Tiberious Attica |
Tiberious growls under his breath and moves to stand beside Aurix and hefts his one javelin ready to throw it at any foe that comes in range.
Perception?1d20 ⇒ 3
"Stand your ground! Girls get the hell back here you'll be cut off!" he roars out in concern as he sees the girls standing there in the middle of the courtyard with one wall already burning but fails to see any sign of a foe.
Action move to L8. Ready to throw javelin if comes within 20 ft range?
Rev DM |
Tiberious moves into the courtyard as his bellowed instructions revererate off the walls, his javelin poised.
No further need for Perception checks as Luce specifically pointed to where she had seen movement. Readied action is fine, Tiberious.
For those of the group inside the walls, you can now see arrow slits in the battlement walls and behind two of them, glowing blue creatures. The third hops out of Luce's flames and moves to a bell. Clanging now adds to the cacophony.
C1 moves out of the flames (taking 4 damage) and rings bell.
C2 targets Luce with Mind Touch.
C3 targets Anastria with Mind Touch.
From behind the arrow slits, bolts of crackling energy streak towards Luce and Anastria. Anastria ducks away, but Luce is less fortunate. Her head fills with nightmare images of Kyle dead or tortured and her fears overwhelm her.
Mind Touch (Ref). On hit, target is dazed (save ends).
1d20+5-2=13 - C2 v Luce. Hits. 1d6+3=5 psychic
5 psychic damage to Luce and she is dazed (save ends)
1d20+5=7 - C3 v Anastria. Miss.
Keeping as calm as she can, she gulps and repeats her gesture, allowing flames to blossom over the creature that hit her. Try as she will, she cannot shake the horrid images afflicting her.
Flame seed (Ref) v C2 at -2 for partial cover.
1d20+3=18. Hits. 2 damage to C2 and it will take 4 damage at the start of its turn.
Luce's save v daze: 1d20=3
Tiberious - you now have both C2 and C3 in range of your javelin and can attack either at a -2 penalty.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Save ends effects:
A save is made at the end of your turn after all actions have been taken. Exceptions are specifically noted (some powers allow you to save at the start of your turn and some classes allow it too). A save is simply 1d20 (1d20+1 in the case of humans). If you roll 10 or more you have saved against the effect.
Ongoing damage:
Ongoing damage is taken at the start of your turn. If, for example, you are hit by an attack which delivers 2 ongoing damage, you take that damage before anything else happens on your turn. You cannot save against it to end it until the end of your turn.
Daze:
Daze is a condition. If you are dazed, you grant combat advantage and may only take one of either a move, minor or standard action on your turn. You may not make opportunity attacks or take immediate reactions.
Anastria
Varis - halfway up the wall
Aurix
Vondal
Tiberious - readied action
C1
C2 - in Luce's zone and will take 4 damage at start of turn
C3
Luce (21/26hp) - dazed (se)
Anastria |
" Damn! " Hearing the bell ringing as well as Tiberious yelling for her and Luce to fall back she makes a split second decision she hopes she won't regret, Anastria gives chase to the blue creature that disappeared from view. She moves to the wall and then taking a deep breath and steeling herself she steps through the Feywild disapearing and emerging upstairs. She then enscribes arcane symbols in the air with her wand and mutters under her breath placing her curse on the glowing blue creature ringing the bell.
Move: to Q10
Move: Teleport using Fey Step racial power to R10
Minor: place warlocks curse on C1
Anastria |
Thats cool I was hoping seeing through the arrow slit would be enough :) but I understand.
" Damn! We need to stop that bell" Anastria replies to Tiberious. She makes a split second decision she hopes she won't regret and gives chase to the blue creature that disappeared from view. She moves to the stairwell and races up as fast as she can.
If she makes it far enough to see her enemy
She then enscribes arcane symbols in the air with her wand and mutters under her breath placing her curse on the glowing blue creature ringing the bell.
Double Move: up the stairs as far as she can/till she sees the creature.
