View Full Version : 01:14 The Von Andrez-Kauthin Crypt
Greebo
30th June 2009, 01:00 PM
I skipped 01:13 in order to bring the scenes in synch with the titles
Carved into the last three steps of the staircase are the words ?Von Adrez,? ?Kauthin,? and ?Crypt.? And once you climb high enough to see into the chamber at the top of the stairs, you see bas-relief images of humans laden with baskets, bags, and boxes?all depicted walking clockwise around the room.
Four hobgoblin guards stand in the middle of the room, and behind them are two spitting drakes.
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
attriel
30th June 2009, 01:03 PM
Initiative! +1!
Quervo
30th June 2009, 01:05 PM
ini
Kiir
30th June 2009, 02:10 PM
Init +1
Sagar
30th June 2009, 04:50 PM
Init - +0
Asharad
1st July 2009, 07:40 AM
initiative +0
Greebo
1st July 2009, 10:41 AM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Hobgobling Grunt 10????-?23Hobgobling Grunt 20????-?23Hobgobling Grunt 30????-?23Hobgobling Grunt 40????-?20Duma24/25017(6)0Filth Fever - Initial15Spitting Drake 10????-?15Spitting Drake 20????-?14Urvi35/354060-11Rajkelleran Stormclaw17/24017(6)0Filth Fever - Initial4Tor Shere16/280030-2Jacoby Intar25/250040-
Greebo
1st July 2009, 10:45 AM
Round 1
The grunts, who you have seen before and recognize as basically cannon fodder, advance, forming up into ranks. (Rather foolhardily, too...). #1 and #4 line up in the rear while #2 and #3 advance upon Urvi directly. And yes, I can see you grinning, Raj!
#2 and #3 both swing at Urvi (9 vs. AC and a nat 1), and both miss, extraordinarily badly.
Asharad
1st July 2009, 10:52 AM
I'll use blades of Astral fire centered on M7.
Attack:+4 vs reflex
so:
hg1:18
hg2:19
hg3:16
hg4:12
Damage:1d6+4 and Urvi gets +5 to her AC until EONT= 8 total damage
Greebo
1st July 2009, 10:58 AM
Isn't BoAF burst 1?
Greebo
1st July 2009, 11:00 AM
Yes, it is burst 1 - so Urvi can't get defenses from it.
Greebo
1st July 2009, 11:09 AM
The grin that had been forming on Rajkelleran's face fades, as Duma beats him to the punch, dropping down blades of fire in the midst of the grunts, and all but 1 are destroyed instantly. (#4 12 vs. reflex miss).
The drakes move to get a clear shot, and both hock up nasty sounding globs of spit in unison, projecting a vile acid at Urvi. (24 & 1 vs. reflex). One globule of acid strikes Urvi, burning her (12 acid dmg) badly.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Hobgobling Grunt 40????-?20Duma24/25017(6)0Filth Fever - Initial15Spitting Drake 10????-?15Spitting Drake 20????-?14Urvi23/354060-11Rajkelleran Stormclaw17/24017(6)0Filth Fever - Initial4Tor Shere16/280030-2Jacoby Intar25/250040-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Everyone else...
Kiir
1st July 2009, 11:14 AM
Urvi will move forward to M7 (move action). Call upon the Strength of Stone to help her as she swings against the grunt (standard action +6 vs AC 1d12+4 damage, +4 temp hit points). She will miss wildly and then mark the grunt (free action).
Greebo
1st July 2009, 11:21 AM
Urvi does, indeed, miss wildly, as she marks the grunt.
Asharad
1st July 2009, 11:30 AM
Duma looks over at Raj. He shrugs...and smiles.
Greebo
1st July 2009, 11:31 AM
And the Deva scores 1 in the "dick" column! LOL
Quervo
1st July 2009, 12:52 PM
Jacoby will move to O7, and use mockery on the grunt or drake 1 if grunt is dead.
12 vs Will, 7 damage, -2 to attack till EOmyNT
attriel
1st July 2009, 04:03 PM
Shere will move to N7 (Move: P7-N7) and summon up his strength to connect the minds of the two beasts (Standard: Shared Madness: +5 vs Drake 1 Will, 1d10+5 psychic damage, same damage Drake 2)
Edit: Well, that's a 14 vs will, and 7 damage if their will is that low
Sagar
1st July 2009, 06:41 PM
Raj used a surge last thread and should be at full HP:
Raj will use 1 surge, 7 pts + bard bonus.
ST:
Sagar
1st July 2009, 06:43 PM
Raj gives Duma a little salute then tries to take out the remaining grunt and clear the way into the room.
Raj gestures with his dagger and sends a blast of frost at the grunt (+5 vs fort).
Damage, d8+7, push 3.
24 vs Fort on the grunt.
15 damage
The corpse is hurled back into the room.
Raj will move into the room (L10) and look for other (even hidden) enemies. (Percept, +1)
Greebo
2nd July 2009, 10:07 AM
Raj sends a blast of cold at the last grunt. It hits squarely (24 vs fort), and the corpse of the grunt flies backwards, dead before it hits the ground. He then moves in. (L10)
Shere advances, and attempts to link the minds of the drakes (14 vs. will) and just barely succeeds, and both drakes cry out in pain. (7 dmg).
Jacoby mocks Drake 1, but it's too busy screaming to notice.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Duma24/25017(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 27????-?14Urvi23/354060-11Rajkelleran Stormclaw24/24016(5)0Filth Fever - Initial4Tor Shere16/280030-2Jacoby Intar25/250040-
Round 2 Start
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
The door to the south opens, and a goblin dressed in strange garb and wearing arcane symbols appears. She steps forward towards the drakes, and turns her gaze upon Raj (20 vs. Fort). Raj is blinded by some kind of hex that sears him with pain (7 dmg)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Creepy goblin0????-?20Duma24/25017(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 27????-?14Urvi23/354060-11Rajkelleran Stormclaw17/24016(5)0Filth Fever - Initial; Blind4Tor Shere16/280030-2Jacoby Intar25/250040-
Asharad
2nd July 2009, 10:33 AM
I will move to L8. (move)
I will target the creepy goblin with Avenging Light. (standard)
Attack:+4 vs Fort= 16
Damage:1d10+4 = 7
Then I'll use an action point to do it again. (action point)
Darn. 7 has got to be a miss.
