SeanDM's Leverage

Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


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Female Genasi - Cindersoul Swordmage 2
SeanDM wrote:

Total Damage to PLAYERS

Thringorn: 10 (but Savi can shield you for 9 of that, so you only take 1... I assuming she'll shield you -- she can only do it once per turn, but this seems like a good use of a shield)

I would definitely trigger it to protect the first person that S3 hit.


Savi-Kai's shield flares up between Thringorn and the skeleton as Thrin slides out of the doorway. (Thrin, you only take 1 point of damage from that OA). And Thringorn is easily able to slide out of the cell and get a hold of the other skeleton guarding the door.

Remember, Grabbed just means that an opponent cannot move (they're IMMOBILIZED). They can still ACT. So, this skeleton with his sword out can still try and chop at people... you'll need another person to jump in and help disarm him (also a standard action, treat it as a second Grab attack)
Other rules about a Grab:
You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through

======================================================================
INITIATIVE -- bold shows who's turn it is
Alester: weakened (1/2 dam)
Zvia

Nirifanya
Rallnik holding open the door, weakened
Rallnik's men (A-D) (all weakened)
Orla
Savi: weakened (1/2 dam)
Thanis: Bloodied
Thanis's men (E-H), (E is not weakened, the rest are): currently Grabbing S1.
Thringorn: weakened (1/2 dam), Grabbing S2
Skeletons
1: Grabbed by Allys E-H
2: Marked by Thanis, Grabbed by Thringorn
3: Marked by Savi (Aegis)
4:
======================================================================

Alester and Zvia are up (you can take your turns in any order).

<<current map>>


Female Githzerai Seeker 2

Zvia will move up as close to the door as she can this turn. I believe that will require a double move, so I cannot do anything else useful this turn.


A Quick Recap:

Each of you has been imprisoned; maybe unfairly, maybe deservedly… but you found yourselves in prison in the Kingdom of Karnnath (a military country similar to a Hollywood-styled medieval Russia/Eastern Europe). For some strange reason you were each transferred to Fort Bones. A keep on the edge of the kingdom, so far off the normal path, it shouldn’t be on the map anymore (to paraphrase Skywalker, “if there were a bright center of the kingdom, you’re in the fort farthest from it”). The fort seems deserted and broken-down. The only guards you have witnessed are the standard undead servants popular in Karrnath.

Your group sits in a strangely shaped cell, shared with Nirifanya (a spiritual, woodsey, half-elf), Rallnik (a likeable, brawny human Karrnathi officer), Thanis (a young, quiet half-elf Karrnathi officer), and 8 other Karrnathi soldiers. The cell has the ability to dampen your powers, and most of you are still cuffed with shackles that drain your strength.

The day is unknown, the time is too difficult to tell. You have attacked the guards. Some of you are out of the cell (a very tough squeeze), others are inside. Combat has started. If skeletons flee, they may bring help… if the combat continues too long, the noise may draw attention… These skeletons are weak, but if true Karrnathi skeletal warriors show up and your strength is still sapped, you’re in trouble. Just to be aware: Thanis is in the most dangerous situation, he’s bloodied (below half health) and he’s surrounded…

This is a link to page 1 that has lots of background information on it, if you need it (including world info, Karrnath info, Fort Bones info…).

I will update the turns this afternoon. Orla and Savi will be up next.


Female Genasi - Cindersoul Swordmage 2

When it is my turn...

I turn to Thanis' men and gesture to S1. Disarm it as fast as you can. I am going to try and bring us another sword.

Renew Aegis of Shielding on S3

Lightning Lure on S3 vs Fort
1d20 + 7 ⇒ (6) + 7 = 13

Well at least I got the shield up.


Female Eladrin Bard 2

Waiting to see what Nirifanya does before I go...


Male Human Blackguard Level 2

Do I still get a turn? I know I haven't posted in a while so its cool if I lost it...But I would like to crush something if I can!


Alester! YAY!

Yes, crush away.... sorry I missed your name in the initiative.
Check up above for the special rules of the room, and how to get through the trap door if you want to try. The skeleon in the room is probably well taken care of, so you may want to go after another target if possible.

I will Nirifanya and the map after work.


Male Human Blackguard Level 2

I will movce to I15 and attack Thanis with just a regular Melee attack

Alester tries to swing his fists at Thanis

Attack role VS AC 1d20 + 5 ⇒ (5) + 5 = 10 Pretty sure that is a miss...


Alester has momentarily turned to The Dark Side.

