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EricStratton
23rd November 2009, 04:27 PM
Cilene states she wants to stand to the north of the doors but that would mean being inside the doors and they aren't open...yet.

Jagged while bored enough to want to bash the doors, doesn't actually do it (would require a roll and I'd love to ask for one I don't know when you'll be back to do it). He does stride up to the doors while everyone is whispering, deciding where to stand and opens up the doors nice and wide.

A short hall opens into a wider, torch-lit chamber. A figure peeks around the corner, looking down the hall. The figure is human-sized, with big pointed ears emerging from under its helmet - another hobgoblin. He screams out, "We're under attack!" and ducks out of sight to the east. As he goes you hear him, "I told you I heard fighting!"

Roll initiative.

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp

Greebo
23rd November 2009, 04:35 PM
Ini +2 = 19

Quervo
23rd November 2009, 04:37 PM
ini 17+2=19

Shiz
23rd November 2009, 04:40 PM
Rend init+4 = 23

Sagar
23rd November 2009, 04:53 PM
Init, +0

noptov52
23rd November 2009, 04:54 PM
Init and a str roll just for the heck of it.

Init +7
Door bashing... well, good thing Jagged opened the doors instead...

Moonshadow
24th November 2009, 11:18 AM
Sorry I was confused about which doors we were speaking

Initiative! (not so much) 5+8=13

EricStratton
1st December 2009, 10:25 AM
Things have grown quiet. Jagged anxiously wrings the haft of his axe in his hands. Cilene goes over her favorite spells in her head mimicking the hand motions with barely perceptible nods of her head. Greebo slaps at his armor attempting to get Blug to settle down.

The hallway is empty.

Rend...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Rend32/360130-Faerie Fire19Greebo32/400130-19Mazirith41/430190-Dimensional Thunder13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

Shiz
1st December 2009, 10:27 AM
Lighting situation?

He will Wild Shape first.

EricStratton
1st December 2009, 10:29 AM
Lighting situation?
Bright light. Torches line the walls at even intervals.

Greebo
1st December 2009, 10:33 AM
Motion to Rend to wait.
Rend will you delay?

Shiz
1st December 2009, 10:49 AM
Rend will delay until after Greebo.

Greebo
1st December 2009, 10:53 AM
Blug will go active and move (speed 5 on the ground) up into the hallway then (move again) back to me. I believe that will put him at row 6 before he turns around - but if he sees a threat he'll stop out of melee reach and come back. Then he'll report to me what he sees.

EricStratton
1st December 2009, 02:08 PM
Blug will go active and move (speed 5 on the ground) up into the hallway then (move again) back to me. I believe that will put him at row 6 before he turns around - but if he sees a threat he'll stop out of melee reach and come back. Then he'll report to me what he sees.
With speed 5 and not being able to cut wall corners, I think Blug can only make it to row 7.

Greebo
1st December 2009, 02:31 PM
Ok wasn't sure if those were sagar style doors (thin) or door with hallway representing 5'.

EricStratton
1st December 2009, 04:46 PM
Ok wasn't sure if those were sagar style doors (thin) or door with hallway representing 5'.
Oh oh oh. No, they are full squares with the doors in the southern portion of it. Did you want to still move Blug?

Greebo
1st December 2009, 05:02 PM
Yes

EricStratton
2nd December 2009, 11:46 AM
Greebo pulls Blug out of his pocket and sends the little guy on his way. The abyssal creature moves out into the hallway and looks around. After a quick moment he heads back to Greebo and reports. Everyone else hears squeaks and clicking. Greebo hears:

Big room, lots of crap, and a couple closed doors.

(Updated map w/ new info. The tan brick tiles are crates and boxes - difficult terrain.)

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp
Then he says something in goblin-speak which he must have heard while in the hallway but none of you know what it means.

Rend...

Shiz
2nd December 2009, 02:37 PM
Rend moves to H4 and Total Defense.

Do the doors to the east have spy holes in them? Are they closed securely?

Perception +10 = 27

Moonshadow
2nd December 2009, 04:27 PM
If Maz is moving in as well I'll follow and take up my shooting position at F6. If not I'll move only to F8 and hold there.

Shiz
2nd December 2009, 05:31 PM
Maz will follow Rend to G5

EricStratton
3rd December 2009, 10:25 AM
Rend and Mazirith move up into the room while Cilene hangs back in the hallway.

Rend motions for silence and concentrates on the eastern door.
You don't see any holes in the door you can look through. But you also don't notice any locks. You hear scraping. Wood on stone, maybe. And quiet voices speaking goblin.

Sagar, Jagged...

EricStratton
3rd December 2009, 10:28 AM
http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp

The tan brick tiles are crates and boxes - difficult terrain.

Greebo
3rd December 2009, 10:42 AM
ES do we have a chance to establish surprise here?

Shiz
3rd December 2009, 10:51 AM
From what Rend perceived, no. They know we are here. The question is do the north and east doors give them a chance to attack from two sides.

noptov52
3rd December 2009, 10:53 AM
Move G6
Total Defense.

Greebo
3rd December 2009, 11:04 AM
From what Rend perceived, no. They know we are here. The question is do the north and east doors give them a chance to attack from two sides.

Pretty obviously they do - I'd suggest we stay in the hallway and the tank gets in position, opens the door then moves away from it to the group - create a funnel for the enemy to follow.

ES don't read that.

EricStratton
3rd December 2009, 01:26 PM
From what Rend perceived, no. They know we are here.
What Shiz said.

Greebo
3rd December 2009, 01:30 PM
Next turn move to G9 unless by then we actually have something happening.

Moonshadow
3rd December 2009, 01:48 PM
Pretty obviously they do - I'd suggest we stay in the hallway and the tank gets in position, opens the door then moves away from it to the group - create a funnel for the enemy to follow.

ES don't read that.

This works for me, I can step back to accomodate.

I would actually suggest that we stay in rows 10 and 11 using the tunnel to funnel them instead of us. I love a plan that makes AE work better.

EricStratton
4th December 2009, 11:28 AM
Is Sagar still with us?

Shiz
4th December 2009, 11:31 AM
Sagar is swamped at the moment. Move him to F5, Total Defense.

EricStratton
4th December 2009, 12:01 PM
Jagged and Sagar both move up and take defensive positions facing the doors.

More scraping and goblin whispers filter through the doors - both northern and eastern. But the doors themselves remain closed and motionless.

Round 2:

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp

Greebo
4th December 2009, 12:04 PM
Post 29

Shiz
4th December 2009, 12:12 PM
Battle plan proposal: HIGH AC charges the east doors, softies wait out of LOS of north doors. Rend and Jagged try and push past high AC to engage likely artillery.

Sagar
4th December 2009, 12:39 PM
Can we jam one set of doors so they can't be opened? That or can we call the mobs cowards, etc and bluff them into attacking?

I would try but my bluffage sucks.

Sagar casts shield of faith after he moves into position. +2 AC to all allies until end of encounter.

Greebo
4th December 2009, 12:44 PM
Ooh - yeah - lets "copper" the door!

Thievery or dungeoneering check, ES?

EricStratton
4th December 2009, 12:50 PM
To copper the door let's go with Thievery.

Greebo moves into the hallway just inside the doors.

Rend...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Greebo32/400130-19Rend32/360130-Faerie Fire19Mazirith41/430190-Dimensional Thunder13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

Shiz
4th December 2009, 02:09 PM
Great plan Sagar. Also, ES mentioned the difficult terrain is actually crates and junk.

It is a pain in the ass to do in a round by round situation, but Rend and Jagged could start moving junk in front of the north doors while Maz and Sagar watch the east.

So, Rend will move to D2, grab some stuff, move and dump it at I2. Up to ES to determine what can be done in a combat round.

Greebo
4th December 2009, 02:10 PM
Who's gonna wedge the door? I'm +2 on both - someone else better?

Shiz
4th December 2009, 02:12 PM
Cilene is our Thievery expert.

EricStratton
4th December 2009, 02:34 PM
Great plan Sagar. Also, ES mentioned the difficult terrain is actually crates and junk.