Minor: If possible place warlocks curse on C1
Varis Shepherd |
Varis continues to make his way up the side of the building, creeping as best he can to remain unheard. At the top he finishes moving to the corner peering down the length at the smoldering 'Cimerph'. He looses the bow, from where he had slung it over his shoulder before the climb, and fires down the line at the creature. It's a clean shot, and should plague the thing to no end, but Varis is too busy hunkering back around the corner to witness the full effect, knowing that if he can just maintain his own hide site he can probably pick them off well from up here.
Move, the rest of the way up (4 sq), and over to G7 (last 3 sq)
Athletics 1d20 + 7 ⇒ (18) + 7 = 25, and Stealth 1d20 + 9 ⇒ (11) + 9 = 20
Minor, draw bow
Standard, Shadow Strike on C2, 1d20 + 7 ⇒ (14) + 7 = 21 vs AC (+2 with Combat Advantage if I am hidden). Damage 1d10 + 5 ⇒ (5) + 5 = 10 (plus Sneak Attack if I am hidden) 2d6 ⇒ (6, 1) = 7.
Special: If you are hidden when you attack, you can make a Stealth check to remain hidden after the attack. Stealth 1d20 + 9 ⇒ (19) + 9 = 28
Rev DM |
Anastria pounds up the stairs and drops a curse on the nearest enemy. Now she can see it clearly, the creature seems to be badly made of a bizarre mixture of clay and stone. It is barely held together with some form of blue flame and looks terribly mis-shapen. Although winged, she doubts it can fly fast or well.
Varis waits no longer before scaling the all and dropping shadowlike behind the battlements. As he drops into the shadows once more, he unleashes and arrow on his opponent, catching at ill-fitting tendons and delivering a grieveous wound.
Tiberious - make your readied attack at will. You can get C3 or C2 at -2 to hit.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Save ends effects:
A save is made at the end of your turn after all actions have been taken. Exceptions are specifically noted (some powers allow you to save at the start of your turn and some classes allow it too). A save is simply 1d20 (1d20+1 in the case of humans). If you roll 10 or more you have saved against the effect.
Ongoing damage:
Ongoing damage is taken at the start of your turn. If, for example, you are hit by an attack which delivers 2 ongoing damage, you take that damage before anything else happens on your turn. You cannot save against it to end it until the end of your turn.
Daze:
Daze is a condition. If you are dazed, you grant combat advantage and may only take one of either a move, minor or standard action on your turn. You may not make opportunity attacks or take immediate reactions.
Aurix
Vondal
Tiberious - readied action
C1 - cursed by Anastria
C2 - BLOODIED; in Luce's zone and will take 4 damage at start of turn
C3
Luce (21/26hp) - dazed (se)
Anastria
Varis - hidden
Rev DM |
C2's bad day gets abruptly worse as he receives a javelin full in the chest. Blue wings flap in pain.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Aurix
Vondal
Tiberious
C1 - cursed by Anastria
C2 - BLOODIED; in Luce's zone and will take 4 damage at start of turn
C3
Luce (21/26hp) - dazed (se)
Anastria
Varis - hidden
Aurix "BattleAxe" Rhogar |
Move to L13, Ranged Basic Attack with Thrown Handaxe against C3
Handaxe, Thrown Attack 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Critcal Confirm 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Damage 1d6 + 5 ⇒ (3) + 5 = 8
Aurix looses a basso roar and stomps forwards, drawing back his arm and then loosing the axe with a grunt of effort, sending the handaxe whistling through the air to strike the thing atop the wall.
Rev DM |
All - just to note that you don't have to roll to confirm a crit in 4e. A crit always does maximum damage. If you have a magic weapon, then you roll whatever its crit dice is for additional damage (i.e. normally an extra 1d6 per plus, but there are exceptions.
Aurix has, therefore, just done 11 damage.
Rev DM |
The dragonborn clomps cheerfully forward and finds his handaxe a new home in C3's body.
As a player, I applaud your superb rolls so far. As your hapless GM, I'm facepalming.
Note that as Tiberious's readied action went off after the monsters moved, he is now in a new init position.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Vondal
C1 - cursed by Anastria
C2 - BLOODIED; in Luce's zone and will take 4 damage at start of turn
C3
Tiberious
Luce (21/26hp) - dazed (se)
Anastria
Varis - hidden
Aurix
Vondal Brewerson |
Target C2 with Freezing Burst. 1d20 + 5 ⇒ (19) + 5 = 24 v Reflex, on a hit cause cold damage 1d6+4 and slide C2 to F16.