Ahhh! What did Thanis do to you? lol Don't attack Thanis, he's on your side :P
PS. You'll have to roll to get through the door too:
"Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through"

HAHAHA it really has been a long time for us all :)
Alester, go ahead and redo your turn.


Savi's lure just barely misses the skeleton, but she draws its attention... (he's marked)

Niri mumbles that nature's spirits are very weak here (he can't use all his powers, for some reason), then shifts behind Thringorn and attempts to help Thanis (Move: Shift to L16, Minor Actions: Barkskin and Healing Spirit... Thanis is no longer Bloodied!)
Rallnik continues to hold the door and will assist the first person to try and get through (The first person to try to go through gets a one time +2 on their Acrobatics Check, check out the MAP NOTES below). His men take over the restrained skeleton and begin pummeling it to the ground...

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Map Notes:

It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Alester: weakened (1/2 dam) -- waiting on new move
Zvia
Nirifanya
Rallnik holding open the door, weakened
Rallnik's men (A-D) (all weakened): currently Grabbing S1.
Savi: weakened (1/2 dam)
Orla
Thanis: Barkskin (+3 to AC for one turn)
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S2, (and has keys from the skeleton guard)
Skeletons
1: Grabbed by Allys A-D
2: Marked by Thanis, Grabbed by Thringorn
3: Marked by Savi (Aegis)
4:
======================================================================
Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Alester and Orla, you're up!

<<map>>


Female Eladrin Bard 2

Orla unleashes vicious mockery involving the mother of S4.

Vicious Mockery on S4 vs Will
1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16

Is it still Acrobatics to move past someone without incurring an attack of opportunity? I'm considering also moving to F16 this turn...


Male Human Fighter 2

I think I have already done this but I want to be sure, as it is only a free action and reminder as Thrin has his skelly grabbed, he will plead with those in the hall to get the key off this skeleton he has grabbed and get the cell door open. I think it's still a good plan to get the skellies locked up in the cell and take their keys, since we can't really do damage to them.


Female Eladrin Bard 2

"Thringorn, I'll take those keys, you get that skeleton out of my way." Orla uses her move action to get the keys and head for the door. Instead of moving down the hallway as I was originally thinking.


Orla's psychic jab hits home on the skeleton ("My mother's a zombie?!")-2 to all of S4's attacks, and Orla you can roll for damage - and since you're free of the room and cuffs, FULL POWER! :)

Orla's able to grab the keys off the skeleton without too much trouble (That moves you to K15). Thringorn, in order to move the skeleton out of the way, you'll have to use a Minor action to maintain the hold, and a Standard action to move him (Str vs Fort: 14)... If you don't move the skeleton, Orla will get hit by an attack of opportunity next turn when she tries to unlock and open the door.

Up next: Alester, Thanis, then Thringorn.


Female Eladrin Bard 2
SeanDM wrote:
Orla's psychic jab hits home on the skeleton ("My mother's a zombie?!")-2 to all of S4's attacks, and Orla you can roll for damage - and since you're free of the room and cuffs, FULL POWER! :)

Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Thanis continues to swing away at the skeletons around him. (minor damage to S4... and switching his Mark from S2 to S4) Meanwhile his men manage to wrestle the guard's only weapon from him and toss it over towards Savi. (There's a longsword up for grabs! it gives you a +3 proficiency bonus to hit, does 1d8, and does +1 damage if you use it two-handed). The skeleton in the room is secure (no keys, no weapon, and easily held by the soldiers in there). "We're ready for another! Send them in..."

Your fellow prisoners may actually be enjoying this.

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Map Notes:

It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Alester: weakened (1/2 dam) -- waiting on new move
Zvia
Nirifanya
Rallnik holding open the door, weakened
Rallnik's men (A-D) (all weakened): currently Grabbing S1.
Savi: weakened (1/2 dam)
Orla
Thanis: Barkskin (+3 to AC for one turn)
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S2, (and has keys from the skeleton guard)
Skeletons
1: Grabbed by Allys A-D
2: Marked by Thanis, Grabbed by Thringorn
3: Marked by Savi (Aegis)
4:
======================================================================
Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Alester and Thringorn, you're up!

<<map>>
http://fc06.deviantart.net/fs71/f/2012/034/2/6/lev_map_1_4_by_murraysv75-d4 okcyt.jpg


Male Human Fighter 2

Alester will attempt to maintain the grab and drop the keys behind him.

Get the door unlocked so we can get the other skellies in there!

Strength Check (maintain)
1d20 + 5 ⇒ (19) + 5 = 24

Strength Check (move skellie back to J17)
1d20 + 5 ⇒ (11) + 5 = 16


ROFL... again, it looks like it's been too long for us all :P
Dave, you called yourself Alester!