It is a pain in the ass to do in a round by round situation, but Rend and Jagged could start moving junk in front of the north doors while Maz and Sagar watch the east.

So, Rend will move to D2, grab some stuff, move and dump it at I2. Up to ES to determine what can be done in a combat round.
Both sets of doors open inward which is why the "coppering" will work. You can still stack stuff in front of the door if you want. Give me a STR roll to determine how much you grab per trip.

Greebo
4th December 2009, 02:35 PM
Greebo doesn't do manual labor.

EricStratton
4th December 2009, 02:35 PM
And if you're attempting to do the stacking quietly, I'll also take a DEX roll to see how quietly you can put it all down and stack it.

Shiz
4th December 2009, 03:20 PM
By inward you mean away from us, I assume.

Rend doesn't care if he is noisy, STR +2 = 7

Moonshadow
4th December 2009, 06:41 PM
Just escaped from the kitchen in time to copper the doors!

I hold my hand out to Greebo for the coppers and slide one or two whatever is required into the door to hold. I pocket the balance.

With a 26, the doors should be solid as a rock.

Greebo
4th December 2009, 08:26 PM
I hand her 5, and write out a receipt for her to sign.

EricStratton
7th December 2009, 03:45 PM
While Rend and Jagged work on stacking boxes and crates in front of the northern door, Cilene gets to work on the eastern door.

Quiet like mouse she gently but forcefully pushes open the bottom of the door and shoves a couple copper pieces between the door jam and the door itself. With that done she stands up and does the same to the top of the door. You can see the strain the door is under but you don't hear any increase of chatter through the door. It seems Cilene's deft hands kept anyone else from noticing her handiwork.

As Cilene finishes Rend and Jagged have built a nice little wall in front of the norther doors. The wall blocks the door completely about 5' high. It's not particularly sturdy but it's there.

Sagar, Mazirith...

EricStratton
7th December 2009, 03:49 PM
I updated the map w/ positions post-activity.

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp

Greebo
7th December 2009, 03:51 PM
I'll move up to G6

Shiz
7th December 2009, 04:48 PM
So can the north doors be opened by us at all?

EricStratton
7th December 2009, 05:21 PM
So can the north doors be opened by us at all?
With your low STR roll I was going to only allow you to stack them one or two feet high in one round (difficult terrain at best) but since Cilene so easily coppered the door shut I gave you a bonus to the amount of boxes/crates you could carry since she made the environment less stressful.

So I thought it was your intention to block the northern doors. If you'd like you can leave room for someone to open the door or only stack them so high, by all means, just let me know.

Shiz
7th December 2009, 05:38 PM
Let's block one door, then, the west one. We need a way to mount our assault.

Sagar
7th December 2009, 10:19 PM
We can leave the north wall low enough to shoot over.

When we are ready, we can stand back and insult the goblins and perhaps throw a hammer at the door to rattle it.

If someone is melee only, they can stand at G2 and slam whoever comes through the door first. The rest of us can fire as the door opens.

I will move to G4 and ready a lance of faith to shoot at anything opening the door (unless it appears friendly).

EricStratton
8th December 2009, 10:31 AM
There is no western door, Shiz.

Shiz
8th December 2009, 10:43 AM
The western most of the northern double doors.

Greebo
8th December 2009, 10:46 AM
I'm a bit confused here...for some reason I figured we'd copper and barricade the same door - but lets get this going!

EricStratton
8th December 2009, 11:18 AM
The western most of the northern double doors.
I see where my confusion is (finally :lowlol:).

Rend and Jagged rearrange the debris to only block the western of the northern doors.

Greebo moves up into the entrance of the hallway. Cilene backs away from the door to the back of the room, her place taken by Mazirith who waits patiently.

Things behind the door get quiet. The air grows thick with anticipation.

This is it. Either make your move or your hand will be forced. Round 1 starts now. I'm going to call all the previous stuff "preparation". :)

Start of Round 1:

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Greebo32/400130-19Rend32/360130-Faerie Fire19Mazirith41/430190-Dimensional Thunder13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

Greebo
8th December 2009, 11:37 AM
Delay turn until door is opened.

Greebo
8th December 2009, 04:46 PM
PSSST - that means Rend and Maz next!

Shiz
8th December 2009, 06:02 PM
Rend delays until after Maz and Greebo.

Maz opens the unblocked north door and moves through it and will probably attack any enemy he sees.

EricStratton
9th December 2009, 10:48 AM
Both Greebo and Rend offer a kind "after you" to Mazirith. Taking that as his cue, Maz straightens up mentally preparing himself. He opens the northern door and takes a step inside.

Hobgoblin shouts fill the air as Maz finds himself confronting three hobgoblin grunts!

Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith41/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

Greebo
9th December 2009, 11:08 AM
After Maz:
Move I8
Curse closest Grunt
EB +5 vs. ref; d10+4+d6

16 vs. ref
10 dmg

Sagar
9th December 2009, 02:27 PM
So why did we go through all the trouble to make a barricade.. then run around it to fight?

Maz, bring them back to us. Lets get in ranged shots as they funnel through our barricade.

Shiz
9th December 2009, 02:40 PM
Maz:

Move to H5
Std: Luring Strike (which allows a free shift to I4) against Grunt 2 (+9 vs AC), hit: 1[W] and then shift to I3 and slide (dead ) Grunt 21 to I4

13 vs AC, miss means no shift to I3.

edit: +9 vs AC. the pdf doesn;t have the +1 sword.

Shiz
9th December 2009, 02:44 PM
Rend:

Move to H6
Std: Chill Wind at G3, +7 vs FOR, d6+1dmg and slide 1
Minor: Wild Shape into Beastform

Grunt 1: 17 vs FOR
Grunt 2: 11 vs FOR
Grunt 3: 15 vs FOR

Greebo
9th December 2009, 02:46 PM
So why did we go through all the trouble to make a barricade.. then run around it to fight?

Greebo silently catches Sagar's eye, casts his glance at Maz and Rend and rolls his eyes to say, "Whatever..." ;)

Shiz
9th December 2009, 02:48 PM
So why did we go through all the trouble to make a barricade.. then run around it to fight?

Rend thought we were trying to block/copper the north doors at first.

As far as bringing them out, assuming the doors connect via passageways, we have them cornered now.

Moonshadow
10th December 2009, 11:20 AM
Move: I10
Cast: Scorching Burst (Location to be determined when I see the results of Maz/Rend/Greebo)

EricStratton
10th December 2009, 12:08 PM
Round 1:

Mazirith recovers quickly from his mild shock of seeing the hobgoblins. He steps up to the first one swinging his sword up over the grunt's head (13 vs AC).

The three hobgoblin grunts also recover quickly and stand shoulder to shoulder to confront the intruder. Their three swords come down almost simultaniously *thunk thunk whoosh* only one missing its target (crit, 14, 23 vs 22 AC). Mazirith takes one sword to his left side and one to his right (41-10=31 HP).

Greebo moves just inside the doorway (I8), curses Grunt 3, and then blows him away (16 vs REF; 10 dmg = dead).

Teleport?

Rend steps behind Mazirith (H6) and casts Chill Wind on the two remaining grunts. After the wind dies down there is only one remaining grunt (1: 17 vs FORT = dead; 2: 11 vs FORT = miss). While the cold wind raged, Rend changed back into wolf form.

Those still in the first room hear someone attempting to open the eastern door followed by screams that would be recognizable in any language - rage. These are followed very closely by the sound of someone hitting the door with something heavy. The middle of the door caves in a bit but the door holds but a copper slips out of the top of the door jam.

Cilene, Sagar, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith31/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

Greebo
10th December 2009, 12:23 PM
I can see J5 and Teleport ignores corners so yeah, teleport to J5

EricStratton
10th December 2009, 12:35 PM
I can see J5 and Teleport ignores corners so yeah, teleport to J5
done

Greebo
10th December 2009, 01:11 PM
Check out the east hall

Moonshadow
10th December 2009, 03:03 PM
Guys! hey Guys how about you come back here and follow the plan before this gets messy.

