View Full Version : 02-04a Hall of Heroes
Greebo
29th April 2010, 10:50 AM
You descend the spiral stairs. Jacoby decends last, Shere taking point, trying not to notice the angry glares from the rest of the party over his "canteen incident".
After a long, LONG descent around the spiral stairs - easily 100 feet down (20 squares), Shere reaches the end, followed closely by Urvi, the rest of you following but still on the stairs.
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
Shere and Urvi sound physically repulsed by what they see. The rest of ou will be too when you see it. The carnage in this grand hall is obscene. Dead dwarves, some still in their nightclothes, litter the floor, blood painting the gray stone tiles, walls, and columns. In the light cast by burning braziers, you see the butchers: more orcs.
DM Note: Basically you just lost the element of surprise, that's all. ;)
You see 6 more drudges, 3 militant looking orcs of an unusual type, and one orc, near the back, who looks angry enough to foam at the mouth!
Nature to identify the militant and angry orcs (2 rolls).
Initiative!
attriel
29th April 2010, 11:00 AM
Initiative!
Initiative 16
Militant Orcs: Nature: 8
Angry Orc: Nature: 22
Lycos
29th April 2010, 11:05 AM
Initiative +2 = 7
Nature Rolls
Militant: +4 = 7
Angry: +4 = 15
Greebo
29th April 2010, 11:11 AM
Nobody recognizes the militant looking orcs yet but Shere recognizes the Angry Orc as an Orc Berserker. Wicked with a great axe and able to charge for extra distance, Berserkers are known mainly for throwing themselves into the fight with reckless, and often short lived, abandon.
Asharad
29th April 2010, 11:39 AM
Iniative: 15
Nature for militant orcs: 14
Greebo
29th April 2010, 11:43 AM
Duma - 15+1=? ;)
Sagar
29th April 2010, 12:07 PM
Raj - Nature +1 (8 nature for militant orc)
Init +1 (15 total)
Asharad
29th April 2010, 12:16 PM
Duma - 15+1=? ;)
15+1=Penguin?
Greebo
29th April 2010, 01:03 PM
15+1=Penguin?
Hey, fine - 15+1 = 15... your init is 15 then. I gave you a chance. ;)
Kiir
29th April 2010, 01:35 PM
Init +2, Nature +10 militant orcs
Well I guess a 15 is the best roll for militant orcs
init of 9
Greebo
29th April 2010, 01:50 PM
Urvi has heard of these orcs before. They are Orog Militants. However, beyond that, she knows nothing of them.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 10????-?20Orog Militant 20????-?20Orog Militant 30????-?16Tor Shere23/40209/90-15Rajkelleran Stormclaw30/34216/70-Lightning breath15Duma33/33015/70-Crown of Retaliation14Berzerker0????-?9Urvi39/490110/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20?????1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
While they were alerted to someone coming by the falling clatter of Shere's canteen, they howl in anger at seeing you. Clearly they expected their Orcish companions. They do not, however, lose any time in preparing an assault.
The Orog's begin immediately moving towards each other in the center of the room. (Double move)x
Shere...
Map notes:
There are very very steep stairs each lead up into little adjoining rooms. You can see from your vantage that the rooms are basically monastic cells - sleeping quarters for the priests.
The large black squares are massive 10' diameter columns that stretch up 100 feet to support the ceiling high above.
The center area is a massive statue of a dwarf warrior battling a hydra. The statue is nearly as tall as the ceiling. It is surrounded by a raised dias.
Braziers light the hall from the four corners of the room. The further corners are off the map but visible beyond the 6th and last pair of massive columns. Beyond those last columns are statues of dwarves, but you can't make out much detail from here.
All over the room are bodies of dead dwarves, dressed only in priestly robes and sleeping garments. They were clearly taken by surprise. No life is here save that of the orcs.
Sagar
29th April 2010, 02:13 PM
Raj will move down to the stairs and into the room a bit (H16).
From there, he will use Tempest Breathe (+6 vs Ref, close blast 3, 2d6+7 damage, Raj gains concealment). Centered on I14. Trying to hit the 3 militant orcs.
Orc 1: 16 vs Ref
Orc 2: 24 vs Ref
Orc 3: 24 vs Ref
15 damage on hit
Can gain no CA until EoT2 for hit orcs
Raj gains concealment.
From concealment, Raj (AP used) casts a fan of flame at the same orcs (Burning spray: CB3, +6 vs Ref, d8+7 damage, I gain fire shield - 3 fire damage to first melee hit on me until EoNT)
Orc 1: 11 vs Ref
Orc 2: 17 vs Ref
Orc 3: 11 vs Ref
8 damage on hit
Asharad
29th April 2010, 02:40 PM
If I have line of sight I will stay put. If I don't, I will move to k17
Hand of radiance on orc millitants 1,2 and 3!
Range:10, up to three targets
attack:+5 vs reflex =
1:7
2: 24
3:21
damage:1d4+4 radiant=8
attriel
29th April 2010, 03:13 PM
"Die you foul beasts, for the defiling of this temple and these supplicants. Die, and tell your foul god that he will not be tolerated in the lands of decency! DIE!" (Minor: Oath of Enmity, Orog 1)
Leaving room for his allies, Shere calls upon Sehanine to mete vengeance upon the orcs advancing (Standard: Radiant Vengeance: Orog 1: +6 vs Reflex, 1d8+5 radiant damage, +4THP)
20 vs Reflex
7 Radiant Dmg
+4THP
Greebo
29th April 2010, 04:23 PM
Shere mumbles something incoherent (oath) and sends his divine power at the first Orog (20 vs. ref; hit). The holy light burns! It burns! (7 dmg; 4thp)
Raj attempts to use his daily...and then realizes that he already used it.
http://www.legendsofwestwood.org/forum/showthread.php?p=273271&highlight=%22lightning+breath%22#post273271 - you have not rested since
Change action. Keep the 10.