THRINGORN easily drags his captured skeleton away from the door. Orla has a clear shot at the door (It will take a Standard Action (your attack) to get this door unlocked and openned, you'll need to be adjacent to the door (obviously, lol), and if there's a skeleton next to you when you do it, he'll get a free attack on you.)

Ps, no need to reroll a maintain grab str check, you just have to spend the minor action to sustain it, and you're able to hang on. The roll is only required if you want to move him or grab someone else.


The two skeletons on Thanis lash out, but are ineffective against his new barkskin armor. And the others remain held tight, but Thringorn's skeleton is still putting up a good fight...

Skeletons' Turns:
S1: he's done... completely restrained.
S2: uses its Move to try and break free from Thringorn: 1d20 + 3 ⇒ (8) + 3 = 11 vs Thrins Ref... lol, I think that's what he rolled last time... *FAIL* the skeleton is still grabbed by Thringorn.
S2: uses its Standard to attack Thrin 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 vs AC, hit for 1d8 + 4 ⇒ (4) + 4 = 8 damage.
S3: attacks Thanis 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 vs AC (12+3) *miss*, and then shifts away... looking to run.
S4: attacks Thanis 1d20 + 6 ⇒ (2) + 6 = 8 vs AC (12+3) *miss*

Rather than having Alester attack Thanis (his ally) as originally stated, he'll use his turn to pick up the skeleton's longsword and wait for the door to open. Alester is armed and dangerous!

<<new turn>>

Total Damage to PLAYERS:
Thringorn: 8 (from the skeleton you're holding)

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Map Notes:

It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Alester: weakened (1/2 dam) -you've got a longsword... but you may need to delay till after Orla opens the door
Zvia

Nirifanya
Rallnik holding open the door, weakened
Rallnik's men (A-D) (all weakened): currently Grabbing S1.
Savi: weakened (1/2 dam)
Orla
Thanis: Barkskin (+3 to AC for one turn)
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S2, (and has keys from the skeleton guard)
Skeletons
1: Grabbed by Allys A-D
2: Grabbed by Thringorn
3: Marked by Savi (Aegis)
4: Marked by Thanis
======================================================================
Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Alester and Zvia, you're up!

<<map>>


Male Human Blackguard Level 2

I will delay after Orla opens the door so I can use the longsword.


Good call...
Zvia, it's all you -- unless you want to wait for Orla too


Female Githzerai Seeker 2

Yes - I want to wait until Orla opens the door, please.


Nirifanya calls up a momentary thunder spirit that strikes out at the fleeing skeleton and then fades away... (Niri attacks S3: 1d20 + 5 ⇒ (9) + 5 = 14 vs Fort, hit for 1d6 + 4 ⇒ (2) + 4 = 6 dam, AND Thanis gains some temp hp). Everyone else waits to burst through the door once Orla frees them (Rallnick and his men delay too).

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
Getting through the door: It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Map Notes:

It costs three movement points to squeeze through the door's food openning, and requires an Acrobatics Check (DC 16) to get through.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Nirifanya
Savi: weakened (1/2 dam)
Orla
Alester: weakened (1/2 dam)
Zvia

Rallnik: weakened (1/2 dam)
Rallnik's men (A-D) (all weakened): currently Grabbing S1.
Thanis
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S2, (and has keys from the skeleton guard)
Skeletons
1: Grabbed by Allys A-D
2: Grabbed by Thringorn
3: Marked by Savi (Aegis)
4: Marked by Thanis
======================================================================
Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Orla and Savi you're up! Then Alester and Zvia.
Remember it's a standard action to unlock the door, and a minor to open it...

Same Map


Female Eladrin Bard 2

Orla unlocks the door and opens it. If Orla *doesn't* have to move to do that, then she'll take a Fey Step to F16 after opening the door. If she does have to move, then she can't take the Step.


Orla throws the doors open and then teleports herself down the hall to cutoff the fleeing skeleton.
Excellent! Nicely done :)

Save, Alester, Zvia you're all free to take your turns in whatever order.
Same map, except Orla is now at F16


Male Human Fighter 2

The secret is out, I've been living vicariously through Alester. Huzzah!

Damn this inferiority complex!


Female Genasi - Cindersoul Swordmage 2

I move up next to Thanis (H16) spinning my blade and hands in an intricate pattern. A glow surges from me to the blade and pulses outward in a circle around me.