Oh the hell with it, new plan. Move to I8. Cast magic Missile on HG2.

17 vs reflex for 10 pts of force dmg.

Feel slightly more secure with approximately half the party on either side of me.

Greebo
10th December 2009, 03:17 PM
By east hall I mean the hall east of the north room, not the door we just coppered.

EricStratton
11th December 2009, 11:23 AM
Round 1 con't:

Cilene expresses either her frustration with the current plan or her misunderstanding of what people are doing. Either way, there's yelling involved and eventually acquiescence. She takes Greebo's spot at the opening of the hallway (I8) and fires a Magic Missile at the last Grunt punching a hole through his chest and dropping him (17 vs REF; 10 dmg = dead).

Sagar, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith31/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250-

noptov52
11th December 2009, 11:54 AM
Voicing frustration at how easy goblins die, Jagged shambles over to the east door and takes a defensive posture.
Move: I11
Standard: Total Defense

Shiz
11th December 2009, 01:11 PM
"We need to hurry around to the other doors before they break through and flank us."

Shiz
11th December 2009, 01:15 PM
Since Sagar's action won't affect Maz and Rend much...

Maz Round 2:

Move to L2 and if a target is in range (3), he will Lightning Lure. If no target is visible or in range, then he will continue his move N3 looking for a target.

Rend Round 2:

Move to M2 and look for a target to charge or Chill Wind.

Sagar
15th December 2009, 10:44 PM
Sagar will move to I9 to protect Cilene and ready a lance of faith triggered by the first creature to come through the eastern doors.

12+5 vs Ref
d8+3+1 radiant damage (= 8 damage)
+2 to hit to Jagged

Damage: +3 wisdom, +1 holy symbol. Holy symbol damage is not shown on the .pdf but the +1 attack is.

EricStratton
5th January 2010, 12:26 PM
I hope everyone had a great long holiday break and is ready to get back to killing critters.

Round 1 con't:

Jagged curses whatever deity made hobgoblins so fragile as his axe whines for attention. He soothes it the best he can and moves (to I11) in front of the eastern doors (which you may recall are being bashed apart due to Cilene "locking" them) and takes a defensive posture (+2 DEF until SoNT-Jagged-R2).

Sagar moves (to I9) to protect Cilene and readies a Lance of Faith triggered by the first creature to come through the eastern doors.

End of Round 1

Start of Round 2:

Mazirith moves (to L2). As he rounds the corner (K3) he looks up the hallway to see a hobgoblin aiming a longbow at him. Mazirith's breath is knocked out of him as an arrow strikes him in the shoulder (25 vs 22 AC; 31-7=24 HP and Maz feels oddly vulnerable to another ranged attack). Maz moves into range (M2) and Lightning Lures the Archer.

Need rolls for Lightning Lure

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Archer0????-?21Mazirith24/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250+2 DEF until SoNT-Jagged-R2

Shiz
5th January 2010, 12:43 PM
Maz rolls:

20 v FOR, 11 dmg, pull target to nearest adjacent square

EricStratton
5th January 2010, 02:26 PM
Round 2 con't:

Mazirith throws a bolt of lightning out of his sword which he easily loops around the archer. As Mazirith pulls the hobgoblin toward him, the archer struggles but only manages to burn himself (pulled to N3; 11 dmg).

From around the corner Mazirith hears more hobgoblin voices and more dragging of heavy objects.

Greebo, et al...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Archer11????-?21Mazirith24/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged43/430250+2 DEF until SoNT-Jagged-R2

Greebo
5th January 2010, 03:06 PM
Move to H3, curse the archer, and EB +5 vs. ref, d10+d6+4

19 vs. ref, 16 dmg

Shiz
5th January 2010, 03:40 PM
Rend moves to I3, puts Quarry on the archer and then charges with a Pounce attack.

+8 vs REF, d8+1d6+6(+7 if bloodied)

22 vs REF, 12 dmg (13 if bloodied before the attack) and it grants CA to next attack.

EricStratton
5th January 2010, 06:50 PM
Round 2 con't:

Greebo moves up to get a clear view of the archer (H3). With the archer cursed, he casts Eldritch Blast which flies true (19 vs REF) hitting the hobgoblin hard (11+16=27 dmg, bloodied).

Rend moves in front of Greebo (I3), designates the archer as his quarry, and Pounces. He lands squarely on the bloodied creature (22 vs REF), gets a good grip on its neck, and pulls. The results are not pretty and the archer is no more (27+13=dead).

Jagged is showered with splinters as a large spiked ball blasts through the door splitting it in half. A hobgoblin soldier appears through the dust and debris and howls at Jagged. It kicks the remaining wood aside and stomps forward. Sagar is ready though and he throws a Lance of Faith at the soldier. It ducks back into the doorway just in time (17-2 (cover) vs REF) and the lance hits the wall just behind the soldier.

When the soldier ducks back Jagged catches a glimpse of another hobgoblin, this one a Warcaster. It cackles loudly as it walks down the hallway toward the barbarian (from S11 to N11). It raises its staff pointing the dangerous end down the hallway. Jagged starts to feel lightheaded and the room starts to spin (21 vs 18+2 FORT). Having been hit with a Force Lure and unable to control himself he takes a few steps to the north (slide to I10) then suddenly his head feels like it splits open (43-14=29 HP). The pain disappears quickly, though.

Cilene, Sagar, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith24/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire17Hobgoblin Soldier 10????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud8Sagar37/370162-7Jagged29/430250+2 DEF until SoNT-Jagged-R2; next attack is +2 to hit Hobgoblin Soldier 1

Shiz
5th January 2010, 08:54 PM
Nature checks on goblins you can see please.

Sagar
6th January 2010, 11:52 AM
Sagar will move around to the opposite side of the southeast door (H10-H11-H12-I12) and attack the Hobgob with a righteous brand (+6 vs AC, d12+5 damage, +3 to hit to Jagged).

I would heal Maz but he is too far away.

24 vs AC to hit
13 damage
+3 to hit to Jagged

EricStratton
6th January 2010, 12:02 PM
Sagar will move around to the opposite side of the southeast door (H10-H11-H12-I12) and attack the Hobgob with a righteous brand (+6 vs AC, d12+5 damage, +3 to hit to Jagged).

I would heal Maz but he is too far away.

24 vs AC to hit
13 damage
+3 to hit to Jagged
Shoot, I messed up. B/c Sagar had readied an action for something coming out of the door and b/c the readied action triggered, he's now moved to before the Soldier in the INIT order. I need to fix that.

Since you're going to Disney World, I'll keep this move and use it next round.

Moonshadow
7th January 2010, 03:36 PM
Well Jagged is here so I'm feeling brave and protected.

Move: I8-H9(diff)-G10-F11-E10 (unless I don't need to see an empty square to place a spell there - moved offices over the holidays and can't lay my hands on the book right now. If I can - I'm staying here)
Cast: Freezing Cloud on L11

HS 16 vs fortitude
HW 10 vs fortitude
11pts of dmg if it hits, 5 if it misses

EricStratton
7th January 2010, 09:01 PM
Unfortunately, you used Freezing Cloud (a daily) two fights ago and haven't extended rested since then.

http://www.legendsofwestwood.org/forum/showpost.php?p=259977&postcount=116

http://www.legendsofwestwood.org/forum/showpost.php?p=259992&postcount=119

Shiz
8th January 2010, 09:26 AM
Busted!

Moonshadow
8th January 2010, 11:56 AM
Ohhh, the dailies column moved! I scanned down but didn't look right :)

Well fine then. No move, Hypnotic Pattern on I11. Lets bunch 'em up for you Jagged.

Shiz
8th January 2010, 12:09 PM
Maz will move to P4 and...it will depend on what he sees.

EricStratton
8th January 2010, 01:10 PM
Round 2 con't:

Cilene thinks for a moment about casting Freezing Cloud but she can't fully remember the words. So she instead opts for casting Hypnotic Pattern. A swirling display of colors and lights appears in front of Jagged and the Soldier (I11). It's very pretty...so...pretty.

