View Full Version : Part 12 - Down the Down Stairs
EricStratton
15th October 2009, 11:06 AM
With armor in hand, you head to the stairs. They descend for about 20' and end in what you can see from there is a brightly lit room.
The specter is no where to be found.
Shiz
15th October 2009, 11:08 AM
WAIT! Surguing first then this.
Rend will sneak down halfway and try and get a look around.
Stealth = 16
perception roll < passive 20
Greebo
15th October 2009, 11:10 AM
Greebo grabs Rend by the collar: "Hold up speedy...we got wounded."
27 Cilene 28/34 0 0 7 0 - Freezing Cloud
25 Specter 16 ? ? ? ? Bloodied; ?
21 Jagged 23/43 0 1 10 0 Prone; 5 ongoing necrotic dmg (SE)
18 Greebo 17/40 0 0 6 0 Bloodied;
10 Rend 12/36 0 1 9 0 Bloodied; speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting) Faerie Fire
9 Mazirith 19/43 0 0 11 0 Bloodied; Dimensional Thunder
8 Sagar 27/37 0 1 9 0 -
I want to spend 2 surges to regain 20 hps.
And what's our AP status please, ES?
Shiz
15th October 2009, 11:17 AM
Wow. Nice call.
Rend will surge 2x, +18hps = 30
Greebo
15th October 2009, 11:17 AM
Also I think Jagged needs a saving throw or more to end his ongoing.
If ES will accept me rolling on Noppy's behalf...
Ok, 2 rounds...
Greebo
15th October 2009, 11:18 AM
Futher mocker
Greebo
15th October 2009, 11:19 AM
So after jagged dies...
EricStratton
15th October 2009, 11:19 AM
That reminds me I *still* need saving throws from Jagged until he rids himself of the nastiness coursing through his blood. (Greebo, that's just mean.)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070-Freezing Cloud21Jagged23/43011005 ongoing necrotic dmg (SE)18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; Faerie Fire9Mazirith19/4300110Bloodied; Dimensional Thunder8Sagar27/370190-
Greebo
15th October 2009, 11:19 AM
OMG - ok lets hope ES doesn't take my rolls on Jagged's behalf...
Greebo
15th October 2009, 11:25 AM
I'm not rolling again.
EricStratton
15th October 2009, 11:28 AM
OMG - ok lets hope ES doesn't take my rolls on Jagged's behalf...
I gotsta. I was going to take them if they were good ones.
Jagged's now unconscious and dying.
0/43
Greebo
15th October 2009, 11:32 AM
Since we're kind of in free-form mode, would you maybe retroactively allow other party members to try heal checks on jagged (dc15) to grant him a saving throw at +2?
EricStratton
15th October 2009, 11:35 AM
I can do that, yeah.
Greebo
15th October 2009, 11:39 AM
Great - so in round 1 of Jagged making those awful roles, Greebo will try to do a heal check on him to give him a saving throw:
Heal +2, shooting for DC15
Repeat up to 4 tries.
Greebo
15th October 2009, 11:39 AM
There we go - on Round 3, Jagged gets to make an extra saving throw at +2, no risk. :)
BAWHWHAHAHAHAHAHAH
Greebo
15th October 2009, 11:40 AM
Join in the fun everyone - one of us has to get a 15 and then a 10 in sequence at some point...
Shiz
15th October 2009, 11:48 AM
Rend's heal is +10 = 24
EricStratton
15th October 2009, 11:58 AM
Rend's heal is +10 = 24
I assume this is to stabilize the dying Jagged.
Jagged is unconscious but not longer bleeding out.
If the next roll to end the ongoing damage fails, he'll take 5 more dmg and start dying again.
Greebo
15th October 2009, 12:01 PM
Shiz - pay attention - DO RETROACTIVE!
Shiz
15th October 2009, 12:13 PM
Rend Aid on the save, retroactive if allowed = 15
EricStratton
15th October 2009, 12:26 PM
Ok, retroactively, Rend assisted "Jagged" (actually Greebo) on his first saving throw and (9+2 = 11) succeeded!
As it turns out, Jagged is not or was dying nor did he take any additional dmg from the tricky necrotic plague.
So, current status:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070-Freezing Cloud21Jagged23/4301100-18Greebo37/400040-10Rend30/360170-Faerie Fire9Mazirith19/4300110Bloodied; Dimensional Thunder8Sagar27/370190-
Greebo
15th October 2009, 12:31 PM
Hooray for alternative reality!
Shiz
15th October 2009, 01:29 PM
They aren't here right now but I don't think they would disagree:
Maz, 2 surges = +22 = 41
Jagged, 2 surges = +22 = full
Sagar, 1 surge = +9 = 36
Moonshadow
15th October 2009, 03:43 PM
Cilene - one surge taking me to max
Also, I like the new reality better than the earlier one :D
EricStratton
15th October 2009, 06:04 PM
Ok, everyone's all surged up.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene34/340060-Freezing Cloud21Jagged43/430180-18Greebo37/400040-10Rend30/360170-Faerie Fire9Mazirith41/430090-Dimensional Thunder8Sagar36/370182-
Anything else?
If not:
You are in a large room. There are stairs going down here.
>
Shiz
15th October 2009, 07:14 PM
Rend does his sneak thing halfway down and looks, sneak 16 and perception < passive 20
Sagar
15th October 2009, 10:59 PM
You know.. I had the strangest dream...
I will put on my new armor while we take a time out to rest and heal.
EricStratton
16th October 2009, 10:48 AM
Rend sneaks halfway down the stairs and takes a look around. The stairs descend into a large, torch-lit chamber. The ceiling blocks most of his view but peaking under it he sees two human-sized creatures standing near the entrance in front of what you recognize as a well. Big, pointed ears stick out from under their helmets, and sharp teeth glitter in their mouths.
One of the guards sees Rend and yells out "Shadow seeks shadow!"
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4
Shiz
16th October 2009, 11:03 AM
Rend has no idea what the password they seem to be looking for is. He is inclined to attack immediately with Chill Wind try and push them in the well.
Waiting for input from the group.
Greebo
16th October 2009, 11:26 AM
Do we hear this challenge? If so - and if there is any chance of my character knowing the password then...
History? Arcana? check to see if I've ever heard this phrase before. Both are +5
Greebo
16th October 2009, 11:26 AM
If the DM rules we are clueless, then go for it - engage and destroy IMO.
EricStratton
16th October 2009, 11:45 AM
Do we hear this challenge? If so - and if there is any chance of my character knowing the password then...
History? Arcana? check to see if I've ever heard this phrase before. Both are +5
Give me a Perception check pretty please.
Greebo
16th October 2009, 11:54 AM
Perception... what's that? (+2)
Take that back - I am perception king!
EricStratton
16th October 2009, 11:58 AM
Greebo's pointy ears twitch and he hears "Shadow seeks shadow" float up from the stairs.
Searching his memory:
(History) You've never heard anything like that before.
Greebo
16th October 2009, 12:08 PM
"Well I've got no clue. Lets take em out before they raise an alarm..." (Said quietly just to the group around us)
Shiz
16th October 2009, 12:11 PM
Initiative then, ES? I certainly don't have surprise.
Moonshadow
16th October 2009, 12:15 PM
Initiative 13.
Just in case. I'll be sporadic today have a sick doggie
EricStratton
16th October 2009, 12:20 PM
Ok then. Yes - Roll Initiative please.
Greebo
16th October 2009, 12:21 PM
Initiative
Sagar
16th October 2009, 12:26 PM
Init+0
Shiz
16th October 2009, 12:37 PM
init Rend +4 = 8, ok there goes that plan damnit.
Moonshadow
16th October 2009, 01:08 PM
Can I see them from right behind Rend or do I need to be beside him?
Either way.
Move to either F14 or G13
Call out to them "And light seeks light"
Cast Hypnotic Pattern on F9
Cast Hypnotic Pattern Attack
Creature 1 - 22 vs will to be pulled to F9 and slowed
The other creature 1 - 10 vs will to be pulled towards F9 and slowed
Please let me know if there are any other monsters within a close burst 3 of F9 so I can roll for them too.
Note to group - it won't affect you, will just stack up the monsters til the end of my next turn.
Shiz
16th October 2009, 01:09 PM
If anyone can freeze them or charge them, I really want to push someone into the well.
Sagar
16th October 2009, 02:25 PM
That might not be a good idea. What is there is something down the well (besides water).
Shiz
16th October 2009, 02:29 PM
Better some guy fall on it then!
BTW, rend Nature check on these goons, +10 = 30!
bah why couldn;t I have had that for the fight or the init roll!
noptov52
16th October 2009, 03:36 PM
I'm not dead... yet!
Initiative = 22
Shiz
16th October 2009, 03:39 PM
There is my high init playa! YAY!
EricStratton
16th October 2009, 03:43 PM
That might not be a good idea. What is there is something down the well (besides water).
The well doesn't really have any wall surrounding it. More like a simple lip. But Rend is still not close enough to see down it. He knows it's a well b/c (Passive Perception) he can see the bucket and rope suspended above the hole.
Better some guy fall on it then!
BTW, rend Nature check on these goons, +10 = 30!
bah why couldn;t I have had that for the fight or the init roll!
Rend
30 Nature - On a previous adventure you'd run into these guys before and, while at the Adventuring School, took a master's level course on them.
They are Hobgoblin Soldiers. They carry a big flail that, if it connects, will surely put a limp in your step (slowed) and are well armored including a heavy shield. They are strong, athleti,c and well trained. That training allow them to, when next to one another, increase their defenses by overlapping their shields and assist fellow soldiers to shift about them.
You once saw one of the warriors cure himself of a poison before it was able to do any damage to him (able to save one effect immediately upon being affected).
Their defenses in general are good but they aren't that mentally tough and all that heavy armor slows them down.
EricStratton
16th October 2009, 03:58 PM
Guess we should get started while noppy's around. :)
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged43/430180-15Hobgoblin Soldiers0????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Rend30/360170-Faerie Fire3Sagar36/370182-
Note that I put you in 2x3 order at the top of hte stairs on the previous map. Also note that the previous map (below link) shows 1 stair tile. That is the same stair tile as the first one on the new map (above link). So there are only 4 squares of stairs (20').