If it is only a minor action, I'll see if I recognize the symbols on the goblin to try and get a sense of it. (arcane +9) If I can't do that, it's okay.
Heh. a 10!
Greebo
2nd July 2009, 11:05 AM
Duma advances, targeting the creepy goblin which he isn't even sure is a goblin (which btw is a nature check, not aracana, but w/ a 1, oh well). He attacks with Avenging light, and (16 vs fort) hits once, but his second attempt is well off. (7 dmg)
The drakes follow the lead of their mistress, and target Raj. Two balls of spit fly at the dragonborn (17; 26 vs reflex; hit x 2) and sear him with pain (22 acid dmg) and the dragonborn is down. (dying; still blind)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Creepy goblin7????-?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 27????-?14Urvi23/354060-11Rajkelleran Stormclaw-5/24016(5)0Bloodied; Dying; Filth Fever - Initial; Blind4Tor Shere16/280030-2Jacoby Intar25/250040-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
attriel
2nd July 2009, 11:15 AM
Shere uses one surge, i think Jacoby is +4 so that's 11 HP recovered?
Hrrm, I just noticed my HP are missing; I shoudl b e at 27/28, as per the quoted post in the other thread ... I should have read the hp totals earlier, sorry, i just figured I had healed up, so I was full, no need to read it :o
Shere will move down to H11 (Move: N7-H11), cursing the thing that just entered (Minor: Oath of Enmity) and calls down Vengeance upon the unwashed! (Standard: Radiant Vengeance: +5 vs Reflex, 1d8+5 damage, +4THP)
Greebo
2nd July 2009, 11:18 AM
Its never a bad idea to double check my math.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Creepy goblin7????-?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 27????-?14Urvi23/354060-11Rajkelleran Stormclaw-5/24016(5)0Bloodied; Dying; Filth Fever - Initial; Blind4Tor Shere27/280020-2Jacoby Intar25/250040-
Sagar
2nd July 2009, 12:12 PM
Save vs Death:
Sagar
2nd July 2009, 12:13 PM
Wow.. someone give me a bonus to save and I'll be up again :)
Or I can nap here quietly.
Kiir
2nd July 2009, 12:20 PM
Urvi will move to J8 (move action), She will then use her Stone's Endurance (minor +5 resist damage) and charge the creepy goblin (moving to F8, standard action, +1 to attack roll basic attack +6 (+7 with charge), 1d12+4 damage).
Greebo
2nd July 2009, 12:23 PM
Save vs Death:
Save vs. blind too, sorry, forgot the (SE)
Greebo
2nd July 2009, 01:21 PM
Urvi moves forward, wraps herself in protection woven from the bones of the earth itself, and then charges the creepy goblin. She stumbles slightly however (14 vs. AC) and misses with the attack.
Raj bleeds, but looks no worse - but the blindness affecting him wears off, not that anyone actually can tell, especially not him.
Quervo
2nd July 2009, 03:43 PM
Move Jacoby to K7
Standard - Eldritch Blast vs Goblin
15 vs Ref, 9 damage
(Sorry Raj, I think it best to hold the words for the tanks just now... I dont want her retargeting you with her lizards and droping you below dead because you started with low HP's)
Greebo
3rd July 2009, 11:42 AM
Shere moves into the room, calling his oath against the weird looking goblin (btw guys, remember, knowledge checks are free actions), and summoning vengeance upon the enemy. The enemy, however, somehow deflects the attack to one of the drakes (#2). The attack still hits (19 vs ref; 6 dmg) and shere gains extra protection, but the weird goblin is no more harmed than before.
Jacoby also moves into the room, and launches an attack at the Goblin. Again, she deflects it onto the drake, and this time (16 vs. ref) the attack misses.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Creepy goblin7????Emnity-Shere;?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 213????-?14Urvi23/354060-11Rajkelleran Stormclaw-5/24016(5)0Bloodied; Dying; Filth Fever - Initial; 4Tor Shere27/284020-2Jacoby Intar25/250040-
New round
The creepy goblin shifts away from Urvi, makes a complicated hand gesture, and (19 vs fort) a strange sensation comes over Urvi. She knows that if she moves at all, she will suffer greatly for it.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Creepy goblin7????Emnity-Shere;?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 213????-?14Urvi23/354060Hexed - Move and take big damage11Rajkelleran Stormclaw-5/24016(5)0Bloodied; Dying; Filth Fever - Initial; 4Tor Shere27/284020-2Jacoby Intar25/250040-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Duma
Asharad
3rd July 2009, 12:56 PM
Interesting.
I'll use preservers rebuke (+7 temp hitpoints to Urvi and +4 to my attack roll)
I'll move to k10 and hit the goblin with avenging light.
Attack:
+4 vs fort= 16
damage:1d10+4= 11
I'll also do a nature check on the goblin.
Greebo
3rd July 2009, 03:02 PM
You know THP do not stack, yes, so Urvi will end up with 7 THP not 11. Just in case you want to pick a different THP target
Asharad
3rd July 2009, 03:09 PM
That's okay. The temp hit points are just a bonus, I really wanted the to hit bonus. If I change who gets them I have to change my target. We're good!
Greebo
3rd July 2009, 04:55 PM
Very well then.
Duma rebukes the goblin, aiding Urvi (7 thp overrides 4thp), and himself (+4 next attack). He then advances, covering Raj, while sending avenging light at the Goblin, who has nobody next to her to deflect the attack to, and so (16 vs. fort) is hit badly (11 dmg).