Duma moves to a position where he can see, and sends more holy power at the Orogs. The first one ducks in time, but the other two are smacked in the face by the flying Hand of ... Good. (7;24;21 vs. ref; miss,hit,hit; 8dmg)
Sagar
29th April 2010, 08:32 PM
Bummer. I had the other lightning spell listed as used but not that one. My apologies.
Make it tempest breath instead. +6 vs Ref, 2d6+7. I gain concealment until EoNT. Hit targets can't get CA until EoMNT.
I'll put this result in my other move.
Greebo
30th April 2010, 02:21 PM
Bummer. I had the other lightning spell listed as used but not that one. My apologies.
Make it tempest breath instead. +6 vs Ref, 2d6+7. I gain concealment until EoNT. Hit targets can't get CA until EoMNT.
I'll put this result in my other move.
Your update has me more confused than ever...
Sagar
30th April 2010, 04:35 PM
I changed my daily to an encounter power with the same area of affect so I kept the attack rolls and rolled the appropriate damage in the apology post.
I also burned an AP to use an at-will AoE. Rolls and damage were added to that post when I realized I could do that while editing.
Greebo
30th April 2010, 04:44 PM
But the text of your post still refers to your used daily, and the damage is based on the wrong die roll.
Greebo
30th April 2010, 04:45 PM
OH I see - I think the combat card on your char sheet is wrong.
It says 2d6+4 above but then 2d6+7 below.
Sagar
2nd May 2010, 11:10 PM
As a dragonborn, I get an extra bonus to some kinds of damage. The bottom damages are right. The upper ones are not. It's confusing, I know, but I didn't write the software.
Sagar
2nd May 2010, 11:12 PM
Oh, and I fixed the original post. It should all be right now. I hope.
Greebo
4th May 2010, 12:00 PM
Our internet is REALLY unstable today - so I've resolved Raj's actions. Duma's attack bloodied Orog 2.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eo2t?20Orog Militant 231????Bloodied; No CA till eo2t?20Orog Militant 323????No CA till eo2t?16Tor Shere23/40409/90-15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma33/33015/70-Crown of Retaliation14Berzerker0????-?9Urvi39/490110/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20????-?1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
I'm not even going to TRY map updates with the internet as unreliable as it is - that plus our webwasher interference is just too much to tolerate.
Sorry.
Sagar
4th May 2010, 12:18 PM
I have to read and update maps using my cell phone now. It's painful, at best.
attriel
4th May 2010, 01:49 PM
For clarity -- We're looking for Berzerker, then Urvi and Jacoby
Anyone know what got the map site blockaded? I don't have any problems, but then they let me get to the damnedest things here
Greebo
4th May 2010, 04:55 PM
Primeaxiom is considered a gaming site.
Greebo
4th May 2010, 05:01 PM
The berserker moves to G7, then charges Raj. (Orc, speed +2 when charging). He swings his greataxe at the sorcerer in a wide arc that (14 vs. ac) Raj easily sidesteps.
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
(Internet finally stablized)
Greebo
5th May 2010, 10:18 AM
Urvi, Jacoby...
Lycos
5th May 2010, 11:52 AM
Jacoby moves to J17.
Altered Std Attack:
Cast Majestic Word on Urvi. Urvi gains a surge + 4 hp. No sliding necessary.
Majestic Word
You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant.
Encounter (Special) ✦ Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain +4 additional hit points. You also slide the target 1 square.
Kiir
5th May 2010, 11:18 PM
Urvi moves to I14 (J17, J16, J15, I14, move action). She then marks the three militant orcs and the angry one (free action). She then calls on Stone's Endurance (resist 5 damage until the EoNT, minor). Calling upon the Roots of Stone she lashes out at militant 1, 2, 3 and the angry orc (close burst 1, +7 vs AC, 1d12+4 damage and the target is knocked prone and takes 4 damage when it leaves the zone, the burst creates a zone of rippling earth that lasts until the EoNT, standard action). Urvi then uses her AP and calls upon Earthgrasp Strike vs the angry orc (+7 vs AC, 1d12+4 damage, the target is knocked prone and can't stand till the EoNT, the first time it stands before the end of the encounter it takes 1d10+4 damage, standard (AP))
mil 1: 4 + 7 = 11 vs AC
mil 2: 11 + 7 = 18 vs AC
mil 3: 14 + 7 = 21 vs AC
angry orc: 5 + 7 = 12 vs AC
10 damage probably against militant orc 3 and possibly against militant orc 2
Earthgrasp strike Angry orc: 15 + 7 = 22 vs AC
damage: 12 + 4 = 16
knocked prone can't stand till the end of my next turn
when he stands he takes 10 + 4 = 14 damage
Greebo
6th May 2010, 11:57 AM
Urvi deftly positions herself to command all the enemies closest to you to focus their attention on her! She then calls on roots of stone which ripple and shake but only one of the militants is affected (Mil 3: 21 vs. ac; hit - 10 dmg - bloodied).
Upon seeing his buddy bloodied, Militant 2 launches a fierce counterstrike (Imm react): 27 vs. Urvi AC, 18 dmg (bloodied) and Urvi is pushed backwards. Militant 2 steps in to her spot.
Spending her reserves of energy (AP used), she summons more earth power at the Berzerker, who cannot evade her this time! He is knocked prone, and lands hard (22 vs. ac; hit; 16 dmg).