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Shiz
16th October 2009, 04:13 PM
What Rend knows about these two:
30 Nature - On a previous adventure you'd run into these guys before and, while at the Adventuring School, took a master's level course on them.
They are Hobgoblin Soldiers. They carry a big flail that, if it connects, will surely put a limp in your step (slowed) and are well armored including a heavy shield. They are strong, athleti,c and well trained. That training allow them to, when next to one another, increase their defenses by overlapping their shields and assist fellow soldiers to shift about them.
You once saw one of the warriors cure himself of a poison before it was able to do any damage to him (able to save one effect immediately upon being affected).
Their defenses in general are good but they aren't that mentally tough and all that heavy armor slows them down.
noptov52
16th October 2009, 07:10 PM
Move: G12
Std: Howling Strike (+9 vs AC, d12+d6+5) against the creature in G8
Atk: 27 vs. AC
Dmg: 14
EricStratton
19th October 2009, 10:49 AM
Start of Round 1:
Jagged hops half way down the stairs and then charges Hobgoblin Soldier 2 easily getting past its shielding and cutting a good amount out of his leg (14 dmg).
Jagged spots two new creatures at the far end of the room. They look like Hobgoblins but shorter, less armored, and carrying longswords.
Someone please roll Perception for Jagged.
Hobgoblin Soldier 1, having been attacked instead of given the correct pass phrase, screams "Intruders!", shifts to Jagged's side (F10) and attacks Jagged with its flail. Jagged sidesteps the scary weapon which slams into the floor (10 vs 16 AC).
Hobgoblin Soldier 2 shifts to Jagged's other side flanking him. Jagged isn't able to avoid this attack and the spiked ball sinks deep into Jagged's leg hobbling him (43-14=29 HP, marked by HS2 and slowed until EoNT-HS2-R2).
Cilene, Greebo, Maz...
(If you come all the way down the stairs, please roll perception.)
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged29/430180Marked (HS2) and slowed until EoNT-HS2-R215Hobgoblin Soldier 10????-?15Hobgoblin Soldier 214????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblins0????-?8Rend30/360170-Faerie Fire3Sagar36/370182-
Greebo
19th October 2009, 10:58 AM
I'll come down the stairs behind Rend, curse HS 1, and blast him.
EB+5 vs. ref; 1d10 + 4 + 1d6
Then I'll flick a booger at him cause that'll have more chance of hitting.
EricStratton
19th October 2009, 12:28 PM
Round 1 con't:
Cilene moves down the stairs some (G13) and casts a swirling pattern of lights near the well (F9).
Since the monsters have moved, please feel free to move the location of the lights (the green grass on the map).
If, on the monster's turns, I forget to trigger the Hypno Pattern's Attack please remind me.
Greebo comes down the stairs behind Rend, curses HS 1, and doesn't blast him instead opting for a rude gesture (9 vs REF).
Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged29/430180Marked (HS2) and slowed until EoNT-HS2-R215Hobgoblin Soldier 10????Cursed (Greebo)?15Hobgoblin Soldier 214????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblins0????-?8Rend30/360170-Faerie Fire3Sagar36/370182-
Quervo
19th October 2009, 12:30 PM
Maz will move to G11 and will use luring strike on HGS2 and will miss, but will mark HGS1 as well
Sagar
19th October 2009, 01:21 PM
Sagar will come down the stairs and check the room (Perc +9). EDIT: Moving to G11.
What are those shorter hobs (nature + 4).
Healing strike on Hob 2 (+6 vs AC, 2d12+5 damage, Heal +3 to TBD but probably Jagged.)
Wow!
21 perception on area
24 nature on shorter Hobs
24 vs AC on Hob 2.
19 damage
Surge +3 to Jagged (unless someone else needs it more by that time.
noptov52
20th October 2009, 02:56 AM
Perception
Moonshadow
20th October 2009, 09:49 AM
Since the monsters have moved, please feel free to move the location of the lights (the green grass on the map).
If, on the monster's turns, I forget to trigger the Hypno Pattern's Attack please remind me.
Okay I'll put the square at E7.
It's close burst 3, so that should reach all 4. Since they're pulled towards it in a straight line we might even get a splash out of it :D
EricStratton
20th October 2009, 10:46 AM
Round 1 con't:
Mazirith moves down next to Jagged (G17 on the newly updated map) and does a pretty pirouette only barely managing to stay on his feet (natural 1).
Regaining his barrings he notices (18 Perc) about seventy feet to the north, in a smaller room, a steel cage holds a spider as big as a man.
Shorter Hobgoblin 1 looks at the dazzling light display that Cilene turned on. He (22 vs WIL) can't help himself as he reaches out to grab the lights (pulled to E13 and slowed until EoNT-Cilene-R2).
Shorter Hobgoblin 2 growls at the other hobgoblin's weak mindedness (10 vs WIL). Then he spins on his heel and runs into the northern room.
Rend...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged29/430180Marked (HS2) and slowed until EoNT-HS2-R215Hobgoblin Soldier 10????Cursed (Greebo); Marked (Maz)?15Hobgoblin Soldier 214????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblin 10????Slowed EoNT-Cilene-R2?8Shorter hobgoblin 20????-?8Rend30/360170-Faerie Fire3Sagar36/370182-
Shiz
20th October 2009, 11:10 AM
Rend will use his new Encounter power, Predator's Flurry: attack, shift 3, attack a different target. Each hit = d6+5 dmg and dazes UEOMNT
Minor: HG1 = Quarry
Move F17 and attack HobGob1, then shift 3 to I15 and flank HobGob2 for second attack.
HG1: 18+7 vs REF, 11dmg, dazed
HG3: 8+9=17 vs REF, 11dmg, dazed
Also, if Rend can see that spider on the map, he will try and identify it = 27. Apparently he is scared of them and knows giant spiders well! The knowledge can wait until it is closer if the DM so wishes.
EricStratton
20th October 2009, 11:39 AM
Round 1 con't:
Rend marks Hobgoblin Soldier 1 as his quarry. Then he runs down the stairs and slashes the hobgoblin in the face (25 vs REF) and sprints through the two of soldiers to get behind the second soldier clawing his face as well (17 vs REF). Both soldiers clutch their wounds in a daze (HS1: 11 dmg; HS2: 14+11=25 dmg, bloodied; Both dazed until EoNT-Rend-R2).
Sagar comes down the stairs (F17*) and checks the room (21Perc) confirming the large spider in there. He knocks aside Hobgoblin Soldier 1's shield and stabs him with a Healing Strike (24 vs AC) spilling the soldier's blood in a gush (11+19=30 dmg, bloodied) and boosting Jagged's morale a lot (29+13 = 42 HP).
* G11 (pre-map lengthening) was taken by Maz already and moving you to attack HS2 would incur an OA. So I moved you to F17 (post-map lengthening) and had you attack HS1.
Sagar:
The shorter hobgoblins are Hobgoblin Grunts. While not as well armored or equipped as Soldiers they are still just as well trained allowing for better defenses when adjacent to other hobgoblins and having the ability to rid themselves of an effect before it hurts them. But their longswords are a whole lot less dangerous then the Soldiers flails.
End of Round 1
Shiz
20th October 2009, 12:10 PM
You forgot to apply Quarry damage of 2 to HS1.
EricStratton
20th October 2009, 12:15 PM
Start of Round 2:
The western door bursts open and a hobgoblin bigger than the soldiers, holding a large spear and a heavy shield, rushes out. He takes a split second to survey the battlefield and yells "Away from the barbarian!" The hobgoblins in this room all rush to redeploy themselves to comply with the order (bigger hobgoblin power). HS1 shifts to C15, HS2 shifts to K14, and HG1 shifts to D12.
A third hobgoblin soldier comes out of the room as well (to B10).
Jagged...
Please keep in mind, you're slowed.
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Bigger Hobgoblin0????-?22Jagged29/433180Marked (HS2) and slowed until EoNT-HS2-R215Hobgoblin Soldier 130????Bloodied; Cursed (Greebo); Marked (Maz); Quarry (Rend); Dazed until EoNT-Rend-R2?15Hobgoblin Soldier 225????Bloodied; Dazed until EoNT-Rend-R2?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblin 10????Slowed EoNT-Cilene-R2?8Shorter hobgoblin 20????-?8Rend30/360170-Faerie Fire3Sagar36/370182-
Moonshadow
20th October 2009, 12:47 PM
Hypnotic Pattern all attacks vs will
Bigger Hobgoblin 16
Shorter Hobgoblin 1 26
Hobgoblin Soldier 1 15
Hobgoblin Soldier 3 19
Pulled 3 squares and slowed until end of my next turn, can be pulled into the target square.
Shiz
20th October 2009, 12:56 PM
Rend Nature check on HobGob boss +10 = 16
And 27 on the spider don't forget.
Moonshadow
20th October 2009, 02:24 PM
Round 2
Step forward to G18
Cast Scorching Burst on D13
Bigger - 10 vs reflex
Shorter - 14 vs reflex
for 11 pts of fire dmg.
noptov52
20th October 2009, 09:54 PM
"Where ya going, lovelies?"
Move: E16
Std: Charge Hobgoblin Soldier 1 with Howling Strike (+9 vs AC, d12+d6+5)
Atk: 17 vs AC = 9 + 9 + 1 (charge) - 2 (Marked by HS2)
Dmg: 13
If it dies, use Roar of Triumph.
EricStratton
21st October 2009, 10:37 AM
Round 2 con't:
Jagged taunts the hobgoblins with a "Where ya going, lovelies?" Then he evvvveerrrrrr soooooo sloooooowlyyyyy charges Hobgoblin Soldier 1 but (17 vs AC) the Soldier gets his shield up in time and Jagged's axe *clangs* off it.
Just so it's said, I assume you moved to F16 and charged and not E16.
Rend
16 Nature - You glossed over this particular rank in your Hobgoblin class and all you know is that it's a Hobgoblin Subcommander.