Duma recognizes the Goblin as a Goblin Hexer - but can determine nothing else.
Both drakes shift away from Urvi, and then spit at her (24; 21 vs. fort). Globules of acid slam into her (7 acid + 6 acid = 13 acid - 7 THP = 6 acid; bloodied).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer18????Emnity-Shere;?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 213????-?14Urvi17/350060Bloodied; Hexed - Move and take big damage11Rajkelleran Stormclaw-5/24016(5)0Bloodied; Dying; Filth Fever - Initial; 4Tor Shere27/284020-2Jacoby Intar25/250040-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
attriel
3rd July 2009, 06:34 PM
Shere moves in towards the goblin, closing the last distance against his hated foe (Move: H11-G12-F12-E12-D11; avoiding that OA), and brings his flail into her skull (Standard: Bond of Retribution: +6 vs AC, 1d10+4 dmg, 2dmg if someone else attacks me)
Edit: OK, seriously? the dice roller may be broken ... ? because seriously?
Kiir
3rd July 2009, 06:40 PM
ooc: Did you take into account my damage resist 5?
Urvi delays until after Jacoby goes to see what the rest of the party is doing and decide what she is doing.
Greebo
3rd July 2009, 07:37 PM
ooc: Did you take into account my damage resist 5?
Urvi delays until after Jacoby goes to see what the rest of the party is doing and decide what she is doing.
Nope, oops. 5 less for you then. Silly me forgot to put it on the chart - will update later, we're out the door now.
Asharad
3rd July 2009, 09:56 PM
Edit: OK, seriously? the dice roller may be broken ... ? because seriously?
I feel your pain.
What are the odds of that? Something like 1 in 8000?
We've had that twice now.
Greebo
4th July 2009, 10:20 AM
Ok well Shere obviously had a bad run, so we need Sagar and Quervo. W/ the holidays, I figure we'll be on hold mostly till Monday.
attriel
4th July 2009, 10:29 AM
Ok well Shere obviously had a bad run, so we need Sagar and Quervo. W/ the holidays, I figure we'll be on hold mostly till Monday.
To be fair, we need quervo. I don't think sagar would mind if someone else bled for him :o
Greebo
4th July 2009, 11:06 AM
Yeah? With YOUR rolls? :P
Sagar
4th July 2009, 11:11 AM
I'll bleed on my own, thankyouverymuch.
Save vs Death: +10 (I wish :p)
Sagar
4th July 2009, 11:13 AM
Oh, and my earlier comment. A DC 10 heal check gives +2 to a ST. So if someone had used the healing skill with a half-way decent roll, I would be up and shooting away.
We need to remember to use our skills. :)
attriel
4th July 2009, 11:45 AM
Oh, and my earlier comment. A DC 10 heal check gives +2 to a ST. So if someone had used the healing skill with a half-way decent roll, I would be up and shooting away.
We need to remember to use our skills. :)
I thought the concious and fighting again was a "crit", nat-20 only ; I didn't think bonuses helped other than clearing that 10 mark
Greebo
4th July 2009, 12:00 PM
I thought the concious and fighting again was a "crit", nat-20 only ; I didn't think bonuses helped other than clearing that 10 mark
Nope - the text says "20 or better" which means bonuses can be used.
Quervo
4th July 2009, 11:03 PM
Minor - word on Sagar
Mis mark on Drake 2,
25 vs Ref, Crit, 13 dmg, marked by duma
Greebo
5th July 2009, 09:01 AM
Urvi looks better as a giant eraser changes some numbers around...She also delays her action...
Raj bleeds, and looks worse for wear (Fails: 1)
Shere deftly maneuvers around the Goblin, taking a position to the south. Sadly, that's about all that works as planned, as fate conspires to ruin Shere's day.
Jacoby sends healing music to Raj, who feels MUCH better now (+10 hps; prone) He then sends a confusing blast of energy at the drake which hits it perfectly (crit; max dmg: 13; bloodied). The drake glares at Duma.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer18????Emnity-Shere;?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 226????Bloodied; Mark->Duma EONT Jacoby?14Urvi22/350060Hexed - Move and take big damage; DR5 EONT11Rajkelleran Stormclaw10/24015(4)0Bloodied; Filth Fever - Initial; Prone4Tor Shere27/284020-2Jacoby Intar25/250040-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Urvi?
Kiir
5th July 2009, 11:40 AM
Urvi stands where she is in a defensive stance.
Greebo
6th July 2009, 10:24 AM
Urvi stands where she is in a defensive stance.
I've been off my game. I forgot to tell you - Save Ends - go ahead and roll
New round
The hexer shifts then uses her Hexer Rod to attack Shere (22 vs. AC) which clonks him upside the head (4 dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer18????Emnity-Shere;?20Duma24/2501-17(6)0Filth Fever - Initial15Spitting Drake 17????-?15Spitting Drake 226????Bloodied; Mark -> Duma EONT Jacoby;?11Rajkelleran Stormclaw10/24015(4)0Bloodied; Filth Fever - Initial; Prone4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi22/354060Hexed - Move and take big damage (SE); +2 All Def; EONT
Duma...
Asharad
6th July 2009, 10:38 AM
I'll delay until Raj goes.
attriel
6th July 2009, 10:39 AM
Kiir is out of town, so I'll run her when she can't get on. In this case:
She'd presumably roll at the beginning of the turn for Font of Life ; if that succeeded, she'd move and attack ... First, rolling font of life
OK, I think a 13 saves against the hex, in which case
Urvi moves to E9 (Move: F8-E9) and uses Strength of Stone to assault the spitter (Standard: Strength of Stone: +6 vs AC, 1d12+4 damage, +4THP) and marks Spitter 2 and the Hexer (Free: Mark)
If we're going with the confusion that was her turn, she rolled the 13 save at the end and is in full defensive where she stands; otherwise, 14 vs AC, 6 damage
Asharad
6th July 2009, 10:40 AM
She needs to roll a st as well.
attriel
6th July 2009, 10:45 AM
She needs to roll a st as well.
