009, 08:32 PM
These claws have s ****-ton of HPs for a a level 1 party to pound against...

This? This is nothing. You should have seen the ogre in encounter 2...

Sagar
13th May 2009, 09:09 PM
Raj casts dragonfrost at the remaining mob. (Dragonfrost, + 5 vs Fort, 1d8+7 cold damage, push 1 square).

Greebo
13th May 2009, 09:39 PM
Clearly shaken by his near brush with death, Raj is unable to gather his power, and his attack fails.

The skulk, alone but undeterred, takes aim at Urvi (17 vs 16AC) and she's pierced by yet another bolt! (4 dmg)


17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (10 dmg; 14 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; prone; +2 def eont Raj 5)
15 Gnome Skulk 1 (5 dmg; )
--> 08 Urvi (29 dmg; 6 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; )
07 Shere (6 dmg; 22 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Urvi, Shere, Duma

Kiir
13th May 2009, 09:58 PM
Urvi moves forward to engage the last gnome (move to J3) and then calls upon the strength of stone once again as she marks the gnome as well.

Asharad
13th May 2009, 11:09 PM
I'll move to I5 and hit the sulk with avenging light.

+4 vs fort
1d10+4

attriel
14th May 2009, 08:08 AM
Shere will swear an oath (Enmity) against the gnome while moving to J2 and striking him down with retribution (+6 vs AC, 1d10+4 damage)

Greebo
14th May 2009, 09:29 AM
Jacoby and Raj can go again before the skulk so I'll hold for them.

Shiz
14th May 2009, 09:55 AM
Jacoby Mocks again.

Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a ?2 penalty to attack rolls until the end of your next turn.

Sagar
14th May 2009, 10:19 AM
Stand then Dragonfrost the skulk again: +5vs Fort, 1d8+7 damage, push 1

Greebo
14th May 2009, 12:50 PM
The battle continues
Map updates delayed due to some VM issues today, will be resolved soon.

Urvi moves to the remaining gnome, who gulps visibly as it looks up at the towering powerhouse of a woman confronting him. The aura of power is diminished somewhat, however, as she nearly drops her sword in an attempt to attack the gnome.

Shere also advances on the gnome, and deftly lands a weak blow with his flail on the gnome (24 vs. AC; 6 dmg)

Duma slides forward gracefully and levels a blast of light at the gnome which burns him, but only slightly. (23 vs fort; 6 hps)

Jacoby tells the gnome, "You suck as a monster!" The gnome is unimpressed. (6 vs. Will)

Raj (who was actually already up but I forgot to update that) sends a blast of cold at the gnome, which hits (24 vs. fort) and gives it some serious frostbite (9 dmg). The gnome is pushed back away from his attackers into the corner.

The gnome has had enough. Having gained some distance from his would be killers, he takes off around the corner (double move) and disappears around the corner down the eastern hallway.

17 Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
17 Raj (10 dmg; 14 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; +2 def eont Raj 5)
15 Gnome Skulk 1 (26 dmg; )
--> 08 Urvi (29 dmg; 6 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; )
07 Shere (6 dmg; 22 hp; 0 AP; Surges left: 5; Emnity Claw 2; Retribution Claw 2; Ongoing: 5 fire & immobilized (save ends))
03 Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

End of encounter

Asharad
14th May 2009, 01:37 PM
Duma almost sighs.

"They do have a tendency to run, don't they."

Greebo
14th May 2009, 01:39 PM
Adronsius says, "The little *****s are almost as bad as goblins." Looking at Raj, "What were ye thinking, givin' him a push for freedom, anyway?"

DinbinFanfoom
14th May 2009, 01:40 PM
Punt em early. Punt em often.

Greebo
14th May 2009, 02:09 PM
Map updated.
http://www.primeaxiom.com/rpgt/scene.asp?ID=4762qn8vdgwupvgy9rfjr7lrwdi1cpvwsbjuk jfs9xveofg13jfjl63txk12d7oq

Shiz
14th May 2009, 02:31 PM
Surge up, everyone. We saw what happened to Raj going into battle half-cooked already.

We realy need an extended rest but we cannot with an ambushing gnome running around.