The shrubs represent Hypnotic Pattern.

Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith24/430190-Dimensional Thunder21Hobgoblin Grunts0????-?19Greebo32/400130-19Rend32/360130-Faerie Fire18Sagar37/370162-17Hobgoblin Soldier 10????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430250+2 DEF until SoNT-Jagged-R2; next attack is +2 to hit Hobgoblin Soldier 1

noptov52
11th January 2010, 02:35 PM
One moment... trying to remember how to play this game :P

What does the hypnotic pattern do... Is it safe to shift into (in order to attack the Hobgoblin soldier)?

Shrugging, Jagged stretches to ward off lethargy and accidentally flails his axe at the Hobgoblin soldier.

Standard: Recuperating Strike, +9 vs AC, d12+5, Hit: +3 tHp

Atk: 19 vs AC
Dmg: 12

Shiz
11th January 2010, 03:19 PM
The hobgob gets +2 cover bonus to AC for the corner. Jagged, likewise were he attacked in return.

EricStratton
11th January 2010, 03:33 PM
Round 2 con't:

Shrugging, Jagged stretches to ward off lethargy and accidentally flails his axe at the Hobgoblin soldier. The soldier gets his shield up just in time to block the wild swing (19 vs AC-2 (melee corner cover)).

Hypnotic pattern is safe for allies.

Hypnotic Pattern
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.

Hypnotic Pattern Attack
Requirement: The Hypnotic Pattern power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of the pattern
Attack: Intelligence vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.
Implement, Wand: +6 attack

End of Round 2

---

Start of Round 3:

Mazirith moves around the corner (P4) and sees a very short hallway ending in a table turned on its side blocking the entrance to the room. The table is about 4' high and spans the entire 10' wide entrance. He also can see the hobgoblins have thrown a couple chairs against the table, the chair legs protruding wildly out in all directions.

Farther into the room he sees a hobgoblin soldier standing just outside the other hallway. It notices Mazirith's movement and whips its head around growling angrily.

Mazirith then...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnp

Shiz
11th January 2010, 03:59 PM
Maz has 3 move "points" left. He wants to continue into the room to P6 (assuming that is diff terrain) or P7 if not.

Then he will Second Wind, heal 10, +2 defenses.

EricStratton
12th January 2010, 10:10 AM
Mazirith, undeterred by the scary hobgoblin, continues into the room. He gingerly steps over the table and is suddenly flanked by two hobgoblin grunts coming out of the corners of the room.

The first just steps up to Mazirith while the second charges from the other side. It's able to slice Mazirith (23+1+2 vs 22 AC) opening a nasty wound (24-5=19 HP, bloodied).

In response, Mazirith takes his Second Wind healing himself and girding his defenses (19+10=29 HP, no longer bloodied; +2 DEF until SoNT-R4).

Greebo, Rend, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Grunts0????-?21Mazirith29/430180+2 DEF until SoNT-R4Dimensional Thunder19Greebo32/400130-19Rend32/360130-Faerie Fire18Sagar37/370162-17Hobgoblin Soldiers0????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430250-

Shiz
12th January 2010, 11:15 AM
Rend:

Move to P4 and (minor) Wild Shape out of Beast Form.

Std: Chill Wind to hit Maz and both Grunts, +7 vs FOR, d6+1dmg, slide 1

Well that was a disaster...

Grunt1: 13 vs FOR
Grunt2: 12 vs FOR
Maz: 7 dmg, slide to O7

Greebo
12th January 2010, 11:20 AM
Double move to Q4 (move, standard)

No other action. I'm not spending an AP on a minion when even on a crit the damage is the same.

EricStratton
13th January 2010, 01:03 PM
Round 3 con't:

Greebo moves and moves around the NE corner (to Q4) to watch Maz vs The Grunts.

Rend follows Greebo around the corner (to P4) and changes into his Shifter form. He casts Chill Wind on Maz and The Grunts but something goes wrong. The grunts come out of the storm unharmed while Mazirith is frostbitten (29-7=22 HP) and blown to the SW (O7) and out of his flanked position.

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Grunts0????-?21Mazirith22/430180+2 DEF until SoNT-R4Dimensional Thunder19Greebo32/400130-19Rend32/360130-Faerie Fire18Sagar37/370162-17Hobgoblin Soldiers0????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430250-

Sagar
13th January 2010, 07:12 PM
You were going to use my last attack. I would find and post it but that is very hard to do from my phone.

attriel
13th January 2010, 07:20 PM
You were going to use my last attack. I would find and post it but that is very hard to do from my phone.

Sagar will move around to the opposite side of the southeast door (H10-H11-H12-I12) and attack the Hobgob with a righteous brand (+6 vs AC, d12+5 damage, +3 to hit to Jagged).

I would heal Maz but he is too far away.

24 vs AC to hit
13 damage
+3 to hit to Jagged

here you go

EricStratton
14th January 2010, 11:03 AM
Thanks, atty. I'd forgotten about the last post.

EricStratton
14th January 2010, 05:55 PM
Round 3 con't:

Sagar moves around to the opposite side of the southeast door (I12) and attacks the Hobgob with a Righteous Brand. Sagar's axe hisses loudly as it sinks (24 vs AC) into the soldier (13 dmg; +3 to Jagged to hit Soldier 1 until EoNT-Sagar-R4).

Soldier 1 pulls Sagar's axe out of its shoulder when suddenly it notices the pretty lights swirling between Jagged and Sagar. In a daze it walks towards them (I11) and its legs go soft (slowed until EoNT-Cilene-R3). Recovering quickly it whips its flail around at Sagar which (24 vs 18 AC) smashes into the dwarf breaking a rib (37-13=24 HP, marked and slowed until EoNT-HS1-R4). Then it shifts out of its tight spot back into the doorway (J11).

Soldier 2 charges Mazirith (O8) who ducks under the flail easily (17+1+2 vs 22 AC).

The Warcaster cannot remember how to cast Force Lure (recharge failed). So instead he moves behind Soldier 2 (O9). He raises his quarterstaff high in the air. The ends of it start to glow, and he slams one of the glowing ends into the ground. Mazirith (22 vs 16+2 REF), Rend (26 vs 15 REF), and Greebo (crit - natural 20) are all thrown backward landing hard on their asses. Greebo's landing is especially painful as he lands on a pile of wooden crates and barrels broken wood jabbing him in the most sensitive of areas (Maz: not pushed, 22-14=8 HP, bloodied, prone; Rend: pushed to P3, 32-14=18 HP, bloodied, prone; Greebo: pushed to Q3, 32-20=12 HP, bloodied, prone).

The Warcaster grins a nasty grin at the sight of three of his foes laying bleeding and broken.

Cilene, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Grunts0????-?21Mazirith8/430180Bloodied; Prone; +2 DEF until SoNT-R4Dimensional Thunder19Greebo12/400130Bloodied; Prone19Rend18/360130Bloodied; ProneFaerie Fire18Sagar24/370162marked (HS1) and slowed until EoNT-HS1-R417Hobgoblin Soldier 113????-?17Hobgoblin Soldier 20????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430250+3 to hit HS1 until EoNT-Sagar-R4

Moonshadow
14th January 2010, 07:37 PM
Oh THOSE are not good noises. Better speed this up.

Move: Feystep to N12
Standard: Scorching Burst centred on P9

Miss!
Miss!

Apparently this is not so fast.

Action point - take two!

25 vs reflex for 7 pts of fire dmg.
Miss!

Greebo
15th January 2010, 09:38 AM
Ouch. Mommy?

Shiz
15th January 2010, 10:03 AM
Jagged you have 2 APs. You should use one this fight.

Moonshadow
15th January 2010, 10:58 AM
Ouch. Mommy?

Hey I'm putting myself in danger to distract them from you. :)

Greebo
15th January 2010, 11:03 AM
Hey I'm putting myself in danger to distract them from you. :)

When does the distracting part start? ;)

noptov52
16th January 2010, 12:09 AM
Shift: I-11
Std: Hammer Fall (Str vs. FOR Hit: 2W + Str dmg and you knock the target prone) against HS1.