Font of Life is the savings throw
Asharad
6th July 2009, 11:06 AM
gotcha!
Greebo
6th July 2009, 11:13 AM
The Font of Life is successful, and Urvi shakes off the hexer's hex, so she moved next to the wall (E9) but her attack on the spitter (14 vs. AC) is unsuccessful. She also marks the Hexer and Spitter.
Greebo
6th July 2009, 11:15 AM
Duma delays, so the drakes move. Drake 2 slips out of Urvi's reach (slide 1 N), and fires another globule of acid at her (10 vs. Ref), while the other Drake spits at Jacoby (11 vs. ref). Both miss.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer18????Emnity-Shere; Mark-Urvi;?15Spitting Drake 17????-?15Spitting Drake 226????Bloodied; Mark -> Urvi?11Rajkelleran Stormclaw10/24015(4)0Bloodied; Filth Fever - Initial; Prone10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi22/354060-
Raj
attriel
6th July 2009, 11:21 AM
Presuming Raj and Duma don't change the landscape dramatically:
Shere shifts to E11 (Move: Shift) and brings his flail around at the hexer again (Standard: Bond of Retribution: +6 vs AC, 1d10+4 damage, 2 radiant if someone else hits me; I have CA now against the hexer for +2 to attack)
Edit: 14 vs AC, but if I hit it was 14 damage :o
Sagar
6th July 2009, 11:27 AM
Raj will stand (move). He'll nod thanks to Duma for leaving AoE room open, but I am too wounded to move up to the drakes at the moment.
Raj charges his magic with dragonborn fury (+1 to hit while bloodied) and fired dragonfrost at drake 2. (+6 to hit, d8+7 damage, push 1)
Then Raj burns an AP to catch his Second Wind (+7 hp, +2 to all defenses).
22 vs Fort to hit,
15 damage, push 1 (to C7)
Asharad
6th July 2009, 11:31 AM
Duma, seeing Raj pop up, will move to H10.
He'll then target SD2 with avenging light.
Attack:+4 vs fort
damage:1d10+4
Greebo
6th July 2009, 11:32 AM
Raj stands, and sends a blast of cold at the second drake (22 vs. fort), which is frozen solid, flies back against the door, and shatters. (Dead). He then gathers his strength and defends himself. (AP; Second wind)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer18????Emnity-Shere; Mark-Urvi;?15Spitting Drake 17????-?11Rajkelleran Stormclaw17/2401-14(3)0Filth Fever - Initial; +2 all Def EONT10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi22/354060-
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Asharad
6th July 2009, 11:34 AM
Hm. My target is dead. Do I attack something else and disregard my crappy roll, or just assume whatever I was going to attack go the benefit of said crappy roll?
Greebo
6th July 2009, 11:45 AM
Does it matter? :)
Greebo
6th July 2009, 11:48 AM
Duma, in the spirit of the 101st Airborne, Fires and Maneuvers. Not in the spirit of the 101st, however, (crap vs fort) his firing misses.
Shere emulates Duma, but does so far more impressively, beating the odds of the "same roll on a d20 twice" TWICE. (14 vs. AC). The DM should give you a bonus for that just cause, but he doesn't. The big jerk.
Jacoby and Urvi?
Quervo
6th July 2009, 11:54 AM
Jacoby will move to K12, and use Misdirected Mark on the Hexor
14 vs Fort, 10 damage, marked by duma
attriel
6th July 2009, 12:01 PM
Urvi grins at the hexer, and brings her weapon down on it's sorry little skull (Standard: Weight of Earth: +6 vs AC +2 for CA, 1d12+4, Slowed EoNT). Drawing on the divine guidance through Shere (Immediate Interrupt: Attack against Enmity Target can take a second roll and use choice), she (hopefully) connects (18 vs AC) and crushes the bug (12 damage)
Greebo
6th July 2009, 12:16 PM
Jacoby moves to the south, and sends another misdirection at the Hexor, which (14 vs fort) just hits her (10 dmg: mark-> duma; bloodied)/
Urvi slams her weapon into the Hexor (18 vs. AC) with weight of the earth, slashing it badly (not crushing, its an axe :P). The hexor looks unsteady on her feet, but is still standing.
New round
The hexor shifts to the north east, and then risks all by using a ranged spell. Urvi takes the opportunity to attack...
Greebo
6th July 2009, 12:22 PM
.. and misses. A cloud of gasses radiate out from just north of her (burst 3), and she and the spitter are much harder to see (concealment).
The spitter targets Urvi, and a glob of acid (22 vs. Reflex) lands on her, burning her (12 dmg - 4thp = 8 dmg; bloodied)
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Goblin Hexer40????Bloodied; Emnity-Shere; Mark-Duma; Slow EONT Urvi; concealment?15Spitting Drake 17????Concealment?11Rajkelleran Stormclaw17/2401-14(3)0Filth Fever - Initial; +2 all Def EONT10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi14/350060Bloodied;
Asharad
6th July 2009, 12:29 PM
Duma will move to H9 and having combat advantage, will try and mix things up a bit by smashing at the hexer with his quarterstaff!
Attack:+4 (+2 normal attack/+2 CA) I'm not sure how conceled it can be if I am standing right next to it and so aren't sure if there are any adjustements there.
Damage:1d8
Greebo
6th July 2009, 12:35 PM
The concealment makes it hard to see the hexer, so the -2 from that negates the +2 CA.
Sagar
6th July 2009, 04:01 PM
Raj will move to I9 then, with a wave of his dagger, send a burning spray at the hexxor (centered at G8). (BS - +5 vs Ref, close blast 3, no concealment bonus, 1d8+7 damage). 3 damage to first one that makes a melee hit on me until EoNT.