Jacoby descends the stairs, sees the mob, and is so startled that his attempt to deafen the berzerker fails - barely (11 vs. ref; miss).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eo2t; mark Urvi?20Orog Militant 231????Bloodied; No CA till eo2t; mark Urvi?20Orog Militant 333????Bloodied; No CA till eo2t; mark Urvi?16Tor Shere23/40409/90-15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma33/33015/70-Crown of Retaliation14Berzerker16????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi21/490010/130Bloodied; DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20????-?1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
The drudges move to position themselves, then charge as a group. Drudge 1 goes after Duma. 2 and 3 pursue Urvi. Drudge 4 works around to flank off of the Berserker . Drudge 5 goes for Duma as well, and only Drudge 6 is unable to reach a target this round.
Drudge 1: Fumble
Drudge 2: 19 vs ac19
Drudge 3: 23 vs ac19
Drudge 4: 29 (with CA) hits
Drudge 5: 25 hits
Four of the 5 drudges hit their marks - club - 5dm each - 15 to urvi, 5 to Raj. Urvi bloodied.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eo2t; mark Urvi?20Orog Militant 231????Bloodied; No CA till eo2t; mark Urvi?20Orog Militant 333????Bloodied; No CA till eo2t; mark Urvi?16Tor Shere23/40409/90-15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma28/33015/70-Crown of Retaliation14Berzerker16????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi6/490010/130Bloodied; DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20????-?1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
The militants know they can't leave the zone, so they don't - but Militant 2 launches a relentless attack against Urvi with his bastard sword. The swing is flawless (CRIT). She flies backwards again, unconscious (14 dmg), crumpling to the ground, and the Militant shifts forward into her space again.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eo2t; mark Urvi?20Orog Militant 231????Bloodied; No CA till eo2t; mark Urvi?20Orog Militant 333????Bloodied; No CA till eo2t; mark Urvi?16Tor Shere23/40409/90-15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma28/33015/70-Crown of Retaliation14Berzerker16????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi-8/490010/130Dying; DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20????-?1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
Urvi since your AP usage could still apply as you stated it, even though you got shifted south one, I kept it in place. Let me know if you'd like to change that before you get knocked unconscious, but personally I can't imagine why you'ld want to do less dmg...
Shere, Raj, Duma
attriel
6th May 2010, 01:39 PM
Technically someone can use my Divine Guidance and re-roll an attack on Orog Militant 1; one person can use it per encounter, so I don't know if we want to hang onto it ...
Shere steps up to stand beside Urvi (Move:J16) as he attacks Orog Militant 2 with the might of the heavens (Standard: Thunder and Echo: +7 vs AC, 1d10+4 dmg + 1d10 thunder, miss half; Secondary Close Burst 2, each enemy other than primary, +7 vs Fort, 1d6+4 Thunder, push 2) (yes, it's my daily)
Thunder:
17 vs AC Orog 2
13 Dmg, 5 Thunder Dmg (9 if I missed)
Echo:
16 vs Fort Militant 1
25 vs Fort Drudge 3
26 vs Fort Drudge 4
11 vs Fort Drudge 5
23 vs Fort Angry
19 vs Fort Drudge 2
17 vs Fort Militant 3
8 Thunder Dmg
And push them all 2. I imagine it's push 2 from the center point (Orog 2), so BOOM! outwards.
Which presumably pushes the otehr 2 orogs and the angry out of Urvi's Zone, yay bonus damage!
Kiir
6th May 2010, 01:49 PM
Did you use my 5 damage resist? It still leaves me unconscious, but a bit less so. And I will stick with the using of the AP.
Greebo
6th May 2010, 01:53 PM
Did you use my 5 damage resist? It still leaves me unconscious, but a bit less so. And I will stick with the using of the AP.
DOH! I noted it then promptly forgot it!
Which means the minions did 5-5 each, and the militant did 10 less total.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; mark Urvi?20Orog Militant 231????Bloodied; No CA till eont; mark Urvi?20Orog Militant 333????Bloodied; No CA till eont; mark Urvi?16Tor Shere23/40409/90-15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma28/33015/70-Crown of Retaliation14Berzerker16????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi17/490010/130Bloodied; DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 20????-?1Drudge 30????-?1Drudge 40????-?1Drudge 50????-?1Drudge 60????-?
Ok, Urvi ISN'T unconscious!
Greebo
6th May 2010, 01:54 PM
Also, Jacoby goes after Urvi - so techincally he *could* throw her a heal last turn after the Militant had his first hit on her.
attriel
6th May 2010, 01:57 PM
OK, I do all the same still, but in J16 instead of I16, same target etc though
(edited my post above)
Lycos
6th May 2010, 02:40 PM
So, Urvi was that hurt on round 1? If that is so, then I will change to a heal instead. Let me change my post.
Greebo
6th May 2010, 03:18 PM
So, Urvi was that hurt on round 1? If that is so, then I will change to a heal instead. Let me change my post.
Urvi was bloodied before your turn, and subsequently hurt even more.
Lycos
6th May 2010, 03:20 PM
Urvi was bloodied before your turn, and subsequently hurt even more.
Ok, then my turn has been altered then.
Sagar
11th May 2010, 07:31 AM
Updated with new actions:
Raj stays put and sends another spray of fire over the orcs (Burning Spray: Centered at J15. d8+7 fire damage. +6 vs REF. Raj gains fire shield until EoNT. First melee to hit takes 3 fire damage.