Greebo
14th May 2009, 02:43 PM
Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)
Raj (10 dmg; 14 hp; 1-1 AP; Surges left: 5; DU: Lightning breath; )
Urvi (29 dmg; 6 hp; 1-1 AP; Surges left: 4-1 (2wnd); bloodied; )
Shere (6 dmg; 22 hp; 0 AP; Surges left: 5; Ongoing: 5 fire & immobilized (save ends) )
Duma (0 dmg; 25 hp; 2-1 AP; Surges left: 6; )

Shere is still immobilized and burning. Party members may roll a Heal DC15 check to give Shere a +2.

No surges may be taken until this is resolved (sorry should have posted earlier).

Shere, roll 3 saving throws (3 rounds worth).
Anyone wishing to aid Shere, roll 3 Heal checks and post your modifier please.

Shiz
14th May 2009, 02:48 PM
Jacoby has 0/2 Heals, not that it won't reset very soon.

Greebo
14th May 2009, 02:55 PM
Jacoby has 0/2 Heals, not that it won't reset very soon.

Heal checks, not healing words. You're using First aid to grant Shere a +2 to his saving throw. (Or to allow him to get another throw in the same round)

PHB 185

Shiz
14th May 2009, 03:03 PM
Heal checks, not healing words. You're using First aid to grant Shere a +2 to his saving throw. (Or to allow him to get another throw in the same round)

PHB 185

I was looking at the after battle report two posts up.

Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)

Jacoby will try and help Urvi, but his skills aren't trained: +3

Kiir
14th May 2009, 03:08 PM
Heal checks to help Shere.

Greebo
14th May 2009, 03:14 PM
I was looking at the after battle report two posts up.

Jacoby (0 dmg; 25 hp; 2-1 AP; Surges left: 4; Heals left 1/2; DU: Insp. Shout)

Jacoby will try and help Urvi, but his skills aren't trained: +3
OHHH that... yeah I'll reset that at the next encounter.

If there is one. ;)

Asharad
14th May 2009, 03:27 PM
heal helping!

I will also ask Adronius if we are still heading in generally the correct direction to rescue the hostages he is aware of.

Greebo
14th May 2009, 03:31 PM
Adronsius "Aye, they took me straight on through here. Didna know there were doors, being blindfolded. Never smelled of fire lobster either..."

attriel
14th May 2009, 03:49 PM
Oh, awkward. I guess I didn't run up and hit the gnome. I guess I used my ranged attack instead, which is +4 vs +6 to attack, but same damage, so no change at least.

That said, Shere probably should have done a break free at the end of last round, so here goes 3 + that one

Greebo
14th May 2009, 03:51 PM
Ok that'll do it. You only needed a 10 to end both effects. :) The party may now surge up.

attriel
14th May 2009, 03:54 PM
Shere will use a surge for 7 healing to full.

Kiir
14th May 2009, 04:09 PM
Urvi surges twice (+8, +8 for +16). She then states, "I am not sure how much further I can continue on before I will need a longer rest."

Greebo
14th May 2009, 04:13 PM
Don't forget to use the bard's +4 to surge values while resting.

attriel
14th May 2009, 04:14 PM
I didn't remember if he had to do something for those values or not

So I healed 11 points. out of 6 damage :o

Shiz
14th May 2009, 04:16 PM
Greebo is kindly assuming the bard is doing what he has to do to give the bonus, which is sing a little.

So, DM, is there a way for us to evaluate a safe location for an extended rest? If I look at the rooms we have cleared so far, none of them offer any tactical comfort for resting. It doesn't take much for a gnome to disturb the rest.

That said, Jacoby is the least in need of rest but he would be hardpressed to guard the entire party in any of these rooms.

Kiir
14th May 2009, 04:16 PM
Okay then I healed 24 our of 29 damage.

Greebo
14th May 2009, 04:19 PM
Greebo is kindly assuming the bard is doing what he has to do to give the bonus, which is sing a little.

I do believe its automatic.

Edit: It's a class feature. Q, IIRC, stated it would always be relevant. It doesn't actually require an action on your part.

Greebo
14th May 2009, 04:25 PM
So, DM, is there a way for us to evaluate a safe location for an extended rest?
What, like a die roll? No. Will I evaluate the relative safety of any of the rooms thus far for you? No.

If I look at the rooms we have cleared so far, none of them offer any tactical comfort for resting. It doesn't take much for a gnome to disturb the rest.
I will tell you, however, that if you take an extended rest, and are interrupted, you'll be able to resume resting and add the interruption time to the rest to fully recover.

Yes, not very realistic, but its that or make you start over again on a 7.5 hour rest. (6 hrs and a 1.5 hour watch cycle).