12 vs Ref, 9 damage if hit.
Greebo
6th July 2009, 04:33 PM
Duma, to gain combat advantage you would need to be at G9. Also, IIRC, Quarterstaff is only a reach 1 weapon, so same issue. So--did you mean G9?
And either way, Raj, you are aware that you're including Duma in your blast?
attriel
6th July 2009, 04:37 PM
Duma, to gain combat advantage you would need to be at G9. Also, IIRC, Quarterstaff is only a reach 1 weapon, so same issue. So--did you mean G9?
And either way, Raj, you are aware that you're including Duma in your blast?
Psst. Raj goes first
Greebo
6th July 2009, 04:38 PM
****
never mind
Greebo
6th July 2009, 04:39 PM
Raj fires a blast of fire into the shadowy region, but the Goblin (12 vs. ref) dodges.
Duma steps up to the Goblin, squinting, trying to see. He swings his staff (12 VS AC), but the Goblin is also able to avoid that attack.
I went with adjacent
Asharad
6th July 2009, 04:50 PM
Duma, to gain combat advantage you would need to be at G9. Also, IIRC, Quarterstaff is only a reach 1 weapon, so same issue. So--did you mean G9?
And either way, Raj, you are aware that you're including Duma in your blast?
I did. Misread the map. Sorry.
Quervo
6th July 2009, 07:06 PM
rinse repeat... Jacoby Mis-Msrk on Hexor
23-2 = 21 vs Ref, 6 damage Marked by Raj
Minor action Word to Urvi
attriel
6th July 2009, 08:07 PM
Tor, muttering and wondering what he's done to offend Sehanine, steps forward (Move: E11-E10) and brings his flail around, hoping that he might at least hit something in the murk (Standard: Bond of Retribution: +6 -2 vs AC, 1d10+4, 2 Radiant if something attacks me)
22 vs AC
11 dmg
attriel
6th July 2009, 08:50 PM
Holding Urvi until I see what the landscape looks like; 99% that the hexer is dead, but just to be safe
Greebo
7th July 2009, 10:13 AM
Shere must be blessed by Sehanine, as he moves forward, and skillfully swings his flail at the hexer (22 vs. AC; hit) which connects (11 dmg) crushing its skull. (Dead)
Jacoby, having no more target, turns to the spitting drake instead. He fires a confusing attack (22-2=20 vs. ref) which hits (6 dmg) despite the concealment and bad math (17+5=22), and the drake is marked by Raj.
The darkness will last until the end of what would have been the Hexer's next turn.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used15Spitting Drake 113????Concealment; Mark-> Raj?11Rajkelleran Stormclaw17/2401-14(3)0Filth Fever - Initial; +2 all Def EONT10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi14/350060Bloodied;
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Sagar
7th July 2009, 10:20 AM
When the darkness fails, Raj takes aim and fires dragonfrost at drake 2. (+5 to hit, d8+7 damage, push 1).
Asharad
7th July 2009, 11:20 AM
Duma will wait till the darkness falls (if neccessary) and hit the drake with avenging light.
Attack:+4 vs fort = 18
damage:1d10+4 = 13
Edit: I will use MOTL to add 1d6 to my attack. That one looks like it is close to the bubble.
attriel
7th July 2009, 11:51 AM
Urvi steps to the last drake (Move: E9-E7) and brings her axe down on it (Standard: Strength of Stone: +6-2 vs AC, 1d12+4 dmg, +4THP)
edit:
22 vs AC
7 dmg
+4THP
And I think Urvi healed some amount from Quervo's word ...
+12 HP
Greebo
7th July 2009, 11:55 AM
So she did. I didn't see numbers and it kind of blended into the signature for me...sorry about that.
Also I forgot to reset Jacoby's heals before this fight - but that's 2 so now the 0 is correct.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used15Spitting Drake 113????Concealment; Mark-> Raj?11Rajkelleran Stormclaw17/2401-14(3)0Filth Fever - Initial; +2 all Def EONT10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi26/350050-
attriel
7th July 2009, 12:17 PM
OK, so Urvi goes, then hexer's darkness, then drake, raj, duma have posted, so shere is up
Shere curses some more about the darkness, thanks Sehanine for guiding his aim, casts an oath at the remaining drake (Minor: Oath of Enmity) and moves closer to it (Move: E10-D7).
He then brings his flail around at the foul beast (Standard: Bond of Retribution: +6 vs AC, 1d10+4 dmg, 2 radiant if someone appears and attacks me)
Edit:
16 vs AC
6 dmg
attriel
7th July 2009, 12:19 PM
Everyone's posted up, so here's Urvi's action for next round, assuming the drake still lives (holy hell!)
Urvi's axe comes down on the foul beast again (Standard: Strength of Stone: +6 vs AC, 1d12+4 dmg, +4 THP)
Greebo
7th July 2009, 12:51 PM
Urvi steps forward to the sole remaining enemy. She shoots, she scores (22 vs AC), and the drake hisses in pain (7 dmg; bloodied; 4thp to urvi).
The darkness fades
The drake is enraged with pain. It steps back and spits at Urvi (12 vs. Ref; hit) and Urvi is burned by acid (14 hps - 4 thp = 10 dmg).
Raj sends a blast of cold at the drake (12 vs fort) but the drake is unaffected.