26 Nature - Due to your fascination with arachnids you are quite familiar with the Deathjump Spider. It's very athletic and stealthful, can climb, is naturally resistant to poison, has a vicious poisonous bite, can make a very long jump avoiding OAs, and its normal attack is a vicious jump and bite that'll poison you and knock you on your butt. It has decent defenses all around but, as an arachnid, is not naturally willful.
Hobgoblin Soldier 1 resists the call of the swirling Hypnotic Pattern (15 vs WIL), and still dazed performs a formation strike (attack and shift in single action) swings at Jagged with his flail and missing (11-2 (marked by Maz) vs 16 AC) and shifting toward the bigger hobgoblin (D14).
Hobgoblin Soldier 2 feeling dazed stumbles toward Rend (J15).
Hobgoblin Soldier 3 starts grabbing at the pretty colors and walks to the lights (19 vs WIL; Pulled to E13; Slowed until EoNT-Cilene-R2). Then with a shake of his head reestablishes himself and slooooooly charges the barbarian. The flail connects (17+1 (charge) vs 16 AC) giving Jagged a tiny cut but a nasty charlie horse (42-5=37 HP; marked (HS3), slowed until EoNT-HS3-R3).
Another hobgoblin soldier (Hobgoblin Soldier 4) comes racing from the east and charges Rend (I14) easily crippling him with his spiked ball (20+1 vs 17 AC) but doing little damage (30-5=25 HP, marked (HS4), slowed until EoNT-HS4-R3).
Cilene comes down the stairs a bit (G18) and casts Scorching Burst at the hobgoblin group. The bigger one easily ducks under the wall of flame (10 vs REF) but the smaller one is roasted (14 vs REF; 11 dmg = dead).
Please roll one more Scorching Burst attack for Hobgoblin Soldier 1.
Greebo, Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Bigger Hobgoblin0????-?22Jagged37/430180Marked (HS3) and slowed until EoNT-HS3-R315Hobgoblin Soldier 130????Bloodied; Cursed (Greebo); Marked (Maz); Quarry (Rend); Dazed until EoNT-Rend-R2?15Hobgoblin Soldier 225????Bloodied; Dazed until EoNT-Rend-R2?15Hobgoblin Soldier 30????-?15Hobgoblin Soldier 40????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblin 20????-?8Rend25/360170Marked (HS4) and slowed until EoNT-HS4-R3Faerie Fire3Sagar36/370182-
Shiz
21st October 2009, 11:24 AM
Everyone please read my spoiler above on the spider.
Greebo
21st October 2009, 11:25 AM
Move to F18, taking shelter behind the dwarf.
Use quickcurse rod (free) to curse Soldier 2
Eldritch blast on soldier 2: +5 vs. ref; 1d10+4+1d6
20 vs. reflex
15 damage
And Blug will enter active mode as a minor action.
Moonshadow
21st October 2009, 11:49 AM
Soldier 1 18 vs reflex for 11 pts of fire dmg.
EricStratton
21st October 2009, 11:55 AM
Round 2 con't:
Cilene's rolling fire finally reaches Hobgoblin Soldier 1 and he's engulfed in it (18 vs REF) burning him badly (30+11=41 dmg, still bloodied).
Greebo comes down the stairs (F18), uses his Quickcurse Rod to curse Hobgoblin Soldier 2 and fires a very well aimed Eldritch Blast at the Soldier. He's unable to get out of the way in time (20 vs REF) and the energy bolt slams into him (25+15=40 dmg, still bloodied) nearly killing him.
Then Greebo summons his lil' buddy Blug.
Blug is in Greebo's space but represented on the map as behind him.
Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Bigger Hobgoblin0????-?22Jagged37/430180Marked (HS3) and slowed until EoNT-HS3-R315Hobgoblin Soldier 141????Bloodied; Cursed (Greebo); Marked (Maz); Quarry (Rend); Dazed until EoNT-Rend-R2?15Hobgoblin Soldier 240????Bloodied; Cursed (Greebo); Dazed until EoNT-Rend-R2?15Hobgoblin Soldier 30????-?15Hobgoblin Soldier 40????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Shorter hobgoblin 20????-?8Rend25/360170Marked (HS4) and slowed until EoNT-HS4-R3Faerie Fire3Sagar36/370182-
Shiz
21st October 2009, 12:43 PM
Rend Round 2:
Minor: Wild Shape to normal form, free shift to H16
Minor: Barkskin encounter utility on self (+2 AC UEONT)
Std: Chill Wind at D14, +7 vs FOR
HS3: 17 vs FOR, 5 dmg, slide into the well at F14
HS1: CRIT!, 14dmg, slide to E13
Boss: 23 vs FOR, 5 dmg, slide to D13
My totem does +1 dmg to bloodied and +d10 on a crit to a bloodied, hence the extra dmg to HS1.
Maz if you can pin down HS 2 and 4, then might be best. Up to you. Rend doesn't move until after you so keep that in mind.
Quervo
22nd October 2009, 10:30 AM
Maz will make a lightning lure against HG solder 4
20 vs Fort, 10 damage, pull HGS4 to H16
EricStratton
22nd October 2009, 11:18 AM
Round 2 con't:
Mazirith snakes a bolt of lightning out of his sword. It (20 vs FORT) wraps itself around Hobgoblin Soldier 4's waist, and Maz pulls him kicking and burning in between himself and Rend (Pull to H16, 10 dmg).
I'm just going to pretend that Sagar told everyone what he learned about the shorter hobgoblins (that they are Hobgoblin Grunts). Go read his spoiler in post #61.
Hobgoblin Grunt 2 does...something...up by the spider's cage.
Another Hobgoblin Grunt (#3) runs out of the western doorway (C10).
Rend Wild Shapes to normal form (shift to H14). He casts Barkskin on himself (+2 AC until EoNT-Rend-R3) and casts Chill Wind across the room. Hobgoblin Soldier 1 and the Subcommander both are frozen and pushed by the Wind with the soldier taking the worst of it causing him to end up dead (HS1: 41+14=dead; Subcommander: 5 dmg, slide to D13). Hobgoblin Soldier 3 is able to withstand the spell (17-2 (marked by HS4) vs FORT).
Maz moved a guy into H16 so I shifted you to the only non-OA causing spot.
As Soldier 1 finishes breathing his last chilly breath, Greebo teleports in between soldiers 2 and 4 (I16).
Blug is now in the correct spot on the map.
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged37/430180Marked (HS3) and slowed until EoNT-HS3-R315Hobgoblin Soldier 240????Bloodied; Cursed (Greebo)?15Hobgoblin Soldier 30????-?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Rend25/360170Marked (HS4) and slowed until EoNT-HS4-R3; +2 AC until EoNT-Rend-R3 (Barkskin)Faerie Fire3Sagar36/370182-
Greebo
22nd October 2009, 11:23 AM
When HS1 dies, teleport me to I16. Maz, Rend - don't use me for flanking, I won't be here long.
EricStratton
22nd October 2009, 12:25 PM
When HS1 dies, teleport me to I16. Maz, Rend - don't use me for flanking, I won't be here long.
Done
Sagar
22nd October 2009, 07:57 PM
Sagar will shift to G16 to flank the hobgoblin 4. He will then attack it with a Righteous Brand (+6+2 vs AC, d12+5 damage, +3 to hit to Maz).
Bah
16 vs AC
6 damage
+3 to hit to Maz
EricStratton
23rd October 2009, 09:30 AM
Round 2 con't:
Sagar shifts (to G16) to flank Hobgoblin Soldier 4 but his swing is off and the soldier blocks it (16 vs AC).
End of Round 2
---
Start of Round 3:
The Hobgoblin Subcommander is unable to get his troops' attention to redeploy (recharge failed). So instead he moves around Jagged to flank him (C17) and slips on the polish rock floor causing him to miss badly with his spear (12 vs 16 AC).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged37/430180Marked (HS3) and slowed until EoNT-HS3-R315Hobgoblin Soldier 240????Bloodied; Cursed (Greebo);?15Hobgoblin Soldier 30????-?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo37/400040-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Rend25/360170Marked (HS4) and slowed until EoNT-HS4-R3; +2 AC until EoNT-Rend-R3 (Barkskin)Faerie Fire3Sagar36/370182-
Shiz
23rd October 2009, 09:37 AM
Damn, it is taking that hobgob a long time to free the spider. I should have chased him down.
Moonshadow
23rd October 2009, 02:48 PM
Magic Missile on Hobgoblin Soldier 2 - 20 vs reflex for 10 pts of force dmg
noptov52
24th October 2009, 10:46 AM
Move: Shift D15
Std: Attack HS3 with Recuperating Strike, +9 vs AC, d12+5
Atk: 25 vs AC
Dmg: 16
Greebo
26th October 2009, 03:08 PM
ES... ;)
EricStratton
27th October 2009, 11:10 AM
Round 3 con't:
Jagged shifts out of his flanked position (to D15) and slips a nasty one past Hobgoblin Soldier 3's defenses (25 vs AC; 16 dmg; +3 tHP to Jagged).
Hobgoblin Soldier 2 shifts to the south to flank Greebo (J16). Suddenly a small spider lands on his hand causing him to scream like a woman and almost drop his flail (natural 1).
Hobgoblin Soldier 3 shifts to flank Sagar (F16). Having seen Hobgoblin Soldier 2's embarrassing performance he girds himself up and slams Sagar in the back with his spiked ball (26+2 vs 17 AC) the impact throwing off Sagar's balance (slowed) and hurting him greatly (36-10=26 HP, marked by HS3).
Hobgoblin Soldier 4 doesn't particularly like the sandwich that he's in but his fingers itch at being able to squish a squishy. Unfortunately for Greebo the itch isn't distracting enough and Greebo is (16+2 vs 17 AC) crippled by the blow (37-10=27 HP, slowed, marked by HS4). Then he shifts out of the flanked position he's in (I17).
Cilene, always eager to prove her usefulness, casts Magic Missile on Hobgoblin Soldier 2. The spell flies true (20 vs REF) and the soldier grasps his chest as he falls to the ground dead (40+10=dead).
Greebo - teleport?