Sword Burst vs REF
S3 1d20 + 7 ⇒ (15) + 7 = 22
S4 1d20 + 7 ⇒ (9) + 7 = 16
Damage
1d6 + 6 ⇒ (2) + 6 = 8 (only half damage if I hit)

Aegis of Shielding on S2


Savi's ring of force knocks into both skeletons(Good hit, I put the skeleton's defenses below). In her weakened state it doesn't do much damage, but it is enough to bloody one of the skeletons (S4 is at half-health). Unfortunately, Savi's attack causes the skeleton to release a wave of necrotic energy...
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of S4), attack vs REF for 1d6 + 2 ⇒ (4) + 2 = 6 necrotic damage.
Alester: 1d20 + 5 ⇒ (6) + 5 = 11 *miss*
Orla: 1d20 + 5 ⇒ (10) + 5 = 15 **HIT** for 6 necrotic damage
Rallnick: 1d20 + 5 ⇒ (10) + 5 = 15 **HIT** for 6 necrotic damage
Savi: 1d20 + 5 ⇒ (18) + 5 = 23 **HIT** for 6 necrotic damage
Thanis: 1d20 + 5 ⇒ (17) + 5 = 22 **HIT** for 6 necrotic damage
Thringorn: 1d20 + 5 ⇒ (2) + 5 = 7 *miss*

Total Damage to PLAYERS:
Orla and Savi-Kai: each take 6 damage

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
The cell door is now open!

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12

Map Notes:

Cell Door is open.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Nirifanya
Savi: weakened (1/2 dam)
Orla
Alester: weakened (1/2 dam)
Zvia

Rallnik: weakened (1/2 dam)
Rallnik's men (A-D) (all weakened): currently Grabbing S1.
Thanis
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S2, (and has keys from the skeleton guard)
Skeletons
1: Grabbed by Allys A-D
2: Grabbed by Thringorn
3: Marked by Savi (Aegis)
4: Marked by Thanis, Bloodied!
======================================================================
Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Alester and Zvia, you're up!

<<Newest Map>>


Male Human Blackguard Level 2

Alester will move to H15 and attack the Skeleton at G15 with Ferocious Strike this will grant me comabt advantage on the skeleton next turn

Alester swings the longsword with all the anger that he has been holding in while in prison.

Attack roll vs AC 1d20 + 5 ⇒ (10) + 5 = 15 Not sure if that is a hit..If its a miss I will use my Heroic effort to add a + 4 to hit.

"Be glad death has already come to you skeleton because this one would of been painful!"

Damage Roll 1d8 + 5 ⇒ (1) + 5 = 6 crappy roll is halved so that is 3 dmg...sigh


Being locked in prison so long made Alester's first attempt at a swing a little rusty, but with grim resolve he's able to regain his swing and make contact with the skeleton (AC =17, so you needed your Heroic Effort).

PS: Rereading Ferocious Strike , I think you get Combat Advantage against any target, it doesn't have to be the one you hit this round. It's the first person you attack before the end of your next turn... so, basically you get a +2 to hit the next person.
Very Useful (I like that better than forcing you to hit the same target)!

<<Same Map -- except Alester is at H15 instead of I14>>

Zvia's up!


Female Githzerai Seeker 2

I step out into the hallway (K15). "Not so fast, Bones." I throw one of my rocks at S3, calling on the Grappling Spirits to slow him down.

1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8 versus AC "Next time..."


Zvia's stone clatters off the wall down the hall...
With the doors now open it looks likely that you'll be able to throw the skeletons in there.
Rallnik begins gathering the loose chain and has his men tie up their prisoner (S1 is stripped and chained).
Thanis continues to try and beat on the skeleton in front of him (Punch: 1d20 + 4 ⇒ (18) + 4 = 22 HIT for: 1d4 + 3 ⇒ (1) + 3 = 4damage).
While his men move into the hall to take Thringorn's captive, "We take this one for you, sir!"

Thrin, you can release your grab as a free action and Thanis's men will take over the hold

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
The cell door is now open!

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12

Map Notes:

Cell Door is open.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Nirifanya
Savi: weakened (1/2 dam)
Orla
Alester: weakened (1/2 dam)
Zvia
Rallnik: weakened (1/2 dam)
Rallnik's men (A-D) (all weakened)
Thanis
Thanis's men (E-H), (E is not weakened, the rest are). Waiting to take S2 from Thringorn
Thringorn: weakened (1/2 dam), Grabbing S2.
Skeletons
1: Chained up in the room.
2: Marked by Savi (Aegis), Grabbed by Thringorn
3:
4: Marked by Thanis, Bloodied!
======================================================================

Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Thringorn, it's all you!