Duma sends avenging light at the drake, and his attack, which would have missed, manages to hit as Duma draws upon some ancient memory. (13 dmg)
Shere steps in to engage the drake (changed position due to drake movement) and swings his flail as he utters an oath, but his attack (16 vs. AC) barely misses.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used15Spitting Drake 133????Bloodied; Mark-> Raj; Emnity -> Shere?11Rajkelleran Stormclaw17/2401-14(3)0Filth Fever - Initial; +2 all Def EONT10Duma24/2501-17(6)0Filth Fever - Initial4Tor Shere23/280020-2Jacoby Intar25/250040-1Urvi16/350050Bloodied;
http://www.primeaxiom.com/rpgt/scene.asp?ID=d12b9cbdxspuhejxtm646bgun8rmblu7d5eaj x9xt9tzkmh3dbi7sv4g29s5tnyz
Jacoby, Urvi
attriel
7th July 2009, 01:04 PM
Shere steps in to engage the drake (changed position due to drake movement) and swings his flail as he utters an oath, but his attack (16 vs. AC) barely misses.
Why 16? Where'd I get a -2?
Greebo
7th July 2009, 01:06 PM
Why 16? Where'd I get a -2?
Edit:
16 vs AC
6 dmg
You suck at math?
Greebo
7th July 2009, 01:08 PM
The DM realizes that Shere was on drugs, and that it was actually 18 vs. AC. The drake finds itself retroactively bludgeoned by a flail hit to the head (6 dmg; dead).
End of encounter
Shiz
7th July 2009, 01:09 PM
Shere imagined the mist was still there.
attriel
7th July 2009, 01:15 PM
You suck at math?
Oh. well then ok
Greebo
7th July 2009, 01:16 PM
As the sounds of combat die down, you start to hear what sounds like a woman crying, coming from the southern door.
Greebo
7th July 2009, 01:26 PM
At this point you have time to take a short rest. Everyone gains 1 action point.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used0Urvi16/350150Bloodied; 0Tor Shere23/280120-0Jacoby Intar25/250142-0Rajkelleran Stormclaw17/24014(3)0Filth Fever - Initial; 0Duma24/25017(6)0Filth Fever - Initial
Sagar
7th July 2009, 01:31 PM
Raj will surge 1 time to regain 7 HP.
Shall we check the south door while resting or after resting?
Greebo
7th July 2009, 01:34 PM
Don't forget Jacoby gives +4 to each surge's healing when resting.
attriel
7th July 2009, 01:45 PM
Urvi will use one surge (8+4)
Greebo
7th July 2009, 01:46 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used0Urvi28/350140-0Tor Shere23/280120-0Jacoby Intar25/250142-0Rajkelleran Stormclaw24/24013(2)0Filth Fever - Initial; 0Duma24/25017(6)0Filth Fever - Initial
attriel
7th July 2009, 02:14 PM
Shere will move to the southern door, listening quickly for sounds of what might be in the room
Urvi will move to the southern door and open it.
Greebo
7th July 2009, 02:30 PM
Look at the map and reconsider that...
The door is already open. Looking through it, you can see coffins, and someone chained to a wall, but it's dark - you'll need to go in to see more clearly.
Who's going in?
Quervo
7th July 2009, 03:01 PM
Jacoby will take a look around with his enhanced Lowlight vision.... Perception +8
18 perception...
He is not entering the room just looking from the outside
Asharad
7th July 2009, 05:59 PM
Duma says he remembers hearing a story once of a mage who would cast light on copper coins and use them to illuminate dark areas. He suggests Raj do the same.
Sagar
8th July 2009, 08:10 AM
Raj tells Duma a story about a sorcerer who tried to cast a mage's light spell on a coin and ended up setting fire to the 4 people nearest him.
Asharad
8th July 2009, 08:36 AM
Duma reflects quietly that the mage in the story he heard must have been better at magic than Raj.
Greebo
8th July 2009, 09:24 AM
Jacoby, you can make out the figure of a woman shackled to the southern wall. Even as you look at her, through her increasingly hysterical sobbing, she sees you, and cries out, "Please! Help me! Please save me!"
Sagar
8th July 2009, 09:39 AM
This just smells like a trap.
I'll ask our rescuee's if any of them know this woman.
Greebo
8th July 2009, 09:44 AM
All of them, even the sickly Mirtala, nod, and confirm this is Jalissa, she was captured with them. She did nothing but cry and scream the whole way back, much to the delight of their captors.
attriel
8th July 2009, 09:59 AM
Shere decides it's time to get the captive out, and enters the room to start unchaining her (? untying)
"We've got to help her. That goblin left the door open, I think if anyone else was in there they'd've come out to finish us off all at once."
Greebo
8th July 2009, 10:09 AM
Unchaining. She's chained to the walls. You could try to break the chain heroically (strength check) or disable the lock (thievery). Or maybe look for a key.
attriel
8th July 2009, 10:28 AM
Unchaining. She's chained to the walls. You could try to break the chain heroically (strength check) or disable the lock (thievery). Or maybe look for a key.
Shere pats the girl's shoulder, "We're getting you out, soon as we get these chains off. I'm going to see if the goblin that ran out has the key on him, since I can't see much other than at the door."
Shere then returns to search the goblin's corpse.
He'll grab the torch from Jacoby on his way back into the room or are there wall-sconces or firepits or something? how did we see in this big room anyway?
I think Jacoby had the torch? on account of him not attacking and stuff
edit: 17 for finding the key
Asharad
8th July 2009, 10:30 AM
I'll look around the room, generally.
Greebo
8th July 2009, 10:49 AM
The room in which you had the fight is illuminated by braziers in the north and south east corners of the room. The room containing Jalissa is dark.
The hexer (she) does, in fact, have a key on the remains, as well as leather robes and a hexer rod (non special).
And you're using sunrods, I thought, not torches.
attriel
8th July 2009, 10:57 AM
Shere takes the sunrod from Jacoby and the key, and returns to the room to unlock Jalissa.
Quervo
8th July 2009, 11:31 AM
if that fails Jacoby will try to pick the locks +8 thievery
19 vs the locks
Greebo
8th July 2009, 01:24 PM
The key does fit, and Jalissa is quickly freed. As soon as Tor Shere enters the room, Jalissa apparently forgets all about having seen Jacobi, and once she's freed, clings to Shere, crying hysterically, and thanking him for freeing her.