Greebo
14th May 2009, 04:29 PM
Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2; DU: Insp. Shout)
Raj (10 dmg; 14 hp; 1 AP; Surges left: 5; DU: Lightning breath; )
Urvi (5 dmg; 30 hp; 1 AP; Surges left: 1; )
Shere (0 dmg; 28 hp; 1 AP; Surges left: 4; )
Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

This last fight was a milestone. Action point gained.

Kiir
14th May 2009, 04:29 PM
Greebo is kindly assuming the bard is doing what he has to do to give the bonus, which is sing a little.

So, DM, is there a way for us to evaluate a safe location for an extended rest? If I look at the rooms we have cleared so far, none of them offer any tactical comfort for resting. It doesn't take much for a gnome to disturb the rest.

That said, Jacoby is the least in need of rest but he would be hardpressed to guard the entire party in any of these rooms.

I would think room 13 or 14 would be best for resting, probably 14 since it doesn't have the weird floor thing. It is easily defensible with only one entrance=, and the fountain there has clean water in it.

Shiz
14th May 2009, 04:30 PM
The best place to rest is room 14, by far. Shall we move back over there and take a rest? There is only one entrance.

Shiz
14th May 2009, 04:33 PM
Given Kiir's agreement, lets move there. We will backtrack through the entry hall - knowing how the flames work so we don;t get burned - and rest in 14.

The watch order will be

Jacoby
Raj
Shere
Duma
Urvi

The guard will be in the northmost corner opposite the doors. The party will rest around the fountain. Those with 2 AP will lose 1 but our tank cannot have 1 surge.

Greebo
14th May 2009, 05:30 PM
The party quickly makes their way back the way they came, through the room with the glowing curtain and the barracks. The entryway doors are all closed when you enter. You pass through, and off to the east, making your way back to the room where you found the dwarven prisoner.

"Ahm so glad ta be back here, really."

He begs the use of a bedroll from you so he, too, can get a good nights sleep. Hopefully...

...

...

...

Shiz
14th May 2009, 05:36 PM
He can have mine and the guard will swap at the switch.

Sagar
14th May 2009, 09:19 PM
I will surge once (+11 hp) before we move.

Greebo
15th May 2009, 06:10 AM
I will surge once (+11 hp) before we move.

I see that your surge value is 7. I can't figure out why...oops n/m found it - dragonborn thing.

Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2; DU: Insp. Shout)
Raj (0 dmg; 24 hp; 1 AP; Surges left: 4; DU: Lightning breath; )
Urvi (5 dmg; 30 hp; 1 AP; Surges left: 1; )
Shere (0 dmg; 28 hp; 1 AP; Surges left: 4; )
Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )

Greebo
15th May 2009, 06:15 AM
Ok, everyone give me a perception roll please for your watch.

Sagar
15th May 2009, 07:37 AM
Guys, they still have prisoners. Are we SURE we want to rest and give them 7 more hours to eat / torture / brainwash them?

Greebo
15th May 2009, 07:59 AM
Guys, they still have prisoners. Are we SURE we want to rest and give them 7 more hours to eat / torture / brainwash them?

The avalanche has already started. It is too late for the pebbles to vote.

You are already resting.

Sagar
15th May 2009, 08:26 AM
Percep

Asharad
15th May 2009, 09:15 AM
Sagar, I'd rather not, but on the other hand we won't do the prisoners any good if we are killed enroute.

Shiz
15th May 2009, 09:32 AM
What do I see?

Greebo
15th May 2009, 09:35 AM
What do I see?

What's your perception modifier?

Shiz
15th May 2009, 09:39 AM
+8. I was checking. Patience. 9+8=17 so you don't have to do the math!

Greebo
15th May 2009, 09:42 AM
+8. I was checking. Patience. 9+8=17 so you don't have to do the math!

That's the way I like it! :) (I have to do a hella amount of math already - the more you guys help me out by calculating your totals and looking up your own stats, the better :) )

Greebo
15th May 2009, 09:43 AM
Jacoby - First Watch.

Your watch passes uneventfully.

Greebo
15th May 2009, 09:44 AM
Rajkelleran - Second watch

Your watch passes uneventfully.

attriel
15th May 2009, 09:58 AM
I spy with my little eye ...

edit ...
what a freakin' waste of a 20!!!

Kiir
15th May 2009, 10:01 AM
Perception roll +7

Greebo
15th May 2009, 10:01 AM
Tor Shere - Third Watch

Shortly into your watch, the sunrod that was activated upon entering the room outside this one burns out.