Atk: 28 vs FOR
Dmg: 18

HS1 knocked prone.

Use AP: Howling Strike (+9 vs AC, d12+d6+5, Special: When charging, you can use this power in place of a melee basic attack) against HS1. If HS1 is dead, attack the warcaster (charge around a corner?).

Atk:12 vs. AC. 10 + 2 (prone) + 2 Thaneborn (if Jagged bloodied HS1 with the first attack).

EricStratton
19th January 2010, 04:02 PM
Oh THOSE are not good noises. Better speed this up.

Move: Feystep to N12
Standard: Scorching Burst centred on P9

Miss!
Miss!

Apparently this is not so fast.

Action point - take two!

25 vs reflex for 7 pts of fire dmg.
Miss!
First rule of teleportation:

Line of Sight: You have to be able to see your destination.

You can't see N12 from I8.

EricStratton
19th January 2010, 04:10 PM
Round 3 con't:

We'll get back to Cilene.

Jagged shifts in front of the hobgoblin soldier (I11) and brings his axe down hard on it (28 vs FORT). The blow knocks the soldier to the ground (prone) and appears to dislocate its shoulder (13+18=31 dmg, bloodied).

Then (AP used, 1 remaining) Jagged lifts his axe to finish the hobgoblin off but the axe slides out of his grip and clatters to the floor (natural 1).

Ouch.

End of Round 3

The Grunts are up after Cilene fixes her move.

If Cilene ends up targeting Soldier 1, we'll revise Jagged's move accordingly.

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Grunts0????-?21Mazirith8/430180Bloodied; Prone; +2 DEF until SoNT-R4Dimensional Thunder19Greebo12/400130Bloodied; Prone19Rend18/360130Bloodied; ProneFaerie Fire18Sagar24/370162marked (HS1) and slowed until EoNT-HS1-R417Hobgoblin Soldier 131????Bloodied; Prone?17Hobgoblin Soldier 20????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430150+3 to hit HS1 until EoNT-Sagar-R4

Moonshadow
19th January 2010, 06:36 PM
I have no idea what I was thinking other than to save Greebo's ... neck.

I'll move to G11 and cast Magic Missile on HS1. And fail miserably.

Will save the AP til next turn so I can do the big move into the main battle.

EricStratton
20th January 2010, 10:53 AM
Round 3 conclusion:

Cilene moves into the first room and pulls the trigger on Magic Missile before she gets her hand up firing a bolt of energy into the floor by her foot (natural 1).

End of Round 3

-----

Start of Round 4

The two Hobgoblin Grunts converge on the fallen swordmage. Maz manages to just roll away from one sword (19+2 (CA - prone) vs 22+2 (second wind) AC) but not the second (23+2 vs 22+2 AC; 8-5=3 HP, very bloodied).

Mazirith, Greebo, Rend, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Hobgoblin Grunts0????-?21Mazirith3/430180Bloodied; Prone; +2 DEF until SoNT-R4Dimensional Thunder19Greebo12/400130Bloodied; Prone19Rend18/360130Bloodied; ProneFaerie Fire18Sagar24/370162marked (HS1) and slowed until EoNT-HS1-R417Hobgoblin Soldier 131????Bloodied; Prone?17Hobgoblin Soldier 20????-?17Hobgoblin Warcaster0????-?13Cilene34/340160-Freezing Cloud7Jagged43/430150+3 to hit HS1 until EoNT-Sagar-R4

Greebo
20th January 2010, 11:06 AM
Move - stand up
Free - Quick Curse - Warlock's curse on Warcaster
Minor - Infernal wrath - +1 vs. Warcaster
Standard - Witchfire vs. Warcaster -
+5 +1 (wrath) vs. reflex
2d6+4+1d6(curse) dmg
Rolling then deciding on AP use

Oh and he's got cover from grunt 2...
Sigh. 8 + 6 (not 5) =14 - 2 from cover ... even w/o the grunt I think that'd miss.

Fine. I was gonna save this - but ...
AP use: Daily - Crown of Stars
+5 vs. reflex, 2d12+4 dmg +1d6 (curse)
If target is bloodied, target is blinded till end of next turn.
Sustain minor - cha (5) vs. will on any target in range (10), on hit do 3 dmg.

*wimper*

We're toast.

Shiz
20th January 2010, 12:42 PM
Rend:

move: stand
minor: wild shape
std: charge grunt 2 (to P6, I think grunt 1 gets an OA)

17+8 vs REF = dead grunt 2

ap: predator's flurry

12+7 vs REF grunt 1 = dead
then shift 3 to N7
12+7 vs REF soldier 2, 9 dmg and dazed EOMNT

Since it has been awhile, the description for Predator's Flurry:

Hit: 1d6 + Wisdom modifier (+4) damage, and the
primary target is dazed until the end of your next turn.
Effect: You shift 2 squares and then make a secondary
attack.
Primal Predator: The number of squares you shift
equals your Dexterity modifier (+3).
Secondary Target: One creature other than the
primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier (+4) damage, and the
secondary target is dazed until the end of your next turnMaz is probably going down but we can still win this if cleric, wizard and barbarian can flank warcaster.

Sagar
20th January 2010, 02:11 PM
What I would like to do:

1. Dart pass or leap over the prone HS1. PHB says you can enter the square of a helpless opponent. Prone isn't listed as helpless but one should be able to dart past a prone opponent - perhaps a Str vs Ref check?

2. From K11, attack HS1 with a healing strike. If I hit, give the heal to Maz. I don't have LoS but it says "you or one ally within 5 squares of you can spend a healing surge." For this type of effect, I don't think LoS is required.

3. If that fails, give Maz a healing word with an AP (burst 5 - this may require LoS).

What, if any, of this can I attempt?

Shiz
20th January 2010, 02:13 PM
Prone melee attack is at -2 so his OA will be hindered. I don't think you can avoid the OA by jumping, though.

Greebo
20th January 2010, 02:15 PM
While it pains me to say it:
P58 PH - Within x Squares of You: When this language
appears in a power description, treat the effect it refers
to as a close burst for the purpose of determining line
of effect.

P271 PH - For a target
to be affected by a close attack, there must be line
of effect from the origin square to the target

EricStratton
20th January 2010, 02:25 PM
What I would like to do:

1. Dart pass or leap over the prone HS1. PHB says you can enter the square of a helpless opponent. Prone isn't listed as helpless but one should be able to dart past a prone opponent - perhaps a Str vs Ref check?

2. From K11, attack HS1 with a healing strike. If I hit, give the heal to Maz. I don't have LoS but it says "you or one ally within 5 squares of you can spend a healing surge." For this type of effect, I don't think LoS is required.

3. If that fails, give Maz a healing word with an AP (burst 5 - this may require LoS).

What, if any, of this can I attempt?
1. How's about Sagar's Athletics + 1d20 vs the soldier's Reflex.

2. From what I can tell bursts do not require line of sight but they do require line of effect (PHB pg 271 and 273). From K11 you would not have LoE to Maz.

3. See #2.

EricStratton
20th January 2010, 02:26 PM
Prone melee attack is at -2 so his OA will be hindered. I don't think you can avoid the OA by jumping, though.
No, but I was going to allow Sagar to at least make it past the prone soldier. The soldier would still get a penalized (b/c of prone) OA.

Sagar
20th January 2010, 03:26 PM
Sagar briefly ponders a swashbuckling maneuver then decides to keep it simple.
Shifting north (to I11), Sagar tries to lay a righteous brand on the prone soldier (+6+2 vs AC, D12+5 damage, +3 to hit to Jagged.

23 vs AC
12 damage
+3 to hit to Jagged

Shiz
20th January 2010, 04:21 PM
Oops I forgot Maz's turn...

2nd Wind used...

move: stand
minor: Aegis of Shielding: mark Soldier 2
std: Lightning Clash on Soldier 2/Warmaster

Soldier: +9 vs AC, d8+4
Warcaster: +9 vs REF, d6+4

wOW...DOUBLE MISS!