10 damage to those hit
Starting with nearest creature:
Urvi 11 vs Ref
Tor Shere 12 vs Ref
Drudge 5 22 vs Ref
Militant 2 24 vs Ref
End of available targets
Greebo
11th May 2010, 09:52 AM
No, i got my symbols confused - the drudges went after Duma, not Raj, but original I thought it was Raj. I fixed the name in all but one spot - but if you note the dmg tables, duma took the dmg not raj
Greebo
13th May 2010, 01:23 PM
Ok so retro first - Jacoby threw a heal at Urvi, and now her dmg post enemy combat is only 16, no longer bloodied.
Greebo
13th May 2010, 01:35 PM
Shere advances to stand aside Urvi and calls the power of the heavens down on Militant 2 - but the Militant is very well armored (17 vs. AC; miss) and takes only partial damage (9 dmg total). Thunder explodes around the Militant, shaking the very souls of the enemy.
One militant orc manages to withstand the rending air, but the other (#3) and the berserker are both affected badly (8 dmg), literally pushed out of the earthy zone created by urvi (4 dmg extra).
Drudges 3, 4 and 2 are cranialy ruptured by the explosion of sound (dead).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; mark Urvi; Oath: Shere?20Orog Militant 240????Bloodied; No CA till eont; mark Urvi?20Orog Militant 345????Bloodied; No CA till eont; mark Urvi?16Tor Shere23/40409/90-Thunder & Echo15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma28/33015/70-Crown of Retaliation14Berzerker28????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi33/490010/130DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 50????-?1Drudge 60????-?
Greebo
13th May 2010, 01:36 PM
Raj - Shere's move completely changed the map - which leaves you 2 targets, and 2 misses. Any changes you want to make?
Sagar
13th May 2010, 02:03 PM
Yeah. let me finish updating my game and I'll check the map.
Sagar
13th May 2010, 02:13 PM
See previous post.. edited to use existing rolls.
Greebo
13th May 2010, 02:25 PM
I'm not usually in the habit of allowing rerolls on action changes...
Sagar
13th May 2010, 03:41 PM
I'm not usually in the habit of allowing rerolls on action changes...
Last time I tried a modification, everything got very confused. I tried to keep it simple.
If you would prefer, I'll go back and find the old rolls..
NOTE: Old post updated.
Lycos
14th May 2010, 10:28 AM
I'm lost. Are we waiting on Duma, Berzerker then Urvi?
Greebo
14th May 2010, 10:33 AM
I'm lost. Are we waiting on Duma, Berzerker then Urvi?
I need to finish my updates. Got interrupted yesterday, sorry.
Greebo
14th May 2010, 11:54 AM
I'll allow the order of target picking. ;)
Raj sends a burst of fireout, engulfing two orcs and two allies. The allies expect it (this is Raj, they know how he rolls) and manage to resist the fire. The drudge is charred to cinders, and even the militant has had it at this point - the fire renders him extra crispy...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; mark Urvi; Oath: Shere?20Orog Militant 250????Dead; No CA till eont; mark Urvi?20Orog Militant 345????Bloodied; No CA till eont; mark Urvi?16Tor Shere23/40409/90-Thunder & Echo15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma28/33015/70-Crown of Retaliation14Berzerker28????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi33/490010/130DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 10????-?1Drudge 51????Dead; ?1Drudge 60????-?
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
Duma
Asharad
14th May 2010, 12:42 PM
I'll risk the OA and hit drudge1 with Avenging Light (a ranged attack).
Attack:+5 vs fort=16
Damage:1d10+4=10
Greebo
17th May 2010, 10:39 AM
Duma launches a blast of Avenging light at the Drudge next to him...
...and the Drudge gets a swing with his club in at Duma while Duma is concentrating (21 vs AC18; hit; 5dmg)...
... which blasts the Drudge square in the face. (16 vs fort; hit; dead)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; mark Urvi; Oath: Shere?20Orog Militant 345????Bloodied; No CA till eont; mark Urvi?16Tor Shere23/40409/90-Thunder & Echo15Rajkelleran Stormclaw30/34016/70Concealment, EONT; Fireshield EONT (3 fire to first melee to hit)Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker28????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi33/490010/130DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 11????Dead; ?1Drudge 60????-?
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
The Berserker, unable to stand, crawls towards Raj, and swings his axe at him (25-2conc-2prone-2mark vs. ac16; hit), making a nasty gash in Raj's leg (13 dmg) while getting burned for his troubles (fireshield, 3 dmg)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; mark Urvi; Oath: Shere?20Orog Militant 345????Bloodied; No CA till eont; mark Urvi?16Tor Shere23/40409/90-Thunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker31????prone until EONT Urvi - 14dmg on stand; mark Urvi?9Urvi33/490010/130DR5 EONT7Jacoby Intar27/35017/80-Song of Courage1Drudge 11????Dead; ?1Drudge 60????-?
Urvi, Jacoby...
Greebo
17th May 2010, 10:40 AM
Crap. Forgot the prone bit. Fixing.
Lycos
17th May 2010, 11:38 AM
To help speed things up, I am going to assume that Urvi will not touch the one drudge and go for the berzerker (for Raj's sake). I'll take the drudge.
Cutting Words - +6 vs Will, 1d8 + Charisma modifier (+5) psychic damage, and you pull the target 2 squares. Increase damage to 2d8 + Charisma modifier (+4) at 21st level.
Going with the classic, "Neener Neener" charm. :mrgreen:
21 vs. Will. Hit, I assume.
10 points of damage.
Kiir
17th May 2010, 11:51 AM
Urvi will move to G15 (move), and mark the berserker (free). She then attacks him using her Strength of Stone power (standard, +7 vs AC, 1d12+4 damage, 4 temp hit points).