Greebo, Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged37/433180-15Hobgoblin Soldier 316????-?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo27/400040Marked (HS4) and slowed until EoNT-HS4-R4 9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Rend25/360170+2 AC until EoNT-Rend-R3 (Barkskin)Faerie Fire3Sagar26/370182Marked (HS3) and slowed until EoNT-HS3-R4
Greebo
27th October 2009, 11:25 AM
Dang. 5 days ago, I had a plan.
Wonder what it was...
Greebo
27th October 2009, 11:30 AM
Teleport to I13 on death of HS2
Minor: Curse HS3
Move: BLug - to F17
Standard: EB+5 vs. HS3 Ref; 1d10+4+1d6(curse)
20 vs. ref
9 dmg
EricStratton
27th October 2009, 11:43 AM
Round 3 con't:
As hobgoblin soldier 2 falls down dead, Greebo teleports to the north (I13). Then he curses Hobgoblin Soldier 3 and casts Eldritch Blast at the creature. The spell (20-2 (marked by HS4) vs REF) hits its target blooding the creature (16+9=25 dmg, bloodied).
Blug skitters down to the bottom of the stairs (F17).
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged37/433180-15Hobgoblin Soldier 325????Bloodied; Cursed (Greebo)?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo27/400040Marked (HS4) and slowed until EoNT-HS4-R4 9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Rend25/360170+2 AC until EoNT-Rend-R3 (Barkskin)Faerie Fire3Sagar26/370182Marked (HS3) and slowed until EoNT-HS3-R4
Quervo
27th October 2009, 01:09 PM
maz will luring strike HS3... and will miss
EricStratton
27th October 2009, 06:22 PM
Round 3 con't:
Mazirith attempts to Luring Strike Hobgoblin Soldier 3 and (13 vs AC) misses.
Hobgoblin Grunt 3 charges Jagged just catching him with the tip of his sword (16 vs 16 AC; 37+3tHP - 5 = 35 HP).
Two more hobgoblin grunts charge into the room. One from the west and one from the east. The western one (Hobgoblin Grunt 4) also charges Jagged but Jagged's a quick one and blocks the sword (11 vs 16 AC).
From the east Hobgoblin Grunt 5 charges Greebo easily slashing him on the arm (21 vs 17 AC; 27-5=22 HP).
Suddenly from the northern room, Hobgoblin Grunt 2 yells "There!" as he throws open the door to the cage.
The Deathjump Spider lumbers slowly out of the cage at first moving to the entrance to the room. Its spider sense tingles and it leaps for Greebo. The tiefling closes his eyes and braces himself but the attack never comes. The spider is still stiff from being contained for so long and it misses (9 vs 17 AC).
Rend, Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged35/430180-15Hobgoblin Soldier 325????Bloodied; Cursed (Greebo)?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo22/400040Marked (HS4) and slowed until EoNT-HS4-R4 9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider0????-?8Rend25/360170+2 AC until EoNT-Rend-R3 (Barkskin)Faerie Fire3Sagar26/370182Marked (HS3) and slowed until EoNT-HS3-R4
Shiz
27th October 2009, 06:57 PM
Rend Round 3:
Std: Chill Wind at D13 (grunts 3 and 4), +7 vs FOR = 25 and 17 (assuming minions so not rolling dmg)
Move: to H15
Minor: Wild Shape to Beast Form.
EricStratton
27th October 2009, 07:06 PM
Round 3 con't:
Rend casts a winter storm on Grunts 3 and 4 killing them both in a snowy monsoon (dead, dead). Then he takes a step back from the battle (H15) and changes into a wolf.
Sagar...
Sagar
28th October 2009, 07:57 AM
Can Blurg flank?
Sagar shifts to F15 (move) to flank HS3. He gives Greebo a healing word (surge +d6+3, minor) and then moves to attack HS3 with another Righteous Brand (+6+2 vs AC, d12+5 damage, +3 to hit to Maz).
17 hp to Greebo
10 vs AC on HS3
If he happens to feel suicidal and fall on my axe, its gonna hurt (17 damage).
Greebo
28th October 2009, 10:16 AM
No, familiars can't flank or attack. I'm putting him in play to gain temp hps.
EricStratton
28th October 2009, 10:42 AM
Round 3 con't:
Sagar heals Greebo (22+17 = 39 HP; 3 surges left) almost knitting all his wounds. Then he moves to behind Hobgoblin Soldier 3 but finds the soldier is't distracted enough by the tiny familiar to give any sort of advantage (Familiars cannot flank (Arcane Power pg 137)). Then he puts his axe on the ground and motions to Hobgoblin Soldier 3 to fall down on it. The hobgoblin thinks for a moment but shakes his head no (10 vs AC).
End of Round 3
----
Start of Round 4:
The Hobgoblin Subcommander decides a tactical redeployment might be necessary soon (recharge succeeded). But first he moves around Jagged (to C14) and skewers the barbarian with his spear (22 vs 16 AC) the tip digging into his side (35-6=29 HP). From the viciousness of the attack Jagged finds himself unable to ready his defenses as quickly as he was before (enemies get +2 to attack and dmg rolls until EoNT-HSC-R5).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged29/430180Enemies get +2 to attack and dmg rolls until EoNT-HSC-R515Hobgoblin Soldier 325????Bloodied; Cursed (Greebo)?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo39/400030Marked (HS4) and slowed until EoNT-HS4-R4 9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider0????-?8Rend25/360170-Faerie Fire3Sagar26/370181Marked (HS3) and slowed until EoNT-HS3-R4
Moonshadow
28th October 2009, 01:23 PM
Well, unlikely that those ahead of me will impact this so,
Move: Shift to E18
Standard: Cast Scorching Burst on H11
Hobgoblin 5 - 14 vs reflex for 6pts of fire dmg
Spidey - 22 vs reflex for 6pts of fire dmg
noptov52
29th October 2009, 08:40 PM
Move: Shift E15
Standard: Attack HB3 with Recuperating Strike (+9 vs AC, d12+5, Hit: +3 tHP)
Atk: 28 vs AC
Dmg: 15
EricStratton
30th October 2009, 10:46 AM
Round 4 con't:
Jagged moves to flank Hobgoblin Soldier 3 (shift to E15), then with his axe takes a huge chunk out of the creature's side bringing it close to death (28 vs AC; 25+15=40 dmg, still bloodied; +3 tHP to Jagged).
Hobgoblin Soldier 3, bloodied and beaten, shifts out of his flanked position (E16). He's lost a lot of blood and can't muster the strength to lift his flail (12+2 (subcommander bonus) vs 16 AC).
Hobgoblin Solder 4 eyes Rend and grins. He moves into the corner of the room. Then he quickly swings around and charges the druid. Rend's eyes get wide as the hobgoblin lowers his shoulder and (15 STR vs 13 FORT) slams into the wolf. Rend is thrown backward and...does he fall into the well?? Tune in after these messages to see if Rend makes his saving throw!
Cilene shifts over (to F18) and casts Scorching Burst (on I11). Both the Grunt and the Spider are burnt by the flames (14, 22 vs REF). The Grunt, having just finished his daily lantern oil bath, bursts into flames and dies quickly (HG5: dead; Spider: 6 dmg).
Looks like all the locations you mentioned were left one column. Or let me know if I read your intentions wrong.
Greebo, Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged29/433180Enemies get +2 to attack and dmg rolls until EoNT-HSC-R515Hobgoblin Soldier 340????Bloodied; Cursed (Greebo)?15Hobgoblin Soldier 410????-?13Cilene34/340060-Freezing Cloud13Greebo39/400030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider6????-?8Rend25/360170-Faerie Fire3Sagar26/370181-
Greebo
30th October 2009, 11:06 AM
Shift to H14
EB again on HS3: +5 vs. ref; d10+4+d6
So that's a 24 vs. ref, 14 dmg, and blug is next to him so I gain 1d8 THP
Then curse the spider
Greebo
30th October 2009, 11:09 AM
And if I killed HS3, teleport to F16 and curse HS4 instead (he's closer)
EricStratton
30th October 2009, 11:22 AM
Round 4 con't:
Greebo keeps the heat on Soldier 3 and it pays off. His Eldritch Blast (24 vs REF) blows like a shotgun out of the hobgoblin's back killing him (40+14=dead). Blug is sprayed by blood and cheers happily granting Greebo some, but not much, protection (+1 tHP).
As the last life drips out of the soldier, Greebo teleports back to the group (F16) and curses Hobgoblin Soldier 4.
Mazirith...
Just a note, Maz. If you go for HG4, depending on Shiz's saving throw, it might be at H15. Shouldn't really affect your move, I'm just sayin'.
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander5????-?22Jagged29/433180Enemies get +2 to attack and dmg rolls until EoNT-HSC-R515Hobgoblin Soldier 410????Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider6????-?8Rend25/360170-Faerie Fire3Sagar26/370181-
Quervo
30th October 2009, 01:22 PM
move to E17, lightning lure on the subcommander, pull to d17
21 vs Fort, 11 lightning damage, pull to d17
EricStratton
30th October 2009, 02:18 PM
Having just remembered that Shiz is out for the day, I'll roll a ST for him.
Rend is thrown on to his side by the Soldier. As he slides toward the well, he digs his wolfy claws into the ground and just manages to hang on.
(Prone in H15).
EricStratton
30th October 2009, 02:37 PM
Round 4 con't:
Mazirith moves to the west (E17) and wraps a bolt of lightning around the Subcommander (19 vs FORT). The hobgoblin fights it but he's eventually pulled painfully (5+11=16 dmg) to Mazirith (D16 - has to be closest unoccupied square and D16 is closer than D17).
Hobgoblin Grunt 2 moves down into the room (D12) and then charges Jagged who doesn't turn around in time to avoid the attack (22+2 (subcommander bonus) vs 16 AC). The grunt's longsword buries itself deep in Jagged's back (29+3tHP - (5+2) (subcommander bonus) = 25 HP).
The Deathjump Spider sensing injured prey leaps at the prone Rend. It's fangs sink deep into the wolf's side (21+2 (CA from prone) vs 16 AC). The pain is immense, blood spilling all over as the spider pulls its fangs out (25-14=11 HP, bloodied). You also see a green liquid drip off the spider's fangs and out of Rend's two wounds. Rend appears ill and sluggish (5 ongoing poison damage and slowed (SE both)).