She's clearly quite distraught.
Asharad
8th July 2009, 02:45 PM
Okay, so there were seven hostage and we have found five of them.
If the group would like, I could perform the hand of fate ritual (take me about ten minutes) to determine which way we should go to find the next hostages.
Edit: Although we may want to open these doors first and make sure the hostages aren't sitting right behind them.
attriel
8th July 2009, 03:25 PM
'Do you have any idea why the goblin had you chained in there?'
Greebo
8th July 2009, 03:32 PM
"*sniffle* I don't know! It was horrible! Thank you, thank you for saving me! That thing was so awful!"
attriel
8th July 2009, 03:42 PM
"Please, stand here with Andronsius and the others while we check to make sure there is nothing lurking behind these doors. We must continue to seek the foulness that has tainted your town and cleanse it from the world. Sehanine shine upon you, girl, you will be safe now."
He passes her to Adronsius and Mirtala to comfort, figuring the strong blacksmith and the older lady would likely help her regain her composure.
'Sertanian, were you ever brought this way?'
Asharad
8th July 2009, 03:43 PM
I'll ask the new girl if she saw any of her fellow captives.
Greebo
8th July 2009, 03:57 PM
Reluctantly, Jalissa allows herself to be passed on to the others. She complies, but her eyes watch Shere, as if seeking his approval.
Sertanian answers, "No, don't think so. I can't be sure though, we were moved around blindfolded. "
Adronsius also pipes in, "Aye, ye found her - I know I've been no further than this, sonny."
Jalissa, eyes locked on Shere, recovers her composure enough to say, "I know the boy is near by - I could hear him crying sometimes. I don't know exactly where, but he's close."
attriel
8th July 2009, 03:59 PM
'Thank you, Jalissa. We must hurry, then.'
Shere will quickly search the room Jalissa was chained in, to see what the goblin may have left in there when she ran out to attack us.
Greebo
8th July 2009, 04:04 PM
There are three low sarcophagi in the room, set into the floor so that they only come up about 6 inches or so above ground level. Aside from that and the chains, the room is pretty empty.
The reliefs in the previous room - where you actually fought - depict what appear to be merchant operations. Presumably some sort of honorific to those buried here.
Asharad
8th July 2009, 04:13 PM
History check, just for fun.
(Hey, I like history, okay!)
attriel
8th July 2009, 04:20 PM
"Awfully short sarcophogi, but since there's nothing in here, shall we next look at the ... western door? Or the northern door perhaps, as it may lead to another small room such as this one that we can readily check for dangers behind us before moving on?" Shere nods at Andronsius, since it was his advice to back-clear.
Greebo
8th July 2009, 04:31 PM
History check, just for fun.
(Hey, I like history, okay!)
The Von Adrez-Kauthin family, depicted in the carvings, was once, long ago, quite prominent in this region. Apparently they, too, had a dark and hidden secret.
Greebo
9th July 2009, 10:08 AM
And then our heroes...
Asharad
9th July 2009, 10:14 AM
Duma suggests our bruisers open the northern door.
Sagar
9th July 2009, 10:37 AM
Do we want to look in any of the sarcof's?
Asharad
9th July 2009, 10:39 AM
I am okay with that. ON one hand, it is disturbing the dead. ON the other hand these were not very nice people.
Greebo
9th July 2009, 10:48 AM
The lids of the sarcophagi are heavy. Strength check to open.
Sagar
9th July 2009, 02:38 PM
Let's move the victims out of here in case something nasty springs out.
Sagar
9th July 2009, 02:40 PM
When the townsfolk are out of the room, Raj will attempt to open the westmost sarcoph. (+4 str)
DAMN! I think I broke a nail!
Greebo
9th July 2009, 02:42 PM
You shuffle the townsfolk back out of the room, and they don't argue in the slightest. Raj then attempts to lift up the lit of the sarcophagus, but instead he almost pulls his back muscles out.
Asharad
9th July 2009, 02:55 PM
Let me see what I can do. I have no strength modifier.
Greebo
9th July 2009, 03:07 PM
Duma heaves on the sarcophagus, but he isn't quite strong enough to lift it.
Quervo
9th July 2009, 03:15 PM
leave it be i guess... we can always come back and ransack the place after we get these people home. Besided do we really want a 2ton rock falling on the ground to anounce where we are...
Who is still missing?
do any of the townsfolk have any other leads beside that one of them was close by?
there were 2 other exit from the last room... one west and one north...
Greebo
9th July 2009, 03:17 PM
Don't forget that you guys can do assisted checks.
Roll a strength check and beat a 10 to give someone else in the party a +2, for a max bonus of +8.
Greebo
9th July 2009, 03:20 PM
Who is still missing?
A young boy, Thurann, son of the Guard Captain (dead), and an old woman, Zerriksa, considered a witch by the locals.
do any of the townsfolk have any other leads beside that one of them was close by?
No
Asharad
9th July 2009, 03:21 PM
Someone open the rnorth door. If there isn't a captive there we can head west. If we dont find a captive relatively soon after that, I'll cast hand of fate and ask it where we should go.
attriel
9th July 2009, 03:31 PM
Urvi and Shere lead the way to the North doorway. Shere opens the door, and sees ...
Greebo
9th July 2009, 03:39 PM
Urvi and Shere lead the way to the North doorway. Shere opens the door, and sees ...
A hallway, leading north. It passes through a 4 way intersection, and then goes down some stairs.
Just passing out of sight down the stairs you see the back of four figures, moving...or lurching...along slowly.
Quervo
9th July 2009, 04:14 PM
ummm how about door number 2.....
Greebo
10th July 2009, 09:33 AM
How about it?
Quervo
10th July 2009, 11:23 AM
ok we have something lumbering around behind door number 1... do we find out what it is??? quietly close the door and check door number 2?