24 vs AC of Beserker
15 damage
4 temp hit points Urvi
Greebo
17th May 2010, 12:03 PM
I failed to put the berserker in the right place so I moved him then put you in a non OA spot.
Greebo
17th May 2010, 12:10 PM
Jacoby is your target the last drudge? Not clear.
Lycos
17th May 2010, 12:47 PM
Jacoby is your target the last drudge? Not clear.
Yeah, as far as I can tell there is only one drudge left on the map.
Greebo
17th May 2010, 12:53 PM
Urvi advances on the still prone Berserker and brings her own greataxe into play, dodging his defenses easily (you forgot +2 prone) and putting a nasty gash in the Berserker's armor (hit;15 dmg; bloodied).
Jacoby makes a rude gesture at the last drudge, who dies of shame (big # vs. will; hit; minion splat).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????No CA till eont; Oath: Shere?20Orog Militant 345????Bloodied; No CA till eont; ?16Tor Shere23/40409/90-Thunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker46????Bloodied; prone - 14dmg on stand; mark Urvi?9Urvi33/494010/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 61????Dead; ?
Greebo
17th May 2010, 12:57 PM
Both militants charge Shere. (27;21 vs. ac; hitx2; 7+8 dmg; bloodied). Shere is not looking too good right now.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????Oath: Shere?20Orog Militant 345????Bloodied; ?16Tor Shere8/40409/90Bloodied; Thunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker46????Bloodied; prone - 14dmg on stand; mark Urvi?9Urvi33/494010/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 61????Dead; ?
http://www.primeaxiom.com/rpgt/scene.asp?ID=1qmdteticeoqmpc9oubknlb3pssdvmh4du12w ieaktvljfvmjhpc4njwhswm8565
Shere, Raj, Duma
attriel
17th May 2010, 02:14 PM
Did you forget my THP?
Shere growls as his teeth and nails stretch out (Minor: Razorclaw Shifting: Speed +2, +1 AC, +1 Reflex, EOE). He smirks as he stands steadfast (Minor: Enduring Spirit: +4 All Defense, EONT), and draws on his inner reserves (Standard: Second Wind: +10HP, +2 All Defense BONT).
"Is that all, you snuffling beasts?"
+2 Speed
+10 HP
+7 AC; down to +1 after my next turn
+7 Reflex; down to +1 after my next turn
+6 Will
+6 Fortitude
Raising me to 24 AC, 20 Fort, 24 Reflex, 22 Will
And putting me at 22 HP.
Greebo
17th May 2010, 02:37 PM
I always forget your thp.
Sagar
18th May 2010, 10:13 AM
Raj will shift away from the crawling cretin (to I16) and drop a burning spray on the militants (centered J14, CB3, +6 ref, d8+7, fire shield to me - 3 fire damage to next melee that hits me.)
13 vs Mil 1
23 vs Mil 2
13 damage
fire shield on me.
Asharad
18th May 2010, 11:00 AM
I will use preservers rebuke on Mill1 (+4 to attack)
I will use Blades of Astral fire centered on Tor.
area burst1 within 10
Attack:+5 vs reflex
Mill1:16
Mill3:13+3=16
Damage:1d6+4=9
I will use MOTL on my attack roll for mill3.
edit:rats...I hope 16 is enough
attriel
18th May 2010, 12:17 PM
Jacoby casts Healing Word on Tor Shere.
Healing Word -
Daily - Divine Healing
Close burst 5(10 at 11th, and 15 at 21st)
You or one target can spend a healing surge and regain an additional 1d6 hit points.
6 extra hps.
So that puts another 16HP on Tor Shere, total up to 38 now! I'm almost at full HP!
Greebo
18th May 2010, 12:42 PM
Jacoby is a bit premature - we'll see ;)
Greebo
18th May 2010, 12:57 PM
Shere grins, and magical energies ripple around his body, shaping him, changing him, making him better, stronger, faster... (+2 speed, +1 ac/ref till EOE; +4 all def EONT; +10 hp;)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 122????Oath: Shere?20Orog Militant 345????Bloodied; ?16Tor Shere22/40008/90+2 speed, +1 ac/ref till EOE; +4 all def EONT; Thunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker46????Bloodied; prone - 14dmg on stand; mark Urvi?9Urvi33/494010/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 61????Dead; ?
Raj shifts away from the still grounded berserker, and lays down a blast of fire by his allies (who break out their sunscreen). The two militants forgot theirs (13; 23 vs ref) and take scorching burns. Militant 3 is extra crispy (+13 dmg; mil 3 dead)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 135????Bloodied; Oath: Shere?20Orog Militant 358????Dead; ?16Tor Shere22/40008/90+2 speed, +1 ac/ref till EOE; +4 all def EONT; Thunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker46????Bloodied; prone - 14dmg on stand; mark Urvi?9Urvi33/494010/130-7Jacoby Intar27/35017/80-Song of Courage1Drudge 61????Dead; ?
Duma - any changes? Keep die rolls used in order.
Lycos
18th May 2010, 01:05 PM
So that puts another 16HP on Tor Shere, total up to 38 now! I'm almost at full HP!
I wasn't expecting that, so I take back my original move. Sorry, I'm just trying to streamline the moves.
Asharad
18th May 2010, 01:37 PM
Rats. Can I change my attack? I wouldn't use an AOE on one target.
Asharad
18th May 2010, 01:40 PM
If so...
I will still preservers rebuke on Mill1 (+4 to attack)-fair is fair, I would have done this anyway.
I will use Avenging Light on Mill1
range 10 radiant
Attack:+5 vs Fort
Mill1:16+3=19
Damage=14
I'll use my motl roll too.
Lycos
18th May 2010, 01:42 PM
Duma - any changes? Keep die rolls used in order.