What are these things? Dungeoneering 1d20 + 10 ⇒ (3) + 10 = 13.
Vondal blasts the current target with ice, while racking his brain as to what these misshapen creatures might be.
Rev DM |
Roll damage please Vondal. It could be rather relevant to the next set of monster moves.
The dwarf thoughtfully slides the battered construct away from the arrow slit before it can do any more harm.
On consideration, he thinks that the creatures look like clay scouts, but clay scouts somehow built wrong.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
C1 - cursed by Anastria
C2 - BLOODIED; in Luce's zone and will take 4 damage at start of turn
C3
Tiberious
Luce (21/26hp) - dazed (se)
Anastria
Hand
Varis - hidden
Aurix
Vondal
Arbalaster
Vondal Brewerson |
Duh, I'm getting soft. No, it doesn't get a save in 4e, you target its reflex defence instead. Same thing, really, only it feels more like an attack instead of a save (and therefore a bit more dynamic, in my view). I didn't roll because I was tired and forgot to add the code. 1d6 + 4 ⇒ (2) + 4 = 6.
Rev DM |
The combination of heat and cold is too much for the construct. Badly made as it is, the rapid expansion and contraction ends in a short but conclusive explosion. Bits of blueish rock scatter over the battlements.
C1 attempts to daze Anastria, while C3 does the same to Aurix before moving clumsily towards the south gate below the battlements. The winged creatures seem to be responding to some kind of trigger.
Neither eladrin nor dragonborn can withstand the nightmare images inflicted on them. As horror replays through their heads, the pair lose any sense of where their assailants are.
Important note - this is completely my fault, but I forgot that dazed creatures cannot see the clay scouts. I'm not going to change anything now, but will use the mechanic for the rest of this encounter.
Mind Touch ((Ref). On hit target is dazed if dazed targets cannot see the scouts.
1d20+5=21 - C3 v Aurix. Hits. 1d6+3=8
8 psychic damage to Aurix and he is dazed (save ends) and cannot see the scouts.
1d20+5=19 - C1 v Anastria. Hits. 1d6+3=8
8 psychic damage to Anastria and she is dazed (save ends) and cannot see the clay scouts
As the sound of the alarm bell dies away, the closed door bursts open revealing a one-armed gnoll brandishing a battleaxe. His eyes alight with bloodlust, he pauses to undo the chains on another construct. This one looks like a giant wheeled crossbow and glows with the same blue tinge that afflicts the clay scouts. Like them, it seems mis-shapen and barely holding together.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria - dazed (se) and cannot see clay scouts
Hand
Varis - hidden
Aurix - dazed (se) and cannot see clay scouts
Vondal
Arbalaster
C1 - cursed by Anastria
C3
Rev DM |
Action Points:
You each get one at the end of any extended rest you take.
You gain an action point at each milestone (typically after two encounters).
They do not carry forward (i.e. if you end the adventuring day with 3 the number resets to 1 at the end of the extended rest).
You may use one Action Point per encounter only, however many you have stacked up.
You may use your AP to take one further action on your turn, whether it be a move, a minor or a standard action.
Action Points may be used while a character is dazed to gain an additional action.
Action Points may be used after a charge to gain an additional action. Note that normally if you charge that ends your turn.
At present, you all have one AP.
Aurix "BattleAxe" Rhogar |
As a question, what are the penalties of dazed when attacking a target other than the Scouts? Does it only apply to the action limit or do you also suffer penalties to attack rolls? Also, I noticed a lot in 4e that many effects can be shaken with a successful save. Is this effect one of those, and if so, how exactly do you roll saves on your turn?
Rev DM |
Let me try and clarify a bit. This will sound a lot more complex than it is.
Dazed is a condition. It applies to you and to all actions you take while under that condition. It makes no difference if a different creature dazed you to the one you attack.
The difficulty here is that there is an extra power attached to the scouts only. In their case, a dazed target cannot see any of the scouts - which is pretty nasty. Dazed characters can see the gnoll and the arbelaster perfectly well.