I dont think I need to really remind anyone but we are almost running on empty... we just about exausted ourselves for the time being and we need a rest.
(Tor is down to 2 surges, and the only person over 4 left is Duma but him and Raj are not looking to good at the moment. we have "found" 5 of the 7, we are missing a kid and old lady... Do we push on and hope we can get them all out in one shot? Or should we try and save who we have. either way we will need to make a camp on the way back just to make sure we can make it back.)
Asharad
10th July 2009, 01:55 PM
The child is close, either in the room to the west or being shuffled off from the north.
We should check west and then head north.
Sagar
11th July 2009, 12:34 AM
We still have 2 surges left. That is good for one fight. No need to leave with gas still in the tank.
Greebo
13th July 2009, 11:18 AM
Define checking west - peek through the door? What?
Asharad
13th July 2009, 11:48 AM
Yeah, let's have out bruiser open the door and we'll look in.
Greebo
13th July 2009, 11:58 AM
Ok - Urvi opens the door a hair, and then wide. Beyond the door is a 10' wide hallway which heads west a ways, then goes up a long flight of stairs, and evidently continues on to the west from there.
Sagar
13th July 2009, 01:22 PM
We have one good fight left in us.. two if we are lucky.
Let's check west and avoid the shambler's for now.
attriel
13th July 2009, 02:02 PM
We have one good fight left in us.. two if we are lucky.
Let's check west and avoid the shambler's for now.
"I'm not sure that I can condone leaving the undead to possibly take a child to their death ... I think we should pursue the threat we can identify. Who is to say that through the west door does not lay an army in wait? We're in no condition for that, so we must pick the battles we can fight. We know what this fight entails."
Sagar
13th July 2009, 02:11 PM
We THINK we know what this entails and we don't know the child is north but I'm ok with going north if you want to go that way.
Greebo
13th July 2009, 02:12 PM
You travel west out the door and up the stairs. Beyond the stairs, the hallway turns diagonally northwest, and then opens up into an oddly shaped room.
Thin menhirs are scattered across the floor of this "triangular room". A passageway leads north, then turns west—and something beyond that turn is casting light.
Map notes: The north doors are open - the symbols just represent the doorway. Beyond the doors is a hallway that turns to the west.
The columns are the menhirs.
The map diagonal is like it is because the correct tile isn't working - sorry, I know its weird looking.
http://www.primeaxiom.com/rpgt/scene.asp?ID=4e6gdgvsysfrrd21ekkho5szgvhkivdenthie qsjdsxokgf1cxqzxsb58tr8l6qf
Greebo
13th July 2009, 02:13 PM
Oops - I can redact that if you like.
Sagar
13th July 2009, 05:29 PM
This is fine.
Raj will try to detect if anything in the area is magical. (+6 arcana)
26 total for detect magic.
attriel
14th July 2009, 09:38 AM
Shere will do a quick sweep of the room to look for someone hiding behind these plinths to attack us
Then a more thorough search of the room to look for anything of note about the plinths, walls, etc
Greebo
14th July 2009, 09:39 AM
The menhirs radiate a magical field. Looking at them more closely you can tell that they are intensely cold - magically so - enough so that you don't want to be too close to them. (Starting turn in the same square as a menhir, or standing there out of combat - will cause you damage each round)
attriel
14th July 2009, 10:04 AM
The menhirs radiate a magical field. Looking at them more closely you can tell that they are intensely cold - magically so - enough so that you don't want to be too close to them. (Starting turn in the same square as a menhir, or standing there out of combat - will cause you damage each round)
Well, in that case, Shere investigates them from arms-length to stay out of the evilfield :o
Greebo
15th July 2009, 10:32 AM
I figured you would. You do not see anyone in the room.
Please identify where you wish your characters to be standing in the map, taking into account about 2 minutes of examining the room.
http://www.primeaxiom.com/rpgt/scene.asp?ID=4e6gdgvsysfrrd21ekkho5szgvhkivdenthie qsjdsxokgf1cxqzxsb58tr8l6qf
Greebo
15th July 2009, 03:45 PM
This means everyone, please - give me map coordinates of where you want to be on the map.
Asharad
15th July 2009, 03:50 PM
I'll move to a4.
attriel
15th July 2009, 04:06 PM
Shere would probably have ended in D6 after searching around assuming the evil-field is in-square and not burst 1 from each rock ...
Kiir
15th July 2009, 04:54 PM
Urvi is in square E2, assuming the field from the pillars is only in the square with them.
Quervo
15th July 2009, 05:18 PM
Jacoby waited back with the Hostages... erm rescuees. so I12 waiting for an all clear or a shoot something damnit
Sagar
15th July 2009, 05:32 PM
I figured you would. You do not see anyone in the room.
Please identify where you wish your characters to be standing in the map, taking into account about 2 minutes of examining the room.
http://www.primeaxiom.com/rpgt/scene.asp?ID=4e6gdgvsysfrrd21ekkho5szgvhkivdenthie qsjdsxokgf1cxqzxsb58tr8l6qf
Is the map server back up? I can't get to it. (but that could be our new security software)
Sagar
15th July 2009, 10:14 PM
I'm thinking we go to the NW corner - A1, A2, A3 so any attackers have to be in the cold.
Hmm.. do they need to be IN the menhir square or adjacent to it?
attriel
15th July 2009, 11:50 PM
I'm thinking we go to the NW corner - A1, A2, A3 so any attackers have to be in the cold.
Hmm.. do they need to be IN the menhir square or adjacent to it?
we]ve beej assuming in, snce adjacent includes pretty much teh entire room.
it's also worth noting hat anything using this as an ambush is likely to WANT to be near the menhirs ...
Greebo
16th July 2009, 09:23 AM
In the square only, not adjacent, causes damage.
Greebo
16th July 2009, 09:39 AM
I put Raj in the NW corner.
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