Ash, I think he is letting you do that with his comment above.
attriel
18th May 2010, 01:44 PM
Did you forget the +2 all defense BONT from second wind, or does it not stack with the other power's +4? didn't think to look that up, so I'm not sure
Greebo
18th May 2010, 01:46 PM
Rats. Can I change my attack? I wouldn't use an AOE on one target.
Yes but keep the first d20 roll.
Greebo
18th May 2010, 01:47 PM
Did you forget the +2 all defense BONT from second wind, or does it not stack with the other power's +4? didn't think to look that up, so I'm not sure
see discussion thread
Asharad
18th May 2010, 01:52 PM
Done, only one roll needed to be changed.
Greebo
18th May 2010, 02:20 PM
Duma is glad that his ancient memory allowed him to slip his blast of light in past the last militants defenses (19 vs. fort, hit; 14 dmg; dead) but the dead militant is not.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 149????Dead; Oath: Shere?16Tor Shere22/40008/90+2 speed, +1 ac/ref till EOE; +4 all def EONT; +2 all def EONT 2nd windThunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker46????Bloodied; prone - 14dmg on stand; mark Urvi?9Urvi33/494010/130-7Jacoby Intar27/35017/80-Song of Courage
The berserker stands, taking the pain gladly (move; 14 dmg) and swings his greataxe at Urvi (25 vs. AC19; 7 - 4 thp = 3 dmg). He hits easily, but lightly, and Urvi only laughs at the light scratches. The berserker, however, is rejuvenated by his attack, and he looks slightly better off than he did when he was prone (+16 health).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used20Orog Militant 149????Dead; Oath: Shere?16Tor Shere22/40008/90+2 speed, +1 ac/ref till EOE; +4 all def EONT; +2 all def EONT 2nd windThunder & Echo15Rajkelleran Stormclaw21/34016/70Concealment, EONT; Lightning breath15Duma23/33015/70-Crown of Retaliation14Berzerker44????Bloodied; ?9Urvi30/490010/130-7Jacoby Intar27/35017/80-Song of Courage
Urvi, Jacoby
Kiir
19th May 2010, 01:08 PM
Urvi will mark the Beserker (free) and then swing at him using her Strength of Stone once more (+7 vs AC, 1d12+4 damage, +4 temp hit points, standard).
Attack 20 + 7 = 27 vs AC (crit)
Damage 12 + 4 + 8 = 24
Greebo
19th May 2010, 01:10 PM
Urvi met a zerker and his head fell off.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere22/40008/90-Thunder & Echo15Rajkelleran Stormclaw21/34016/70-Lightning breath15Duma23/33015/70-Crown of Retaliation9Urvi30/490010/130-7Jacoby Intar27/35017/80-Song of Courage
Lycos
19th May 2010, 01:12 PM
Let's take a rest and everyone surge up. Remember the +4 hp from my beautiful voice singing songs of healing and vitality. :D
Jacoby uses a single surge to full health.
After or during our rest we will search the bodies and the area for anything of interest.
25 perception.
attriel
19th May 2010, 01:13 PM
Shere looks around as the last orc falls. "Rawr?"
He sighs. Then he looks around the room. "Are they all dead? All the monks who worshipped and studied here?"
One surge, 14 hp; new total 36/40; I'll stop at that
Greebo
19th May 2010, 01:18 PM
Map of the room you descended into:
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2130&stc=1&d=1274285665
Columns: Two rows of 10-foot diameter columns support the ceiling overhead.
Statue: A massive statue of a dwarf warrior battling a hydra dominates the center of the room, standing nearly as tall as the ceiling.
Dwarf Statues: At the north end of the room, flanking the exit, is a pair of 30-foot tall statues of grim dwarf warriors, each holding an axe, with the head down, between its feet. The statues wear helmets
that conceal all but their beard. The statues do not depict particular dwarf warriors, but rather are idealized versions of Moradin’s chosen servants.
Corpses: The orcs clearly took the dwarves by surprise. The dwarves fought bravely, but lacking their armor, they could not stand against the weapons and numbers of the invaders.
Illumination: Braziers in each of the four corners shed light in a 10-square radius, illuminating all but the center of this massive room.
Ceiling: The ceiling is 20 squares overhead.
Stairs: A spiral staircase at the southern end of the room leads up to where you came from.
Adjoining Rooms: All along either side of the room are stairs that climb 30 feet up to a landing and the entrance to one of the priests’ cells. Each contains a cot, a trunk, and a few personal items.
Greebo
19th May 2010, 01:20 PM
Let's take a rest and everyone surge up. Remember the +4 hp from my beautiful voice singing songs of healing and vitality. :D
Jacoby uses a single surge to full health.
After or during our rest we will search the bodies and the area for anything of interest.
25 perception.
I use passive perception for general detection. Specific perception rolls require you to specify a specific object to be examined.
For instance - passive perception may suggest the book cases on the wall don't line up perfectly, but active perception will let you find the mechanism that opens the door.
Is there something specific you want to use your 25 for?
Greebo
19th May 2010, 01:20 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere36/40007/90-Thunder & Echo15Rajkelleran Stormclaw21/34016/70-Lightning breath15Duma23/33015/70-Crown of Retaliation9Urvi30/490010/130-7Jacoby Intar35/35016/80-Song of Courage
attriel
19th May 2010, 01:28 PM
I use passive perception for general detection. Specific perception rolls require you to specify a specific object to be examined.
For instance - passive perception may suggest the book cases on the wall don't line up perfectly, but active perception will let you find the mechanism that opens the door.