The spider then lowers itself to the ground, makes a leap away from Rend and skitters back into the northern room to enjoy its small meal (to I4; power allows it to shift up to 10 squares).
Rend takes damage from the poison (11-5=6 HP) and...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Subcommander16????-?22Jagged25/430180Enemies get +2 to attack and dmg rolls until EoNT-HSC-R515Hobgoblin Soldier 410????Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider6????-?8Rend6/360170Bloodied; Prone; 5 ongoing poison damage and slowed (SE both)Faerie Fire3Sagar26/370181-
noptov52
30th October 2009, 06:10 PM
This may change depending on what the Subcommander does, but for once I'll try getting ahead... Also, ignore the first cleave damage, I did 1d20 by mistake.
If bloodied, use Longtooth shifting (minor).
Standard: Great Cleave (Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy) on SubCom and Hob Grunt 2
Atk SubCom: 27 vs. AC
Atk HobGob 2: 17 vs. AC
Dmg: 16
If either is bloodied, please add Thaneborn: Whenever you bloody an enemy, the next attack by you or an ally against that enemy gets +2 (CHA) bonus. Also, if either dies, Roar of Triumph.
Use AP: Attack the SubCom with Hammer Fall, Str vs. FOR Hit: 2W + Str dmg and you knock the target prone.
Atk: 26
Dmg: 19
Shiz
30th October 2009, 07:04 PM
Rend stands in h15 (move) then Pounces at HS4: +7 vs REF = 12. Then he activates Razorclaw Shifting (+1 AC & REF, +2 speed).
ST vs poison = 14
Sagar
31st October 2009, 07:47 PM
Sagar will shift to E16 to keep the commander from flanking Jagged. There, he will attack the commander with a healing strike (+6 vs AC, 2d12+5 radiant damage, surge +3 to Rend)
If I miss, I'll give Rend a Healing Word (surge +d6 +3).
10 vs AC
23 damage if hit
12 healing if hit.
Healing word if missed.
19 healing for HW to Rend
EricStratton
3rd November 2009, 11:29 AM
Round 4 con't:
Rend stands up then leaps at Hobgoblin Soldier 4 his teeth missing the creature's neck (12 vs REF). Then he activates Razorclaw Shifting (+1 AC & REF, +2 speed) and squeezes the poison out of his side (ST vs poison = 14).
Sagar shifts to keep the subcommander from flanking Jagged (to E16). There, he attacks the large hobgoblin with a Healing Strike but the axe is blocked (10 vs AC). Good thing, too, because the swing looked painful.
Having missed, Sagar gives Rend his last Healing Word (6+19=25 HP, no longer bloodied, no more Healing Words).
End of Round 4
=======
Start of Round 5:
The Subcommander grins at Sagar. He did want to flank the barbarian but the priest won't stop him. "You, soldier! Get over here!" Hobgoblin Soldier 4 complies moving behind Jagged (Minor Subcommander power: Soldier shifts to F15, Grunt stays put).
The subcommander shifts to flank Jagged (D15) and attacks his spear too quick to stop (20+2(CA)+2(subcommander bonus from last round) vs 16 AC) digging deep into Jagged's chest causing blood to bubble out of the sucking wound (25-12=13 HP, bloodied; Enemies get +2 to attack and dmg rolls until EoNT-HSC-R6).
Jagged triggers Longtooth Shifting (+2 to dmg and, while bloodied, regen 2).
Then he swings his axe executing a Great Cleave on the Subcommander, Grunt, and newly arrived Soldier. The overlapping shields of the soldier saves the Grunt from the attack (17 vs AC+2 (adjacent ally)) but they can't protect the Subcommander (27 vs AC+2 (adjacent ally)) who takes the brunt of the swing (16+16+1 (soldier is now adjacent) + 2 (Longtooth Shifting) = 35 dmg, bloodied). The soldier....
Roll another attack, please, Nop.
The subcommander stares down at the blood pooling at his feet and is a tad distracted (Thaneborn Triumph: Whenever you bloody an enemy, the next attack by you or an ally against that enemy gets +2 (CHA) bonus).
Jagged, sensing the end is near for the big bastard, attacks the subcommander again using the flat of his axe as a hammer (AP used). The subcommander, still staring at his side which is now is now sporting a large fissure, looks up just in time to see Jagged's axe coming at his head full speed (26+2(Thaneborn) vs AC+2(adjacent ally)). The subcommander is knocked prone. His eyes flutter a bit and then he lies motionless (35+19+2 (Longtooth Shifting) = dead).
Hobgoblin Soldier 4's face flashes with disbelief at seeing his commanding officer go down but he recovers quickly and takes his anguish out on Jagged. His flail slams down on Jagged almost shattering the barbarian's axe as he tries to block it (25 vs 16 AC). The axe does manage to take the brunt of the attack and Jagged is slowed but only scratched (13-6=7 HP, slowed, marked by HS4).
Cilene, Greebo, Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged7/430180Bloodied; Enemies get +2 to attack and dmg rolls until EoNT-HSC-R5; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Slowed and Marked until EoNT-HS4-R615Hobgoblin Soldier 410????Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-?8Deathjump Spider6????-?8Rend25/360170+1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting)Faerie Fire3Sagar26/370180-
Greebo
3rd November 2009, 11:40 AM
Free: Grin at HS 4 - "What do you think your chances are, anyway?"
Standard: EB +5 vs. ref; 1d10+4+1d6(curse)
Free: "I mean, you can dodge me, but you can't dodge ALL of us..."
Move: Blug to G16 (blocking)
noptov52
3rd November 2009, 11:57 AM
Cleave for Hob Soldier 4
Atk: 27 vs. AC
Dmg: 11
And Roar of Triumph (free) after the death of the sub commander.
Shiz
3rd November 2009, 12:33 PM
Does anyone have a power to pin down the spider once it attacks again?
Greebo
3rd November 2009, 12:37 PM
Does anyone have a power to pin down the spider once it attacks again?
You mean other than grab?
EricStratton
3rd November 2009, 12:40 PM
Jagged's turn con't:
Jagged's axe, having just sliced open the subcommander, continues around and makes a nasty squishing noise as it (27 vs AC+2 (adjacent ally)) digs itself into the Soldier (10+11 = 21).
Then, after cutting down the Subcommander, Jagged Roars Triumphantly (Grunt, Soldier: -2 to all DEF until EoNT-Jagged-R6).
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged7/430180Bloodied; Enemies get +2 to attack and dmg rolls until EoNT-HSC-R5; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Slowed and Marked until EoNT-HS4-R615Hobgoblin Soldier 421????Cursed (Greebo); -2 to all DEF until EoNT-Jagged-R6?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-2 to all DEF until EoNT-Jagged-R6?8Deathjump Spider6????-?8Rend25/360170+1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting)Faerie Fire3Sagar26/370180-
Greebo
3rd November 2009, 12:45 PM
Does that roar make a 13 hit HS4 ref?
EricStratton
3rd November 2009, 12:45 PM
Unfortunately not.
Moonshadow
3rd November 2009, 01:09 PM
Magic Missile on Hobgoblin Soldier 4
11 vs reflex
*sigh*
Greebo
3rd November 2009, 01:13 PM
Free: "Ok maybe you CAN dodge all of us - but for how long?"
Quervo
3rd November 2009, 01:26 PM
move to F17, G17, H16, G15, luring strike vs HGS4
23 vs AC(-2) (6+6MOTL+9AB+2CA)
5 Damage, and will not shift HGS4
I will shift after the attack, i will use my free shift to move to G16.
Minor action Mark HGS4, and tell Rend "I left you an opening"
EricStratton
4th November 2009, 10:59 AM
Round 5 con't:
Cilene continues her back row assault but is distracted by a broken nail and her Magic Missile (11 vs REF-2) sails high.
Greebo grins at the soldier. "What do you think your chances are, anyway?" Greebo's grin wavers a bit as his Eldritch Blast misses wide right. "I mean, you can dodge me, but you can't dodge ALL of us.... Uh...Blug, get over here." (Blug to G16)
Mazirith moves between Rend and the Hobgoblin Soldier (G15), then, calling on his myriad past life memories (23 vs AC-2), slashes the creature opening a nasty cut above its eye (21+5=26 dmg, bloodied), dances out of the way (shift to H16), and marks the soldier. "I left you an opening, Rend!"
Greebo had moved Blug into G16. Going by the literal movement rules, a tiny creature can end its turn in a larger creature's square but not vice versa. So Maz had to move to H16. It doesn't really make sense to me, and I'm asking for clarification via the WotC boards, but for now we'll go by the rules.
The lone Hobgoblin Grunt shifts to flank Jagged (even tho it appears CA and the subcommander's bonuses don't stack) and (23+2 (CA) vs 16 AC) drags his longsword down Jagged's arm (7-(5+2 (subcommander bonus)) = 0 HP). The loss of blood from the small wound is the final straw. Not even Jagged's tree trunk-like legs can support him any longer. He wobbles a bit and crumples to the ground in a bloody, muscley heap (dying, unconscious, prone).
The Deathjump Spider quickly finishes sucking the last remaining drops of Rend's blood from its fangs. It moves into the main room (G10) and leaps at Rend again (20 vs 16+1 (Razorclaw Shifting) AC) landing on the wolf knocking him over hard again (prone) and poisoning him again this time with a VERY painful bite (25-18=7 HP, 5 ongoing poison dmg and slowed (SE both)).
Rend, lying on the ground, feels his will to live fading (7-5 poison dmg=2 HP) and...
Sagar, Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Enemies get +2 to attack and dmg rolls until EoNT-HSC-R5; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Slowed and Marked until EoNT-HS4-R6; Prone15Hobgoblin Soldier 426????Bloodied; Cursed (Greebo); -2 to all DEF until EoNT-Jagged-R6; Marked (Maz)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Hobgoblin Grunts0????-2 to all DEF until EoNT-Jagged-R6?8Deathjump Spider6????-?8Rend2/360170Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); prone; 5 ongoing poison dmg and slowed (SE both)Faerie Fire3Sagar26/370180-
Greebo
4th November 2009, 11:08 AM
I glare at blug. "Get out of their way you idiot!!!"
noptov52
4th November 2009, 11:16 AM
Saving Throw...