However, because you are still afflicted with the dazed condition, you can still only take one of either a move, minor or action on your turn.
Conditions tend to last either until the end of a turn or (as in this case) until the afflicted character saves.
You always make saves at the end of your turn except under very specific circumstances, none of which apply here. The last thing you do on any turn is to make saving throws. Being dazed doesn't affect that. You can always make a save, even if you're unconscious. Essentially it is a mechanic to ensure that you will always suffer at least one turn of a condition (whether it's good or bad).
Let me know if anything is unclear and I'll try to help out :)
Rev DM |
To continue with the question answering; daze does not affect your attack rolls at all. It restricts what you can do by limiting your actions to one per turn and it means you grant combat advantage automatically to everything. You cannot take any immediate actions either, so if something busts past you, you can't take a opp attack and swing at it. At higher levels this makes more of an impact when PCs have more choices of immediate actions.
In Aurix's case, if he is dazed and a marked target moved away from him, he would not be able to use his combat challenge to attack it as that is an immediate action.
Anastria |
HP: 17/25
A saving throw is a simple d20 roll. Roll over ten to save against x. If you are affected by more than one condition you get a save against each at the end of your turn. I hope I got that right it's been ages since I last played 4e
Tormented by nightmarish creatures of the fey wild Anastria spins frantically all around looking for a way to escape. She ducks down into the stairwell and whimpering she tries to will away the nightmares.
Move: To S7 and crouch down.
Save vs Dazed: 1d20 ⇒ 13
Rev DM |
Quite right, Anastria.
Anastria ducks and tries to fight off the images she knows cannot be real.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria - POSTED AND MADE SAVE
Hand
Varis - hidden
Aurix - dazed (se) and cannot see clay scouts
Vondal
Arbalaster
C1 - cursed by Anastria
C3
Tiberious Attica |
isnt it my turn before anastasia? sorry just confused, way i figured it is I used to go behind vondal but my action went off making me go now behind the constructs?
move to m 12, minor action draw second javalin, action throw at H
Attack1d20 + 5 ⇒ (1) + 5 = 6yeesh trip much?
dmg if hit1d6 + 3 ⇒ (4) + 3 = 7
Tiberious runs up and hurls his last javalin at the Gnoll standing near Aurix. "Pull yourself together Corporal! Stand and fight but stay near me." He yealls to him as he watches his javalin skitter across the paving stones. Wishing he had just drawn his spear instead.
Rev DM |
Tiberious moves further into the courtyard and assesses the situation. Trying to attract the gnoll's attention, he throws a diversionary javelin into its path.
Muzzle raised high, the one-armed gnoll snarls and slavers at the sight of intruders. Hefting his battleaxe, he paces sideways and then abruptly changes direction and charges Aurix. Overconident, he completely mistimes his attack.
Move to P16
Charge
1d20+8=11 (including +1 for charge). Utter rubbish.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Varis - hidden
Aurix - dazed (se) and cannot see clay scouts
Vondal
Arbalaster
C1 - cursed by Anastria
C3
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria
Hand
Aurix "BattleAxe" Rhogar |
Sorry Varis to jump the gun, apologizing for out of order but my home internet is super slow and while at school I have the best oppertunity to roll my action. DM is it possible to spend an action point to buy a standard action and use that extra standard action to use the same power if you miss? I don't know if a power is a once per turn use, so I thought I would ask.
Standard Action "Crushing Surge"
Targeting the Gnoll
1d20 + 4 ⇒ (5) + 4 = 9
Spending action Point to buy another Standard Action "Crushing Surge" again
1d20 + 4 ⇒ (17) + 4 = 21
Crushing Surge Damage 1d10 + 5 ⇒ (7) + 5 = 12
Gain 3 Temporary Hit Points
Aurix snarls as the gnoll closes with him but misses, thank Kord, with its attack. Summoning up his strength and blinking past the spirits fouling his mind, he swings his battle axe, but the mistimed strike sails wide of the creature. With a roar, Aurix summons up the remainder of his power and redirects the axe from the sideways chop to cleave back down to smash into the one-armed gnoll.