EricStratton
20th January 2010, 06:30 PM
Round 4 con't:

Mazirith gets back on his feet and marks Soldier 2 with Aegis of Shielding. Then he casts Lightning Clash on the soldier but misses (11 vs AC).

The second attack only occurs if the first one hits.

Greebo also stands up and curses the Warcaster. He casts Witchfire on it as well but the hobgoblin dodges just in time (14-2 (cover) vs REF).

Flustered, he decides to try again but this time with Crown of Stars (AP used). He'd been taught to keep his cool but with the situation growing quickly out of hand panic starts to creep in and he blanks on the words mid-spell (7-2 vs REF) and lets out a quiet wimper.

Rend springs to his feet as he changes into wolf form. He charges Grunt 2. As he speeds past Grunt 1 nicks his arm (OA: 25-2 (corner cover) vs 16 AC; 18-5=13 HP, bloodied). Rend ignores it and skewers Grunt 2 (25 vs AC = dead).

Spinning around Rend turns his sites on Grunt 1 (AP used). He claws the hobgoblin to death (19 vs REF = dead), slides over to Soldier 2 (shift to N7) and claws it some as well (19 vs REF; 9 dmg, Dazed until EoNT-Rend-R5).

Sagar briefly ponders a swashbuckling maneuver then decides to keep it simple. Shifting north (to I11), he lays a Righteous Brand on the prone soldier (23 vs AC). Again Sagar's axe sizzles and sinks into the hobgoblin bringing it close to death (31+12=43 dmg; +3 to hit HS1 to Jagged until EoNT-Sagar-R5).

As soon as Sagar pulls his axe out of his back, Hobgoblin Soldier 1 jumps up (stand) just misses Sagar with its flail (17 vs 18 AC).

Hobgoblin Soldier 2, still dazed, can't even grip his flail properly and drops it to the ground with a loud clatter (natural 1).

The Warcaster puts his head in his palm for a brief moment and shakes his head at Soldier 2. He's so put off that he's unable to recharge either of his two used powers. So instead he shifts up to Maz (N8) and brings his staff down on the swordmage putting him out of his misery with a sickening crack (26 vs 22 AC; 3-3=0 HP, unconscious, prone, dying).

Cilene, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith0/430180Bloodied; Dying; Second Wind used; Unconscious; ProneDimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend13/360030Bloodied; Faerie Fire18Sagar24/370162-17Hobgoblin Soldier 143????Bloodied; ?17Hobgoblin Soldier 29????Marked (Maz); Dazed until EoNT-Rend-R5?17Hobgoblin Warcaster0????Cursed (Greebo)?13Cilene34/340160-Freezing Cloud7Jagged43/430150+3 to hit HS1 until EoNT-Sagar-R5

noptov52
20th January 2010, 07:38 PM
Move: Combat Sprint (+4 vs OAs, +4 speed) to N9.
Minor: Inspiring Word on Rend (Close Burst 5, You or one ally in burst. The target can spend a healing surge and regain an additional 1d6 hit points.)

Standard: Great Cleave (Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy)
Atk Warcaster = 15 (4 + 9 + 2 flanking) vs AC
Atk: HS2 = 16 vs. AC

AP: Swift Panther Rage, +9 vs AC, 3d12+5, Miss: Half damage. Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
Atk Warcaster = 21 (10 + 9 + 2) vs. AC
Dmg = 27 (or 27/2).

Oof. Terrible rolls.

Shiz
20th January 2010, 08:01 PM
Need the 1d6 hp roll too.

EricStratton
21st January 2010, 10:46 AM
Jagged, what's your plan exactly for getting past the Soldier at J11?

Moonshadow
21st January 2010, 01:00 PM
well lets see if I can roll decently and help make S1 a non issue.

Magic Missile S1 using wand of accuracy.

12 vs reflex
12 pts of force dmg if it hits.

Greebo
21st January 2010, 01:49 PM
To those about to die - wait that's us!!!

Sagar
22nd January 2010, 10:03 AM
Can Sagar kick the door open with a minor action from his turn?

EricStratton
22nd January 2010, 10:37 AM
Can Sagar kick the door open with a minor action from his turn?
I am willing to believe that, if this had a been a tabletop game, you and Noppy would've discussed this before his turn and agreed that, while you're standing there, you'd open the door.

EricStratton
22nd January 2010, 11:02 AM
Round 4 flashback:

Sagar smiles as his Righteous Brand hits home. He slowly removes his axe from the Soldier and reaches over to push the door open.

Round 4 conclusion:

Cilene gives her wand a shake (Wand of Accuracy used) but to no avail. Her shot goes wide by a lot (12 vs REF).

Jagged puts his shoulder down and Combat Sprints around the Soldier - ducking under the Soldier's flail (16 vs 16+4 AC) and behind the Warcaster.

Once in position he says an Inspiring Word for Rend healing him (for 9+...)

Rend, go ahead and roll a 1d6 for additional healing.

and tries to Great Cleave the two hobgoblins but they both are able to block the huge axe (Warcaster: 15 (4 + 9 + 2 flanking) vs AC; HS2 = 16 vs. AC+2 (next to a hobgoblin ally)).

You're only allowed 1 AP per encounter and you spent it (here (http://www.legendsofwestwood.org/forum/showpost.php?p=268707&postcount=113)).

End of Round 4

----

Start of Round 5:

Maz, Greebo, Rend, Sagar...



http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith0/430180Bloodied; Dying; Second Wind used; Unconscious; ProneDimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend22/360020-Faerie Fire18Sagar24/370162-17Hobgoblin Soldier 143????Bloodied; ?17Hobgoblin Soldier 29????Marked (Maz); Dazed until EoNT-Rend-R5?17Hobgoblin Warcaster0????Cursed (Greebo)?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged43/430150+3 to hit HS1 until EoNT-Sagar-R5Inspiring Word

Greebo
22nd January 2010, 11:36 AM
Move to P5
Curse Soldier 2 (minor)
Pipes of Winter on Warcaster 5 vs. fort, 2d6+4+1d6, immob target EONT, slow adjacent targets EONT

Well at least it hit. 12 damage on warcaster, it's immobilized and the soldier is slowed.

Shiz
22nd January 2010, 11:40 AM
If Rend slides the immobilized Warcaster, he just stays immobilized in his new spot, right?

heal bonus from jagged:4

Greebo
22nd January 2010, 11:46 AM
Yes it doesn't stop forced movement

Shiz
22nd January 2010, 11:57 AM
I think I would rather give CA to someone, so

Minor: Quarry Warcaster
Std: Pounce on Warcaster, +7 vs REF, d8+6+1d6, hit: CA to next attack
Minor: Wild Shape to normal, free shift to O6

25 vs REF, 11dmg, CA to next attack


Maz death save:5, 1 strike

Maz's mark is gone with him down, I believe.

Greebo
22nd January 2010, 12:05 PM
It'll go away if he doesn't renew it, right?

Sagar
22nd January 2010, 01:38 PM
Sagar will try to finish off HS 1 with a righteous strike (+6 vs AC, d12+5 damage, +3 to hit to Cilene). (std)

He will then skirt the hobgob (or it's corpse) to M12 which will JUST give him LoS on Maz. (move). There, he will use a healing word on Maz (10+3+D6).

Righteous strike: Crit: 12+5+9=26 damage.
+3 to hit to Cilene :p

Heal 17 to Maz.

"Rise and fight on, Mazirith!!"

EricStratton
25th January 2010, 03:30 PM
Start of Round 5:

Mazirith starts to bleed out (Death Save: 5; 1 strike).

Greebo gets behind the over turned table (P5), curses Soldier 2, and casts Pipes of Winter. A set of pipes appear in Greebo's hand. He blows on it producing a horrible sound that only the Warcaster and Soldier 2 can hear (22 vs FORT) causing the Warcaster to freeze in place (12 dmg, Immobilized until EONT-Greebo-R6) and the Soldier to get very cold (Slowed EONT-Greebo-R6).