Is there something specific you want to use your 25 for?
yes, he wants to use it on the misaligned bookcases ;)
Greebo
19th May 2010, 01:29 PM
yes, he wants to use it on the misaligned bookcases ;)
He detects that they aren't there. Roll used. :D
Lycos
19th May 2010, 01:37 PM
Is there something specific you want to use your 25 for?
Find a way to close the trap door that lead down to here.
Greebo
19th May 2010, 02:01 PM
Find a way to close the trap door that lead down to here.
You successfully find the hemp rope handle attached to the hidden door that was exposed when the earlier orcs went up through it.
Hoooray! :D
Lycos
19th May 2010, 03:49 PM
Hoooray! :D
I sooooo rock. :roll:
Lycos
19th May 2010, 03:53 PM
After my amazing discovery, I will go back down into the room. Does this room look like there are any doors that might go to any new areas? Because if this is a self contained room, I will call out for any survivors with a normal voice. No shouting.
What do we get off of the orcs? Also, we might as well check the rooms for anything of value. And if there is anything that we think would be valuable to any surviving monks we'll try to get that out of here as well, if it is relatively portable.
attriel
19th May 2010, 04:01 PM
After my amazing discovery, I will go back down into the room. Does this room look like there are any doors that might go to any new areas? Because if this is a self contained room, I will call out for any survivors with a normal voice. No shouting.
What do we get off of the orcs? Also, we might as well check the rooms for anything of value. And if there is anything that we think would be valuable to any surviving monks we'll try to get that out of here as well, if it is relatively portable.
"I would recommend against looting the bodies of those fallen in defense of their god. We should put each monk back in his cell. But we should also hurry, in case there are more somewhere still holding off the orcs. I think Sehanine would be displeased if I tarried here and arrived in time to see the last one fall."
Lycos
19th May 2010, 04:16 PM
Agreed.
Greebo
19th May 2010, 04:52 PM
Well crap.
In the last adventure, in addition to having a simple grid in the beginning, each encounter spelled out where treasure was located, if any.
This adventure does not. It gives me a simple list of rooms and parcels at the very beginning, and makes no further reference. Nor are the room's actually NOTED so it took me a while to figure out what rooms are which for the parcels.
As a result, you've already missed one parcel, which was upstairs. So I'll move it down here. Thats your free hint. :)
The orcs are using:
Berserker - Leather, greataxe, and some fancy looking armbands.
Drudges - Hide Armor, Clubs (x6)
Militants - plate armor, heavy shields, bastard swords (x3)
Aside from the 50' wide passageway leaving to the north, there are no other apparent exits to this area. However, now that you think about it, you feel a definite draft of fresh air coming from the passage north.
You quickly place the bodies of the massacred dwarves into the alcoves as best you can. All in all it only takes you a few minutes. You cannot be sure if you got them in the right places, but its the best you could do.
Greebo
19th May 2010, 04:53 PM
Oh - as for the content of the alcoves - these were truly monastic monks - such possessions as they had were clearly sentimental only - apparent memoirs of their pre-monastic life.
Lycos
19th May 2010, 05:04 PM
Move on I guess. We head to the North passageway. Let's see what's that way.
Asharad
19th May 2010, 05:18 PM
arcane check on all the gear please.
Greebo
19th May 2010, 05:28 PM
The armbands are definitely magical.
In fact, they are "Iron Armbands of Power".
One of Kiir's wishlist items
Kiir
20th May 2010, 12:59 PM
Urvi is going to use one surge during the short rest. 12 + 4 (bard) + 2 (tribe of enduring mountain) = 18 hit points regained.
Greebo
20th May 2010, 01:04 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere36/40017/90-Thunder & Echo15Rajkelleran Stormclaw21/34026/70-Lightning breath15Duma23/33025/70-Crown of Retaliation9Urvi48/49019/130-7Jacoby Intar35/35026/80-Song of Courage
Added action points
Asharad
20th May 2010, 01:11 PM
Duma will also surge.
Urvi wanna grab those?
Greebo
20th May 2010, 01:20 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere36/40017/90-Thunder & Echo15Rajkelleran Stormclaw21/34026/70-Lightning breath15Duma33/33024/70-Crown of Retaliation9Urvi48/49019/130-7Jacoby Intar35/35026/80-Song of Courage
attriel
20th May 2010, 01:59 PM
Presuming Raj pops a surge, I say we then head north.
Do we hear sounds of fighting or anything from further in?
Kiir
20th May 2010, 03:31 PM
Urvi will pick up the bracers and put them on before leading the group deeper into the keep.
Greebo
20th May 2010, 03:58 PM
Presuming Raj pops a surge, I say we then head north.
Waiting to hear from him.
Do we hear sounds of fighting or anything from further in?
You hear... wind. And you see daylight. In fact, looking down the wide hall, you can see daylight filling the entire passage. The entire passage opens to the outside about 200 feet down the hall.
Urvi will pick up the bracers and put them on before leading the group deeper into the keep.
Update char sheet/stats please.
Sagar
20th May 2010, 09:09 PM
Raj will take one surge (9+4).
Sagar
20th May 2010, 09:14 PM
Let's check out the statues for hidden places and magic artifacts.
10 perception on statue of the dwarf fighting the hydra.
16 arcana on the same statue.
Greebo
21st May 2010, 10:10 AM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere36/40017/90-Thunder & Echo15Rajkelleran Stormclaw34/34025/70-Lightning breath15Duma33/33024/70-Crown of Retaliation9Urvi48/49019/130-7Jacoby Intar35/35026/80-Song of Courage
The statue is non magical and massive. You're so awed by the detail that you don't notice anything other than it's heroic portrayal of someone who was clearly a major figure in dwarfish history.
attriel
21st May 2010, 10:36 AM
Watching Raj looking to loot the statue from these fallen righteous dwarves, Shere sighs. "It's a statue, Raj, and we must hurry!"