Rev DM |
@Aurix - no problem on the posting. It's always a bit of an issue with everyone in different time zones. In this case I can pretty easily stitch together what happens.
It depends on the power. If it's an At-Will power, yes you absolutely can. Also (and this applies mostly to fighters) if you have a power with the "reliable" keyword, if it doesn't hit, it isn't expended. In this case you could try again using an Action Point. Crushing Surge is an At Will, so your action is quite legal. It also mallets the gnoll rather nastily, but I'll hold off updating until Varis posts.
One more thing - you need to roll a save v Daze. Just roll 1d20 and hope it comes up 10 or higher.
Rev DM |
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Varis - hidden
Aurix - dazed (se) and cannot see clay scouts - POSTED
Vondal
Arbalaster
C1 - cursed by Anastria
C3
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria
Hand
Varis Shepherd |
Varis scuttles across the top of the north wall, staying low behind the battlements. Getting to the end of the row, he hops out and fires at the unsuspecting critter along the south wall.
Double move to F20, Stealth 1d20 + 9 ⇒ (11) + 9 = 20
Action Point, Standard, Deft Strike against C3, before the attack move 2 sq to H22, 1d20 + 7 ⇒ (12) + 7 = 19 vs AC (+2 with CA), damage 1d10 + 5 ⇒ (3) + 5 = 8 and 2d6 ⇒ (4, 3) = 7 with CA.
Rev DM |
Yes, I have a 3.5/PF rogue and she's only just starting become moderately useful in combat. Assuming she rolls out of single digits of course.
Varis streaks around the battlements and sends an unerring arrow into C3. The construct makes an eerie wheezing sound as something falls apart inside its insecure mechanism.
Down in the courtyard, Aurix takes full advantage of having the one armed gnoll next to him and smites mightly, driving his axe deep into the creature's rib-cage.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Vondal
Arbalaster
C1 - cursed by Anastria
C3 - BLOODIED
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria
Hand
Varis - used AP
Aurix - used AP; dazed (se) and cannot see clay scouts
Rev DM |
Ah. I see the problem. Flickr elected to save to different versions of the map. Varis got the one without the gnoll move on it. It happens sometimes. I'll repost the init list.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Vondal
Arbalaster
C1 - cursed by Anastria
C3 - BLOODIED
Tiberious
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria
Hand
Varis - used AP
Aurix - used AP; dazed (se) and cannot see clay scouts
Rev DM |
Vondal's blast of chill air freezes the slow-reacting gnoll.
The Arbalester creaks forward and fires bolts at Aurix and Tiberious.
Perverse Double Shot (AC). 50% chance that second shot will hit an ally within 5 squares of first target (in this case, the gnoll).
1-3 - hit Tiberious
4-6 - hit Hand
1d6=1 - if the second bolt hits at all, it will be Tiberious.
1d20+12=29 v Aurix. Hits. 3 damage.
1d20+10=23 v Tiberious. Hits. 3 damage.
3 damage to Tiberious and Aurix
The scouts do their best to bewilder more foes, as C1 aims at the warlord and C3 hops around the corner to try and slow Varis.
Neither of the pair can withstand the assault. For Tiberious, memories of petty cruelties and parade ground humilations come flooding back, while Varis is unable to shake the image of an eviscerated lamb lying at the feet of a grinning wolf.
Mind Touch (Ref). On hit target is dazed (se) and cannot see clay scouts.
1d20+5=15 - C1 v Tiberious. Hits. 1d6+3=9 (ouch)
1d20+5=18 - C3 v Varis. Hits. 1d6+3=6.
6 damage to Varis
9 damage to Tiberious
Both dazed (se) and unable to see clay scouts.
Damage totals this turn:
12 to Tiberious
6 to Varis
3 to Aurix
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Tiberious - dazed (se) and cannot see clay scouts
Luce (21/26hp) - dazed (se) and cannot see clay scouts
Anastria
Hand
Varis - used AP; dazed (se) and cannot see clay scouts
Aurix - used AP; dazed (se) and cannot see clay scouts
Vondal
Arbalaster
C1 - cursed by Anastria
C3 - BLOODIED