Shiz
4th November 2009, 11:43 AM
Rend stands up and makes a Savage Rend at the spider.
18 vs AC
AP: Second Wind, +7 hps +2 all defenses
ST: 8+2 assist from Sagar
Sagar
4th November 2009, 01:56 PM
Rend, use your AP to take a second wind. You don't drop until the start of your next turn.
Sagar strikes at the grunt (+6 vs AC, d12+5 damage) then moves around to help Rend with his ST (Heal +9).
Swing vs Grunt, 20 vs AC
15 damage
Move to I16 (OA time)
Assist Rend ST (23 vs DC) +2 to ST if successful.
NOTE: Action point taken.
EricStratton
4th November 2009, 02:49 PM
Round 5 con't:
Rend stands up and makes a Savage Rend at the spider. He rips and shreds away at the spider but its defenses hold (18 vs AC).
I'm surprised you knew an 18 vs AC would miss.
Then he (AP used) gets his Second Wind healing himself (2+7=9 HP) and bolstering his defenses (+2 all DEF).
Finally, he tries to extract the poison from his body but there's too much! (ST: 8 failed)
Sagar sees Rend in dire trouble. His heart racing he lashes out at the Grunt dropping him like a beardless Dwarven woman (20 vs AC-2 = dead). He turns and runs to help Rend. The Soldier senses Sagar's distraction and swings. Sagar deftly leaps over the hobgoblin's flair (10 vs 17 AC) and slides to a stop next to the injured Druid.
He (AP used) rubs his hands together furiously until they almost appear to glow with heat. He presses them against the wolf's side and poison starts to ooze out of the wounds (heal assist succeeded - 23 vs DC 15). With Sagar's skilled hands, Rend is able to squeeze the green ooze out of his wounds restoring full feeling to his legs (ST: 15).
End of Round 5
======
Start of Round 6
Jagged continues to float above himself trying to resist the pull of the bright light shining on him from above (ST: succeeded).
The Hobgoblin Soldier watches his last compatriot fall. He knows his end is near. But he's a soldier and knew his life was forfeit the moment he was conscripted. He's prepared to meet his fate taking as many with him as possible.
He shifts to the injured Rend (G15) and slams his flail down on the ground next to the wolf (10 vs 16+2 AC).
Cilene, Greebo, Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone15Hobgoblin Soldier 426????Bloodied; Cursed (Greebo); Marked (Maz)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????-?8Rend9/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); +1 DEF until EoNT-Rend-R6 (Second Wind)Faerie Fire3Sagar26/370080-
Greebo
4th November 2009, 02:52 PM
Either HS4 is dead at cilene's hands or not by my turn so if HS4 is still alive, EB+5 vs. ref; d10+4+d6, and if not, Curse the spider, and same thing.
24 vs. ref, 12 dam
And move blug into my square and put him in passive mode.
Shiz
4th November 2009, 03:01 PM
Rend will take an immediate save from Sagar's aid = 15.
EricStratton
4th November 2009, 03:05 PM
Rend will take an immediate save from Sagar's aid = 15.
Above round post updated with the successful ST.
Moonshadow
4th November 2009, 03:23 PM
Spider death!
Magic Missile 15 vs reflex for 10pts of force damage.
EricStratton
5th November 2009, 10:44 AM
Round 6 con't:
Cilene casts Magic Missile at the spider. Its spider sense tingles and it ducks under the sparkling projectile (15 vs REF).
Greebo focuses his attention on the Soldier. He reaches out and (24 vs REF) touches the Soldier sending a Blast of Eldritch energy into the hobgoblin (26+12=38 dmg, still bloodied). He then orders Blug to him and puts the lil' devil on his shoulder.
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone15Hobgoblin Soldier 438????Bloodied; Cursed (Greebo); Marked (Maz)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????-?8Rend9/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); +1 DEF until EoNT-Rend-R6 (Second Wind)Faerie Fire3Sagar26/370080-
Shiz
5th November 2009, 11:04 AM
Mark that damn spider, please.
Quervo
5th November 2009, 08:58 PM
maz will mark the spider
luring strike on the HGS
27 vs AC, 4 damage
EricStratton
6th November 2009, 09:44 AM
Round 6 con't:
Mazirith marks the spider with his Aegis of Shielding. Then he emphatically (27 vs AC) but ever so gently stabs the Hobgoblin (38+4=42 dmg, still bloodied).
The hobgoblin growls, "So it's going to be death by a thousand cuts is it? Ya pansy!"
The spider greedily eyes Rend ignoring Mazirith's taunts and lunges for the wolf. Rend, even in his weakened state, will have none of it dodging out of the way with more than enough room to spare (9 vs 16+1 AC).
Rend, Sagar, Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious;15Hobgoblin Soldier 442????Bloodied; Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????Marked (Maz)?8Rend9/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting)Faerie Fire3Sagar26/370080-
Shiz
6th November 2009, 09:46 AM
Rend shifts to G16 and attacks the soldier with a Savage Rend, 15 vs REF, 10dmg, slide HS4 north into the well.
If it is not too late, and I have no problem if it is, my last attack against the spider last round was 18 vs REF, not 18 vs AC. Does that change anything? I would dealt d8+5 dmg and tried to slide the spider into the well.
My dmg roll says dmg+6. My dmg mod is +5. Typo.
Sagar
6th November 2009, 10:00 AM
Sagar will leave the soilder to the others and circle around the spider to flank it (to J, then up to I12, then back to H 13 - 5 steps). There, Sagar will attack the spider with Righteous Brand (+6 vs AC, d12+5 damage, +3 to hit to Maz).
9 vs AC.
Danged nimble spiders.
EricStratton
6th November 2009, 10:54 AM
Round 6 con't:
While Sagar circles around the spider, Rend slips away from the spider (shift to G16) and snaps at the Soldier who bats the wolf's snout away with his shield (15 vs REF).
Once behind the spider, Sagar thrusts his axe. The spider is too quick and dodges out of the way easily (9+2 (CA) vs AC).
End of Round 6
======
Start of Round 7:
Jagged...
In order to keep moving, the hobgoblin will now take his turn. If Jagged does manage to roll a 20, the hobgoblin will shift to Jagged and attack him instead of Rend using the same attack and rolls.
The hobgoblin soldier, free of Mazirith's taunts and barbs, can fully focus his attention on the weak. But weak or not Rend is not without abilities. The soldier's flail appears to be on its way to finish Rend off when the druid's Shifter talents kick in deflecting the blow at the last second (16 vs 16+1 (Razerclaw Shifting) AC).
Cilene, Greebo, Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious;15Hobgoblin Soldier 442????Bloodied; Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????Marked (Maz)?8Rend9/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting)Faerie Fire3Sagar26/370080-
Shiz
6th November 2009, 11:07 AM
Don't forget Rend's shift to G16 on the map.
EricStratton
6th November 2009, 11:08 AM
Don't forget Rend's shift to G16 on the map.
Got it, thanks.
Greebo
6th November 2009, 11:20 AM
If Cilene doesn't kill HS4, then
EB+5 vs. ref on HS4
If Cilene does kill HS4 then
Curse spider
Witchfire sipder +5 vs. ref
Will roll after I know the results from Cilene
noptov52
6th November 2009, 11:47 AM
Saaaving throw.
Moonshadow
7th November 2009, 12:09 PM
Die Hobgoblin 4, Die!
Magic Missile 15 vs reflex for 12 pts force dmg.
EricStratton
7th November 2009, 04:53 PM
Round 7 con't:
Jagged continues to put off his assent into the afterlife (ST: 19 success).
Cilene screams, "Die Hobgoblin, Die!" The soldier looks over at her in time to see her finish casting giving him enough time to duck out of the way (15 vs REF).
Greebo, Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious;15Hobgoblin Soldier 442????Bloodied; Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????Marked (Maz)?8Rend9/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting)Faerie Fire3Sagar26/370080-
Shiz
7th November 2009, 06:38 PM
"Greebo and Maz, go for the spider. I have the hobgoblin."
Std: Rend attacks HS4 with a successful Savage Rend, 25 vs REF, 14 dmg (+5 base +1 vs bloodied) and slides the soldier north into the well.
Minor: Wild Shape and free shift to F17
Move: to D15
Greebo
7th November 2009, 08:55 PM
"Golly gee, Rend, that'd be great, except that I can only curse the mob closest to me unless I use my quick curse rod, and I already used it. So gosh, guess since I'm up next..."
EB+5 vs. ref; 1d10+4+1d6(curse)
"...I'll just miss this target! So there!"
EricStratton
7th November 2009, 09:30 PM
Round 7 con't:
Greebo and Rend trade pleasantries as the last remnants of the fight wage on. The banter throws Greebo's aim off and his Eldritch Blast hits the ground in front of the hobgoblin kicking up bits of stone (11 vs REF).
Mazirith...
Quervo
9th November 2009, 10:29 AM
move Maz to K16, and use lightning lure on the spider
16 vs Fort, 10 damage and pull to J15, and Mark again
EricStratton
9th November 2009, 10:58 AM
Round 7 con't:
Mazirith moves out to the edge of the room (K16) in hopes of pulling the spider away from the group. His attack (16 vs FORT) just misses, though, and the spider stays put.
The spider seems to have developed an affinity for Rend's blood and it continues after the wolf (shift to H15) biting him again (22-2 (marked) vs 16+1 AC). Only one fang actually connects, though. The pain is significantly less than before all of which Mazirith's Aegis shielding prevents (9-(4-8) = no damage) but Rend can feel the poison already working through his system (5 ongoing poison damage and slowed (SE)).
Rend takes poison damage yet again (9-5=4 HP) and...
Sagar, Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious;15Hobgoblin Soldier 442????Bloodied; Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo39/401030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider6????Marked (Maz)?8Rend4/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); 5 ongoing poison dmg and slowed (SE)Faerie Fire3Sagar26/370080-
noptov52
9th November 2009, 12:53 PM
Most exciting combat ever.