Rend marks the Warcaster as his Quarry and then Pounces on it (25 vs REF) ripping and tearing blood spurting all over (12+11=23 dmg, bloodied) leaving it open to attack (Grants CA to next attack). Then Rend changes back to a Shifter (shift to O6).

I don't see why Maz's mark would disappear when he goes down. Nor he does he need to renew it. It'll go away when Maz marks someone else.

Back down the hall, Sagar is done playing around. There's a man down and it's his duty to help him. Wasting no time, he Righteously Brands Soldier 1's head clean off it's shoulders (natural 20; 43+26=very dead).

He then skirts the hobgoblin's corpse (to M12) which will JUST let him see Maz. There, he uses a Healing Word on Maz bringing him back from the dead (0+17=17 HP, no longer unconscious or dying; Still prone; 1 healing surge used; bloodied).

"Rise and fight on, Mazirith!!"

Hobgoblin Soldier 2 slips into the spot Rend vacated (N7) and attacks the now awakened Mazirith. Maz's blood coats the floor however and the hobgoblin loses his footing (natural 1).

The Warcaster is able to remember two of his three good spells. He doesn't remember his best one, though (the Force Pulse that gave you such a beating). Again he raises his staff just one end glowing with a crackling electric energy as he casts Shock Staff. He shoves the dangerous end of the staff into Jagged (22 vs 16 AC) and lightning courses through the barbarian's body causing him to start convulsing violently (19 dmg, dazed until EoNT-Warcaster-R6).

Cilene, Jagged, and well all of you really....

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith17/430170Bloodied; Second Wind used; ProneDimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar24/370161/2-17Hobgoblin Soldier 29????Marked (Maz); Cursed (Greebo); Slowed until EoNT-Greebo-R6;?17Hobgoblin Warcaster23????Bloodied; Cursed (Greebo); Quarry (Rend); Immobilized until EoNT-Greebo-R6; Grants CA to next attack;?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

Greebo
25th January 2010, 03:36 PM
You're right - apparently the SwordMage marks work differently from all other Defender Marks.

Laem - they'll be encouraged to pound him even when down.

EricStratton
25th January 2010, 03:39 PM
You're right - apparently the SwordMage marks work differently from all other Defender Marks.

Laem - they'll be encouraged to pound him even when down.
I actually hadn't thought of that. But good point.

Greebo
25th January 2010, 03:39 PM
Move to R7, gain concealment
Eldritch Blast +5 vs. Warcaster Reflex, lose concealment
1d10 + 4 + 1d6


FUUUUUUUDGE

noptov52
25th January 2010, 10:05 PM
Looking about in confusion, Jagged does what all barbarians do when faced with something they can't comprehend - scream and lash out violently (Howling Strike, +9 vs AC, d12+d6+5). The result is predictably off target.

Shiz
26th January 2010, 09:31 AM
Cilene, go for the Warcaster. You get CA. You can shoot at him from M11.

Maz is waiting on Cilene so he can pick the best target.

Moonshadow
26th January 2010, 10:49 AM
Cilene has an issue. An internet upgrade has completely broken my network. Can only access the tavern via phone so will require direction. For some reason the maps don't work.
So, attacking the warcaster.
Magic missile.
19 vs ref
11 pts force dmg.

Shiz
26th January 2010, 11:03 AM
Cilene gets CA due to Rend's Pounce. I think we can assume she moves to M11 first....

I also just realized that Maz could have used his Encounter power Channeling Shield to save himself from going down. Part of learning the class.

EricStratton
26th January 2010, 11:07 AM
Round 5 con't:

Cilene moves into the mouth of the hallway (M11) and casts a very well aimed Magic Missile at the Warcaster (19+2 (CA) vs REF). It's a gut shot causing more blood to leave the hobgoblin but it's still standing (23+11=34 dmg, bloodied).

Looking about in confusion, Jagged does what all barbarians do when faced with something they can't comprehend - scream and lash out violently with a Howling Strike. The result is predictably off target (12 vs something's AC).

End of Round 5

----

Start of Round 6:

Maz, Rend, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith17/430170Bloodied; Second Wind used; ProneDimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar24/370161/2-17Hobgoblin Soldier 29????Marked (Maz); Cursed (Greebo); Slowed until EoNT-Greebo-R6;?17Hobgoblin Warcaster34????Bloodied; Cursed (Greebo); Quarry (Rend); Immobilized until EoNT-Greebo-R6; ?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

Shiz
26th January 2010, 12:35 PM
Maz will stand, make a Luring Strike against the Warcaster, +9 vs AC, d8+1 dmg, then use Aegis to mark the Warcaster, removing the mark from the Soldier.

22 vs AC, 2 dmg, Maz gets a free shift to N6 and will not use the slide and swap part of the power.

EricStratton
26th January 2010, 03:10 PM
Round 6 con't:

Mazirith pops back up with a "Ta da!" and lassos the Warcaster with a flick of his wrist (22 vs AC). The pain is minor (34+2=36 dmg) but distracting enough for Maz to shift away (N6).

Greebo moves into the room (R7) but catches his foot on one of the overturned chair legs sending his Eldritch Blast off trajectory just enough for the Warcaster to duck it (14 vs REF). Then he utters a nasty Tiefling curse with regards to intercourse.

Rend, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith17/430170Bloodied; Second Wind usedDimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar24/370161/2-17Hobgoblin Soldier 29????Marked (Maz); Cursed (Greebo)?17Hobgoblin Warcaster36????Bloodied; Cursed (Greebo); Quarry (Rend)?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

Shiz
26th January 2010, 03:46 PM
Rend is going to Wild Shape (minor), shift to P7 and Cull the Herd against the soldier

+7 vs WIL, 2d8+5dmg and pull 3 squares

16 vs WIL, 15dmg and Rend opts not to pull at all.

Sagar, please kill the Warcaster before his turn, thank you!

EricStratton
26th January 2010, 05:20 PM
Round 6 con't:

Rend wild shapes back to wolf form, shifts away from the hobgoblins (to P7) and locks eyes with the Soldier. The soldier is allllmost able to pull his gaze away from the wolf (16 vs WIL) but he finally relents suffering the consequences as blood drip from his nose and ears (9+15=24 dmg, bloodied).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith17/430170Bloodied; Second Wind used;Dimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar24/370161/2-17Hobgoblin Soldier 224????Bloodied; Marked (Maz); Cursed (Greebo)?17Hobgoblin Warcaster36????Bloodied; Cursed (Greebo); Quarry (Rend)?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

Greebo
27th January 2010, 06:29 AM
Then he utters a nasty Tiefling curse with regards to intercourse.

What? No! I was offering the warcaster fudge! I'm trying to distract him!

Sagar
27th January 2010, 08:03 AM
Sagar closes on the warcaster (move to O9).
He tries a righteous strike (13 vs AC).
If that hits, he does 13 damage and gives +3 to hit to Rend.

Deciding this might be a critical moment, Sagar double-times it (AP used) and follows up with a healing strike.
Crit: 24+5+10=39 damage. Healing surge +3 to Maz. (13 hp)

Greebo
27th January 2010, 10:22 AM
Props to the dwarf, pullin it out when the chips are down!

EricStratton
27th January 2010, 11:04 AM
Round 6 con't:

Sagar closes on the Warcaster (move to O9). He swings his axe at it with a Righteous Brand. The hobgoblin parries the strike (13 vs AC). Sagar handles his redirected blow masterfully and (AP used) brings his axe around again this time with a Healing Strike. The axe is coming too fast. The hobgoblin brings his staff up to block but the old piece of wood doesn't stand a chance. The head of the axe passes through the staff and buries itself in the Warcaster's chest killing him instantly (natural 20; 36+39=so very dead). Sagar dances a jig in triumph which perks Mazirith right up (Second and last Healing Word used; 17+13=30 HP).

The last remaining hobgoblin, Soldier 2, watches in dispair as his leader is killed by the dwarf. He briefly contemplates running but his training and a bit of hobgoblin rage kick in with one overriding thought - Revenge! He shifts up to Sagar (N8) and is just able to get his flail under Sagar's axe handle (18 vs 18 AC). The spiked ball hits the dwarf in the gut knocking the wind out of him and causing some internal bleeding (24-7=17 HP, bloodied, marked and slowed until EoNT-HS2-R7).