Do you intend to replace it?

Greebo
15th May 2009, 10:02 AM
Booyah - two 20's on perception. LOL BTW - after reviewing, it turns out that there is no "crit" or "fumble" on skill checks. Not that I'm saying the 20's weren't wasted...just that 20 isn't auto success except in attacks. Just FYI

attriel
15th May 2009, 10:19 AM
Booyah - two 20's on perception. LOL BTW - after reviewing, it turns out that there is no "crit" or "fumble" on skill checks. Not that I'm saying the 20's weren't wasted...just that 20 isn't auto success except in attacks. Just FYI

yeah I know. thats why it's a waste of a 20 :o

attriel
15th May 2009, 10:25 AM
Tor Shere - Third Watch

Shortly into your watch, the sunrod that was activated upon entering the room outside this one burns out.

Do you intend to replace it?

Shere breaks out a new sunrod and activates it while holding it behind his back. He then tosses it into a corner of the room to provide illumination without being in his view. All without ever looking at it.

I'll close my eyes if I need to instead of doing it behind my back. I just don't want to light it up and hold it in front of my face. That'd leave some annoying light flares behind.

Greebo
15th May 2009, 10:29 AM
Tor Shere - third watch - continued

About halfway into your watch, while the rest of the party is in a deep sleep, you hear a clicking noise from the west, followed by a not terribly subtle creaking noise, caused by the door opening.

The light that floods the next room just barely reveals to you the form of a gnome and a goblin, who seem to be attempting to sneak about, and are unaware of just how sharp your eyesight is.

Looking closely, you recognize both of them as the two archers who fled the party earlier. They are sneaking away from the door, back towards the runes, and readying their crossbows.

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

The eastern doors in this map are the western doors in the other map.

Greebo
15th May 2009, 10:36 AM
Everyone: Roll Initiative

Shere: Shaking awake a party member is a standard action. Shouting to wake them is a free action. However, either way if you wake them this round, they will not be able to fight until next round.

Shiz
15th May 2009, 10:49 AM
Init +1

No one has recovered any powers yet but have APs been lost?

attriel
15th May 2009, 10:57 AM
Initiative

Do I get a surprise round, since I can see them and react and they don't know that I see them and can react? If so, I'd really like to shoot someone in the back with this crossbow :o

Also, should we start a new thread for this fight?

Greebo
15th May 2009, 10:58 AM
Init +1

No one has recovered any powers yet but have APs been lost?
APs have not reset yet, no.

Greebo
15th May 2009, 10:59 AM
Initiative

Do I get a surprise round, since I can see them and react and they don't know that I see them and can react? If so, I'd really like to shoot someone in the back with this crossbow :o

Also, should we start a new thread for this fight?

You know they're there. They know you're there. They think you can't see them, but they're on alert. No.

Kiir
15th May 2009, 11:24 AM
init

of course this means i roll all 1s during the fight.

Sagar
15th May 2009, 11:46 AM
Init, +0

Asharad
15th May 2009, 03:40 PM
init

(and awesome on the APs not reseting.)

Greebo
15th May 2009, 03:43 PM
init

(and awesome on the APs not reseting.)

Doesn't really matter - until the next encounter anyway...

Asharad
15th May 2009, 03:45 PM
Doesn't really matter - until the next encounter anyway...

I would have lost an ap if they had reset, as I have two currently.

This way I can use my spare one.

Greebo
15th May 2009, 03:57 PM
I would have lost an ap if they had reset, as I have two currently.

This way I can use my spare one.
... well no..

If you have 0 or 12, when you extended rest, you reset to 1.

If they'd reset already, you'ld have 1, but after words you'd have 0

This way even if you have only 1 (and everyone does), you get it back after the rest.

Asharad
15th May 2009, 05:11 PM
Right, but I have two.

After the rest, if they reset, then I'd only have one.

Greebo
15th May 2009, 05:19 PM
Right, but I have two.

After the rest, if they reset, then I'd only have one.
But ours goes to 11!

Shiz
15th May 2009, 05:40 PM
Well, you can only use 1AP per encounter so 2 won't help you now anyway. This is why you shouldn't be stingy with them.

Asharad
15th May 2009, 06:49 PM
Right.

But my point is, I had two action points going into our rest.

I was going to lose one.

These fellows show up before they reset, so I get a chance to use that action point that was just going to go to waste.