Moonshadow
9th November 2009, 01:20 PM
Swing/Miss/Cast/Miss
Shesh.
Shiz
9th November 2009, 02:55 PM
"Greebo and Maz, go for the spider. I have the hobgoblin."
Std: Rend attacks HS4 with a successful Savage Rend, 25 vs REF, 14 dmg (+5 base +1 vs bloodied) and slides the soldier north into the well.
Minor: Wild Shape and free shift to F17
Move: to D15
If I am allowed to use that attack roll against the spider, then Rend will do so. Dmg would be 13, not 14 and the slide would be into the well.
I am not going to reroll and risk a miss, though, when the HS is probably a goner.
ST = 3
Sagar
9th November 2009, 05:41 PM
Sagar looks to help Rend but realizes the wolfling is out of range. Instead, he move diagonally SE to I14, flanking the spider. He unleashes a righteous brand (+6 vs AC, d12+5 damage, +3 to hit to Maz.
18 vs AC
9 damage
+3 to hit to Maz
EricStratton
10th November 2009, 10:32 AM
Round 7 con't:
Rend takes poison damage yet again (9-5=4 HP) and says "Greebo and Maz, go for the spider. I have the hobgoblin. No wait. *I* have the spider." Having made his decision Rend attacks the spider with a successful Savage Rend (25 vs REF) getting his revenge for all the poisonings (6+13=19 dmg). He shoves the spider toward the well. The spider digs its claws into the ground and is able to hold on to the edge (ST: 17 = success; prone).
The Rend Wild Shapes (to F17) and moves behind Jagged's body (D15). Even though he got out of the thick of the fight, he can't get the poison out of his system (ST failed).
Sagar looks to help Rend but realizes the wolfling is out of range. Instead, he moves diagonally SE (I14) getting behind the now prone spider. He unleashes a righteous brand (18+2 (CA from prone) vs AC) which is just able to dig deep into the spider's thick hide (19+9=28 dmg, +3 to hit to Maz). A black fluid starts to steadily drip from the spider's side (bloodied).
End of Round 7
=====
Start of Round 8
Jagged starts to get bored but figures he'll stick around for a little while longer just in case (ST success).
The Hobgoblin Soldier is saddened to see the druid limp away. He turns his attention to the tiefling. The soldier's flail just manages to catch Greebo (18 vs 17 AC) painfully in the ribs (39+1 (tHP)-8=32 HP, marked and slowed until EoNT-HS4-R9) knocking the wind out of him. Then he shifts away from the well (G16).
Cilene, Greebo, Maz...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious15Hobgoblin Soldier 442????Bloodied; Cursed (Greebo)?13Cilene34/340060-Freezing Cloud13Greebo32/400030Marked and slowed until EoNT-HS4-R99Mazirith41/430090-Dimensional Thunder8Deathjump Spider28????Bloodied; Marked (Maz)?8Rend4/360060Bloodied; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); 5 ongoing poison dmg and slowed (SE)Faerie Fire3Sagar26/370080-
Greebo
10th November 2009, 10:47 AM
Grrrr.
Shift SE do be south of him.
EB +5 vs. ref, d10+4+d6(curse)
And basically block his path w/o doing a bit of damage...
Quervo
10th November 2009, 10:49 AM
Move Maz to H16, and use a luring strike on the prone spider and miss
Shiz
10th November 2009, 11:13 AM
Rend sags to the ground under the poison's effect.
ST vs Death = 3
Moonshadow
10th November 2009, 02:36 PM
Well how nice of them to set themselves up that way.
Scorching burst on H16 using the wand of accuracy on Soldier boy
19 vs reflex on Soldier boy
13 vs reflex on Spidey
for 10 pts of fire dmg
Greebo
10th November 2009, 02:38 PM
I want the tumbled dice in the future. These perfectly balanced dice SUCK
EricStratton
12th November 2009, 08:41 AM
I want the tumbled dice in the future. These perfectly balanced dice SUCK
Yeah, you guys really are dragging this out. :lowrazz:
EricStratton
12th November 2009, 09:01 AM
Round 8 con't:
Cilene smiles at her fortune and casts Scorching burst (H16) using the wand of accuracy on the Soldier who is swept up in the wave of fire (19 vs REF) and never seen again (42+10=dead). The spider, on the other hand, nimbly steps out of the way (13 vs REF+2 (prone vs ranged)).
To where does Greebo teleport?
Greebo and Mazirith both exchange "let's do this" glances quickly followed by "I thought *you* were going to do it" glances. (13 vs REF and natural 1 = miss, miss).
Let me know if Greebo still wants to move.
The spider gets back up, spins around and lunges at Sagar who attempts to block the large, nasty fangs with his axe. The spider feigns left, goes right, and sinks its fangs in (24-2 (marked) vs 17 AC). Mazirith is able to block the damage (26-(7-8) = no damage) but not the poison (5 ongoing poison damage and slowed (SE both)).
Rend sags to the ground under the poison's effect (4-5=-1 HP; dying, unconscious, prone). He hasn't the will that Jagged has and thinks his ancestors look pretty happy up by that light in the sky (ST: 3, fail. First death strike).
Sagar feels sick (26-5=21 HP). Then he....
Jagged, Cilene, Greebo, Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Until EoE +2 to dmg and, while bloodied, regen 2 (Longtooth shifting); Prone; Unconscious13Cilene34/340060-Freezing Cloud13Greebo32/400030-9Mazirith41/430090-Dimensional Thunder8Deathjump Spider28????Bloodied; Marked (Maz)?8Rend-1/360060Bloodied; Dying; +1 AC & REF, +2 speed until end of encounter (Razorclaw Shifting); 5 ongoing poison dmg and slowed (SE); Prone, unconscious; 1 Death StrikeFaerie Fire3Sagar21/3700805 ongoing poison damage and slowed (SE both)
Greebo
12th November 2009, 09:24 AM
I'm not teleporting on Soldier's death
noptov52
12th November 2009, 09:26 AM
Weeeee
Moonshadow
12th November 2009, 10:32 AM
I HATE SPIDERS!
Magic Missile on the spider - 19 vs reflex
For 8 pts of force dmg.
Sagar
12th November 2009, 03:43 PM
Sagar whips his axe at the spider (righteous strike, +6 vs AC, d12+5 damage, +3 to hit to Maz).
Then he uses his dwarven resistance vs poison to shake off the bite's effects (+5 to ST).
Natural 20 on spider:
12+5+9 = 26 damage
16 save vs poison
EricStratton
12th November 2009, 04:21 PM
Round 8 con't:
Sagar, after taking the poison damage, gets very angry. As it turns out, the spider doesn't like it when Sagar is angry as Sagar whips his axe at the spider almost cutting completely through it (natural 20). It manages to stay on its feet although just barely (28+26=54 dmg, +3 to hit to Maz).
Then he uses his iron gut to easily pass the poison out of his system (16 ST).
End of Round 8
=====
Start of Round 9:
Jagged continues to be bored (ST failed; first death strike).
Cilene screams, "I HATE SPIDERS!" as she finally puts an end to the spider's annoying existence with a Magic Missile (19 vs REF; 54+8=dead).
It rolls over on to what's left of its back and the few remaining legs it has curl up in on itself.
End of encounter
Situation: Jagged and Rend are both dying and Rend is still poisoned.
http://www.primeaxiom.com/rpgt/scene.asp?ID=qwcmutzm11gc635z12v6l9qet5h7mf2hxfkud p6lp6jj1vddvp84lrp15hlg2ok4InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged0/430180Bloodied; Dying; Prone; Unconscious; 1 Death Strike13Cilene34/340060-Freezing Cloud13Greebo32/400030-9Mazirith41/430090-Dimensional Thunder8Rend-1/360060Bloodied; Dying; 5 ongoing poison dmg and slowed (SE); Prone, unconscious; 1 Death StrikeFaerie Fire3Sagar21/370080-
EricStratton
12th November 2009, 04:24 PM
The party gets 1115 XP for defeating the hobgoblins and their pet spider.
Shiz
12th November 2009, 04:29 PM
Rend:
ST vs poison, death
Sagar
12th November 2009, 04:39 PM
Sagar moves briskly to Jagged's side and tries to stablize him (Heal DC 15 normally). (9+7 = 16)
Sagar will then move to stabilize Rend (natural 1). Sagar wonders where this spleen came from.
Greebo
12th November 2009, 05:35 PM
/me contemplates going through their wallets.
Shiz
12th November 2009, 07:59 PM
Once we are all up, we should take a few short rests, not just one, so we can make use of Sagar's extra healing powers to the most effect.
Greebo
12th November 2009, 08:37 PM
I'll just chill out. No surges here.
Milestone?
EricStratton
13th November 2009, 10:03 AM
Thanks to Sagar (16 vs DC 15) Jagged no longer has to make saving saving throws but he's still unconscious and at 0 HP until he gets some healing.
Rend's system is able to painfully (-1-5=-6 HP) process the poison and he sweats it out (ST: 16). He also fights off the lure of the afterlife (ST: 15; 1 death strike).
Who wants to surge and how many? Jagged still needs to be healed before he can surge up.
There are also several rooms off this one to check out if anyone would like to brave that while two members are down. :twisted:
EricStratton
13th November 2009, 10:04 AM
I'll just chill out. No surges here.
Milestone?
Yes, thank you. Everyone gets an extra AP. Everyone now has 1 and Jagged has 2.
Shiz
13th November 2009, 10:08 AM
Get Rend stabilized and conscious and we can take a rest and get some strong heals from Sagar.
Greebo
13th November 2009, 10:15 AM
ES how many of us can try to stablize Rend "per round"? (Assuming post combat you're keeping the rounds going)
If you are, Sagar's botched attempt on Rend is in round 2, I think...so wth I'll try in round 1
Stablize Rend +2 to heal
Obviously my revulsion at doglike things is too hard to overcome.
Shiz
13th November 2009, 10:17 AM
Rend death save = 15
Sagar
13th November 2009, 11:58 AM
Rend Stabilize, Part deux. Heal +9
Sagar
13th November 2009, 12:01 PM
With each of them stabilized, I'll rest 5 minutes and surge twice to get back to full health.