History: 7
Greebo
21st May 2010, 12:38 PM
Watching Raj looking to loot the statue from these fallen righteous dwarves, Shere sighs. "It's a statue, Raj, and we must hurry!"
History: 7
It is, indeed, a statue.
Asharad
21st May 2010, 01:01 PM
History, you say? (26)
Greebo
21st May 2010, 01:13 PM
Dergan Fellfist was a dwarven hero who faced and defeated an incredibly powerful hydra that had devoured no less than 300 warriors before he killed it in single combat.
His bones are supposed to be interred in these mountains - and this statue could very well be his final resting place.
Asharad
21st May 2010, 01:42 PM
I'll share that with the group.
Do ya'll want me to check out the other statues as well?
Sagar
21st May 2010, 06:37 PM
So, do we look for artifacts that can help us in upcoming battles or do we try to help any remaining dwarves then come back and look?
Lycos
24th May 2010, 10:49 PM
I'm thinking that we don't come back with all the orcs around here. Before word gets out that we were here, we need to be gone.
attriel
25th May 2010, 10:06 AM
Shere begins moving north through the hall, looking and listening for anything coming from outside.
Perception: Is there a courtyard in the middle of this underground cavern (unusual for dwarves isn't it?) or is this opening not something that's been there? Like, did the orcs manage to bring down a wall ... or a mountain ...
Perception 25
Greebo
25th May 2010, 10:36 AM
It becomes immediately apparent to Shere as he walks north (alone) that the passageway extends a long way, all the way to the north side of the mountain into which this monastery was built. (remember you entered from the west and it was up against a sheer mountain wall).
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2132&stc=1&d=1274794541
The left side of the above shows the end of the passage. You can see that a platform extends out into the open air from the wide mouth of the tunnel, and stair railings are visible going down. The right pic shows what the view must look like from outside.
Lycos
25th May 2010, 06:56 PM
If there are any survivors, I guess they are outside already.
Does Jacoby know any dwarven songs? (What do I roll for that?)
Sagar
26th May 2010, 07:55 AM
I want to check for magic. We should check for survivors. Let's head down the passage and down the stairs.
Sagar
26th May 2010, 07:55 AM
Is it windy or are the stairs in bad shape? I don't want anyone to fall off.
Greebo
26th May 2010, 10:40 AM
Is it windy or are the stairs in bad shape? I don't want anyone to fall off.
Are you joining Shere, then? What about the rest of you? And did you want to check for magic?
And Shere - right now you're some distance back yet from the end of the hall. What do you do now?
Kiir
26th May 2010, 10:45 AM
Urvi will join Shere and Raj in heading deeper in to check for survivors.
Sagar
26th May 2010, 11:15 AM
You know, guys. There may be protections on this nice, big, wide open hallway...
Greebo
26th May 2010, 12:03 PM
You know, guys. There may be protections on this nice, big, wide open hallway...
Answer my question and find out ;)
Sagar
26th May 2010, 01:17 PM
I already checked for magic and stuff around the statue.
Can I take another action of that sort?
Greebo
26th May 2010, 01:32 PM
Around the statue? No, but it's a big room.
So you're not joining Shere yet, I take it. So Urvi and Shere are ... oh 50 feet or so back from the mouth of the passage, and the rest of you are a couple football fields away from them.
Sagar
26th May 2010, 01:49 PM
Raj will move to join Urvi and Shere. He'll keep an eye out for magical or mundane traps as he goes.
Perception: +1+16 = 17
Arcana: +7+18 = 25
Greebo
26th May 2010, 01:57 PM
Raj will move to join Urvi and Shere. He'll keep an eye out for magical or mundane traps as he goes.
Perception: +1
Arcana: +7
You sense no other magic along the long, plain, wide hall. It appears to be just a very wide hall leading to the outside.
Asharad
26th May 2010, 02:02 PM
I'll move up too, looking for the magic and whatnot.
attriel
26th May 2010, 02:10 PM
Shere sighs as the group advances very cautiously. "Why would the dwarves boobytrap their home and the temple?"
He strides to the staircase to look out, to determine where the staircase leads
Not going on/down the case yet, just up to it and looking over the side
Greebo
26th May 2010, 02:19 PM
I will take it on faith that Jacoby also moved with the group, since Lycos hasn't been here today.
Initiative, please.
attriel
26th May 2010, 02:34 PM
oops.
Init 17
Greebo
26th May 2010, 03:05 PM
And also give me positions on the map based on this pic:
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2132&stc=1&d=1274794541
From the fires south 3 rows (4 total available rows) tell me where to put you.
Sagar
26th May 2010, 05:07 PM
Put Raj 2 rows back from the fires and in the column centered on the platform (3rd square from the right).
Init +6
Lycos
26th May 2010, 11:30 PM
Put Raj 2 rows back from the fires and in the column centered on the platform (3rd square from the right).
Put Jacoby in the same column, 1 row back.
+2 = 17 Init
Asharad
27th May 2010, 12:14 PM
INit:+1
I'll be towards the center of the room three rows back from the fires.
attriel
27th May 2010, 12:20 PM
Middle across of the 3-wide stair top, in line with the flames I'd guess.
Or wherever I have to be to have triggered this works too ;o
Kiir
27th May 2010, 12:58 PM
Put Raj 2 rows back from the fires and in the column centered on the platform (3rd square from the right).
Put Urvi in the same row, one column over (4th square from the right).
Init +2
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