Cilene, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith30/430160Second Wind used;Dimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar17/370061/2Bloodied; marked and slowed until EoNT-HS2-R717Hobgoblin Soldier 224????Bloodied; Marked (Maz); Cursed (Greebo)?13Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

Sagar
27th January 2010, 11:18 AM
That was not a healing word. It's a healing strike. As part of the attack, you or an ally withing 5 sq. can use a surge and gain 3 bonus HP. No D6 roll added.

Sagar
27th January 2010, 11:20 AM
Sagar, please kill the Warcaster before his turn, thank you!


Never send a human to do a Dwarf's job.

Greebo
27th January 2010, 11:21 AM
Just in case it ends up being needed...

EB +5 vs. soldier
23 vs. ref
8 dmg

EricStratton
27th January 2010, 11:46 AM
That was not a healing word. It's a healing strike. As part of the attack, you or an ally withing 5 sq. can use a surge and gain 3 bonus HP. No D6 roll added.
Whoops, my bad. I've also credited you one Healing Word on the spreadsheet.

I also fixed Maz's HPs in the spreadsheet.

noptov52
27th January 2010, 10:09 PM
Recuperating Strike, +9 vs AC, d12+5 (+3 tHP with Hit)

Atk: 27 vs. AC
Dmg: 16

Shiz
28th January 2010, 10:04 AM
Interrupt: Maz uses his Channeling Shield utility to reduce Sagar's damage by 8.

Trigger: An attack hits you or an ally within 10
squares of you
Target: The creature hit by the triggering attack
Effect: You reduce the damage the target takes
from the triggering attack by 5 + your
Constitution modifier (+3).
Aegis of Shielding: The next successful
attack you make before the end of your next turn
deals extra damage equal to your Constitution
modifier (+3).

EricStratton
28th January 2010, 11:10 AM
I will modify Sagar's damage to take Maz's Shield into effect.

Since it looks like Moonie is still having internet problems, would Maz, Greebo, Rend, or Sagar like to see if they can finish the hobgoblin off? Jagged's attack hit and the hobgoblin is not doing well.

Shiz
28th January 2010, 11:17 AM
Maz moves to flank the soldier and attacks, Luring Strike: +11 vs AC, d8+1 dmg

29 vs AC, 9dmg

Then Rend moves in (O7) for a Pounce, 16 vs REF, 13 dmg, CA to next attacker.

Greebo
28th January 2010, 11:21 AM
See post 161 - 8 damage from me.

Sagar
28th January 2010, 11:41 AM
Sagar unleases another righteous strike (+6 vs AC, D12+5 damage, +3 to hit to Maz).

10 vs AC.
17 damage if hit.

EricStratton
28th January 2010, 11:49 AM
Just as the Hobgoblin Soldier's flail is about to slam in to Sagar's gut Mazirith throws up a shield absorbing all the damage (24-(7-7)=24 HP).

Then Jagged, Greebo, and Rend dog pile the soldier beating it to death in a cloud of horns and fur and barbarian (24+16+8+9=dead hobgoblin).

End of Encounter

200 xp / player for defeating the Hobgoblin Barracks

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith30/430160Second Wind used;Dimensional Thunder19Greebo12/400030Bloodied; Quick Curse rod used;Crown of Stars19Rend26/360020-Faerie Fire18Sagar24/370061/2marked and slowed until EoNT-HS2-R713Cilene34/340160Wand of Accuracy used;Freezing Cloud7Jagged24/430150Dazed until EoNT-Warcaster-R6Inspiring Word

EricStratton
28th January 2010, 11:50 AM
Then just for good measure Sagar walks over and kicks the dead soldier.

Greebo
28th January 2010, 11:56 AM
SEARCH that ****ER ****ING Warcaster!

Sagar
28th January 2010, 12:37 PM
Sagar will search the bodies and search the rooms looking for treasure, hidden loot, and secret doors.

11 perc for hidden loot on bodies or in the room

28 for secret / hidden doors.

Shiz
28th January 2010, 03:20 PM
I think it goes without saying we will short rest here. We will wait 5 minutes for Sagar's healing Word to recharge, use 1 on Greebo and 1 on Jagged. Maz (+10) and Rend (+9) will surge once.

Then we will wait 5 more minutes for the Healing Words to recharge again before moving on.

Is the surge column ised surges or remaining surges?

Sagar
28th January 2010, 04:30 PM
Before I search, I'll HW on Greebo. (18 HP)

After 5 minutes, I'll use one on Jagged and myself. (17 - me, 15 jagged)

Then 5 minute wait and ready to go.

EricStratton
29th January 2010, 10:24 AM
Greebo, donning his goat's stomach glove, gives the Warcaster a very thorough searching. He looks over the now shattered staff and decides it wasn't much of a loss - the power came from the Warcaster, not the staff. He finds a number of gold pieces, though.

The party finds some unbroken chairs and takes a moment to catch their collective breath. Sagar makes his rounds healing Greebo (28+18=30 HP, 2 Surges left), Jagged (24+15=39 HP, 4 Surges left), and himself (24+17>=37 HP, 5 Surges left).

When he's fully recovered from his work, Sagar walks around the area. He finds some coins in the other hobgoblins' pockets and in the crates in the first room he's surprised to come upon a bottle of aged Dwarven brandy.

(Total money found: 37g 83s)

One more fight for a milestone.

Current status:

http://www.primeaxiom.com/rpgt/scene.asp?ID=v87mzuihdbxxzlp6v68p7wcx3lffme6xy2d2u ot1civkn1zbikf8gqcjmdbgqnnpInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Mazirith30/430160-Dimensional Thunder19Greebo30/400020-Crown of Stars19Rend26/360020-Faerie Fire18Sagar37/370052/2-13Cilene34/340160-Freezing Cloud7Jagged39/430140-Inspiring Word

EricStratton
29th January 2010, 10:26 AM
Attached the map again.

You saw a room just to the south of where you are. You also left a large area unexplored to the south of the eastern well room.

Where would you like to go next?

Shiz
29th January 2010, 10:28 AM
You forgot Rend and Maz are surging once (9 and 10 respectively.)

EricStratton
29th January 2010, 10:29 AM
You forgot Rend and Maz are surging once (9 and 10 respectively.)
I did miss that post. Thanks. Fixed.

Rend: 35/36, 1 Surge left
Maz: 40/43, 5 Surges left.

EricStratton
29th January 2010, 10:31 AM
Is the surge column ised surges or remaining surges?
Remaining.

Current surge stats (remaining/total):

Cilene - 6/9
Greebo - 2/7
Jagged - 4/11
Rend - 1/11
Mazirith - 5/9
Sagar - 5/9

Shiz
29th January 2010, 10:39 AM
Rend votes for the south passage, but given the pseudo ambush we just almost walked into, let's not rush in. Rend should try and scout it a bit.

Greebo
29th January 2010, 10:46 AM
Shiz you mean the one nearest us? They're all to the south, after all. But I agree - nearest unknown area first.

EricStratton
29th January 2010, 04:41 PM
Assuming you're going almost straight south, where are you scouting to? Where's everyone else during your solo adventure?

Shiz
29th January 2010, 05:55 PM
Everyone will wait outside the doors to the area we just explored and Rend will sneak and Perception down the south corridor.

From the look of the map you attached, Rend needs 3 of each to cover the length of the corridor. Maybe he only needs to stealth for the last part. Tell me how many rolls you want.

EricStratton
1st February 2010, 04:03 PM
Everyone will wait outside the doors to the area we just explored and Rend will sneak and Perception down the south corridor.

From the look of the map you attached, Rend needs 3 of each to cover the length of the corridor. Maybe he only needs to stealth for the last part. Tell me how many rolls you want.
Give me all three please. And a perception check.

Shiz
1st February 2010, 04:15 PM
Stealth +11 x 3: 21,15,18

Perception +10: 27