I'll also cast a healing word on each of them.
I'll then rest another 5 and cast another HW.
I'll then rest another 5 and regain my healing.
Jagged = surge +6
Rend = Surge +7
Next round:
Jagged = Surge + 8
Rend = surge +4
Shiz
13th November 2009, 12:25 PM
Trask will start doing this in Group 3, Sagar. I don't know why we haven't been.
EricStratton
13th November 2009, 03:18 PM
While the group looks on, Sagar opens up his bag of tricks and gets to work on the two fallen heroes. He takes his time and fifteen minutes later Rend (-6+16+13=23 HP) and Jagged (0+16+18=34 HP) are back on their feet feeling a whole lot better than they were before.
Sagar also takes some time to heal himself (21+18>=37 HP).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged34/430260-13Cilene34/340160-Freezing Cloud13Greebo32/400130-9Mazirith41/430190-Dimensional Thunder8Rend23/360140-Faerie Fire3Sagar37/370162-
Shiz
13th November 2009, 03:29 PM
Rend will surge again to 32.
It is also fair to assume Jagged with surge once more as well, to full.
Greebo
13th November 2009, 03:48 PM
So - what's down those hallways?
Shiz
13th November 2009, 03:55 PM
Let's move to the opening of the eastern one first and take a look, get a map update.
EricStratton
13th November 2009, 04:39 PM
Rend and Jagged both take a healing surge.
Let's move to the opening of the eastern one first and take a look, get a map update.
Rend moves down the eastern hallway and takes a quick look around. He finds a room that looks a lot like the first - wide open with a well in the middle. There's a set of closed double doors to the north and two more hallways, one to the east and one to the south.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Jagged43/430250-13Cilene34/340160-Freezing Cloud13Greebo32/400130-9Mazirith41/430190-Dimensional Thunder8Rend32/360130-Faerie Fire3Sagar37/370162-
Greebo
13th November 2009, 04:42 PM
What about the door to our left - lets check it out too before we leave this room.
Who's got good ears?
Shiz
13th November 2009, 05:16 PM
Rend will listen at the NW door, Perception +10 = 16
Moonshadow
14th November 2009, 02:07 AM
Hey before we run off shall we rifle through pockets?
EricStratton
16th November 2009, 10:30 AM
Rend will listen at the NW door, Perception +10 = 16
It's very quiet.
Hey before we run off shall we rifle through pockets?
Cilene finds 10 gp and 52 sp in various pockets and coin purses on the hobgoblin soldiers.
Sagar
16th November 2009, 10:57 AM
What about in the spider room? Sagar will check there.
Shiz
16th November 2009, 11:06 AM
Rend will accompany Sagar, just in case. If that is uneventful, let's do the quiet NW door first.
Moonshadow
16th November 2009, 11:13 AM
Agreed. I will maintain my overshooting position :D
Shiz
16th November 2009, 11:16 AM
Cilene, don't forget to add your coin discovery to your character sheet please. We don't want money falling through the cracks.
EricStratton
16th November 2009, 11:30 AM
Sagar and Rend head into the spider's room weapons ready. There are desiccated bodies littering the inside of the cage. Large animals, small animals, one or two humanoid of some sort. But nothing of value.
From there they move to the western door and open it. Inside they find a barracks. There are three beds each with its own footlockers. Rend checks the footlockers. Two are open and contain only a couple rusted swords and leather garments. The third is locked.
Shiz
16th November 2009, 11:35 AM
"Cilene, we have a locked chest over here. We need your fingers."
Rend will examine the chest for traps, Perception +10 = 30
EricStratton
17th November 2009, 09:35 AM
Rend is easily able to determine that, from the outside, there's no sign of any traps on the chest. Just a fairly simple lock.
Moonshadow
17th November 2009, 12:31 PM
Well lets flex these finger!
Thievery 22. Apparently locks fear me more than the bad guys do :)
EricStratton
17th November 2009, 02:09 PM
Cilene is easily able to get the lock open. Thank goodness picking a lock doesn't require reciting any incantations.
Inside she finds a surprisingly nice looking cloak.
Greebo
17th November 2009, 02:17 PM
Hmm. Really nice?
Arcane +5
EricStratton
17th November 2009, 02:35 PM
Greebo looks it over. Gives it a tug here and a prod there. He comes away sure that the cloak is magical but he's not certain exactly what it does.
Greebo
17th November 2009, 02:38 PM
Untrue! I decided I don't care what it does. It doesn't go with my horns.
Quervo
17th November 2009, 03:47 PM
Maz will look at it but can make anything else out
arcana +10
EricStratton
17th November 2009, 03:53 PM
Mazirith takes the cloak from Greebo. "Mm. I can see how this confused you. I don't think I've seen this type of stitching either." He shakes his head and offers the cloak back to Greebo.
EricStratton
17th November 2009, 03:59 PM
Feel free to continue searching the area or even move on while the cloak is being deciphered.
Shiz
17th November 2009, 04:15 PM
While Cilene looks at the cloak (please!)...we will move down the east hall and look into the next room.
Moonshadow
17th November 2009, 04:58 PM
Shesh, back off the cloak!
well thank god for bonuses Arcana +16 = 20.
EricStratton
17th November 2009, 09:27 PM
Cilene slaps Rend away finally tiring of his continuous poking. "Fine, hold on!" She looks up from what she was doing, takes a second to look at the cloak, and then returns to her distraction. The group starts down the eastern hallway. Cilene drops in behind and says casually, "It's a Cloak of Distortion. See how it wavers in the light? Quite pretty actually."
Cloak of Distortion
This cloak roils about you like the rippling air of a scorching desert.
Level: 4
Price: 840 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item?s enhancement bonus.
---
The group moves carefully down the eastern hallway and into the next room. From here you see the southern hallway open up into another room. The eastern hallway dead ends with another hallway branching off to the south and another set of double doors to the north.
EricStratton
18th November 2009, 09:09 PM
Greebo dons his cape er, cloak. He definitely feels more confident in his ability to dodge arrows, bolts of lightning, and the like.
With ownership of the cloak settled, the group then decides tooooo....
Sagar
18th November 2009, 10:37 PM
Do we want to check the north doors or the southern hallway / room first?
On the one hand, I don't like having unexplored areas behind me. On the other, there is no door to block light or noise to the south.
Greebo
18th November 2009, 11:08 PM
Lets check the north door.
Shiz
19th November 2009, 09:05 AM
Greebo dons his cape er, cloak. He definitely feels more confident in his ability to dodge arrows, bolts of lightning, and the like.
With ownership of the cloak settled, the group then decides tooooo....
We are now in the east well room, Eric. Do you have a description of it for us?
EricStratton
19th November 2009, 09:09 AM
We are now in the east well room, Eric. Do you have a description of it for us?
Rend moves down the eastern hallway and takes a quick look around. He finds a room that looks a lot like the first - wide open with a well in the middle. There's a set of closed double doors to the north and two more hallways, one to the east and one to the south.
Shiz
19th November 2009, 09:26 AM
Without an obvious consensus, Rend hugs the wall on his way to the south passage to take a peak.
EricStratton
19th November 2009, 11:11 AM
Rend advances slowly and alone down the southern passage. He hugs the wall as he goes and takes a quick glance into the room. It's another big room this time without a well. There's yet another set of double doors to the south and another hallway to the east which, from this angle, he can't see down.
Greebo
19th November 2009, 11:17 AM
Great - no immediate enemies in range.
Call Rend back so we can check the rooms near us so we don't get boxed in.
Greebo
19th November 2009, 11:28 AM
I'm so concerned about getting boxed in, in fact, that I'm simply going to open the N door to force the issue.
EricStratton
19th November 2009, 11:37 AM
Rend comes back and reports his findings. Greebo expresses his desire to not get boxed in in no uncertain terms. And to make sure they don't get ambushed from the north he goes ahead and opens the double doors and sticks his head in.
He finds another barracks room. Just as smelly and messy as you'd expect from hobgoblins. There are two beds in the room each with their own footlockers.
Shiz
19th November 2009, 11:50 AM
Rend will open the footlockers and search them.
EricStratton
19th November 2009, 12:04 PM
In them Rend finds more random clothing pieces and a couple of old weapons. The items are in better shape than what you found in the other footlockers but still nothing you'd marvel at. This might have been the room for two of the soldiers. Grunts wouldn't have access to stuff like this.
Shiz
19th November 2009, 12:09 PM
Exit the room and move east then.
Sagar
19th November 2009, 12:15 PM
Anything under the footlockers? Any other hiding areas here?
Perception +9
EricStratton
19th November 2009, 12:23 PM
Anything under the footlockers? Any other hiding areas here?
Perception +9
Before moving on, Sagar gives the footlockers a good, thorough check and finds nothing out of the ordinary.
The group continues east. At the intersection the group stops and Rend peaks around the corner. From here he can see another room in it a large wooden table and some chairs. Several mugs lie scattered across the table's surface.
Shiz
19th November 2009, 12:26 PM
Rend will try and stealth to the north door and have a listen.
Stealth 11 = 27
Perception 10 = 12
EricStratton
19th November 2009, 12:32 PM
Rend, sneaky like fox, creeps up on the double doors and listens. His heart beats loudly, Jagged sniffs and scratches himself, Blug flutters from inside Greebo's pocket. The ambient noise is just too much and Rend can't tell if anything's going on inside the doors.
EricStratton
22nd November 2009, 01:16 PM
Ok, so the doors have been checked but maybe not as good as hoped. What do you do now?
Shiz
22nd November 2009, 03:36 PM
We either open them or move south. Need to hear from everyone else.
Sagar
22nd November 2009, 03:40 PM
We go with what we know. We didn't hear anything so we stand to the sides - out of the line of fire - and let someone open the door.
Moonshadow
23rd November 2009, 12:35 PM
I'll stand to the north of the doors - do they open towards us or into the room?
noptov52
23rd November 2009, 03:57 PM
Jagged is terribly bored and decides to stretch by bashing the door in.
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