<<newer map>>
PS. The map shows that S3 is marked by Savi, that's not true... S2 is marked by Savi -- she switched last turn, and I forgot to change the dots on the map!


Male Human Fighter 2

Thringorn will release the skeleton he his holding over to Thanis' men to drag back into the cell. He will then shift to I17 and grab Skeleton 4 to try and get him into the cell.

Strength Check to grab Skeleton 4
1d20 + 5 ⇒ (7) + 5 = 12

Due to the necessity of us getting out of here and quickly, I will use an AP, which will guarantee the grab.

AP
1d6 + 12 ⇒ (1) + 12 = 13

Good thing I only needed a 13 hehe.

HP: 34/42 Temp HP: 0/0 Surges: 10/10 AP: 0/1


Thringorn passes off his prisoner and summons enough energy to grab another skeleton. (Good use of an Action Point!).

The skeletons attempt to make a run for the exit, while attacking anything they can in their way.
Skeletons' Turn:
S1 - nothing.
S2 - tries to break free but cannot
S3 - attacks Orla who's in his way 1d20 + 6 ⇒ (17) + 6 = 23 vs AC, **HIT** for 1d8 + 4 ⇒ (3) + 4 = 7 damage!
moves to
S4 - attempts to break free (1d20 + 3 ⇒ (3) + 3 = 6 vs Thrin's Ref, *FAIL* Thringorn has a solid grip on the skeleton), and then swings his blade at Thanis who has him marked 1d20 + 6 ⇒ (1) + 6 = 7 *miss*

Nirifanya, moves up to Thringorn and tries to remove the skeleton's sword and keys. ([ooc]1d20 + 1 ⇒ (16) + 1 = 17 vs Ref -- Success!). "I have this one's weapon! Some take this blade."

Total Damage to PLAYERS:
Orla takes 7 damage

Effects of the Room:

Everyone suffers a -10 to damage while in the room.
Everyone that is cuffed is WEAKENED.
The cell door is now open!

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12

Map Notes:

Cell Door is open.
The exit to upstairs is at the North end of the hall.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Nirifanya
Savi: weakened (1/2 dam)
Orla
Alester: weakened (1/2 dam)
Zvia

Rallnik: weakened (1/2 dam)
Rallnik's men (A-D) (all weakened)
Thanis
Thanis's men (E-H), (E is not weakened, the rest are).
Thringorn: weakened (1/2 dam), Grabbing S4.
Skeletons
1: Chained up in the room.
2: Marked by Savi (Aegis), Grabbed by Thanis's men (E-H)
3:
4: Marked by Thanis, Bloodied! Grabbed by Thringorn

======================================================================

Rules on Grab, if you need them...:

Grab: Standard Action
Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn (Move action to escape: Acrobatics check vs your REF or Athletics check vs your FORT).

Grabbed just means that an opponent cannot move; they're IMMOBILIZED. They can still ACT and ATTACK.
If you want to prevent an attack or disarm an opponent, you'll need a SECOND PERSON to jump in and make a second grab attack while you maintain the first grab.

You need to spend a Minor Action to sustain the Grab, and a Standard Action (str vs fort) to move a grab.
Other people can ASSIST you with either the act of grabbing or the act of maintaining the grab (not both), it's a Standard Action to do that assist (no roll necessary) and you get a +2 bonus to Grab or they get a -2 penalty to escape.

Savi and Orla, then Alester and Zvia

<<New Round's Map>>


When S3 moves from G15 to F15, Alester, Orla, and Savi all get an Opportunity Attack.
1 Free Basic Melee Attack each, if you want it.

Also, Orla, how are you doing hp-wise? You've been hit a couple of times...


Female Eladrin Bard 2

Whoops, I completely forgot about the hit I took back in ... errr, October, I think. The necrotic damage bloodied Orla, and she's current got 3 HP left.

Orla tries to clothsline S3 as he moves next to her square. "Not so fast..."
Basic unarmed melee attack: 1d20 - 3 ⇒ (18) - 3 = 15

When her turn arrives, Orla utters a Majestic Word, which allows her to spend a healing surge. (Regains 12 points, bringing her up to 15, which is no longer bloodied.) (Errr, or wait, would taking a second wind make more sense? Not sure what the rules are for that.)

Then she unleashes more Vicious Mockery on S3, "What kind of misbegotten creature would hit an unarmed woman?":
1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 The skeleton cringes and takes 1d6 + 5 ⇒ (5) + 5 = 10 damage, as well as being -2 to hit for the next turn.


Your Second Wind is a Standard Action, so you wouldn't be able to cast Vicious Mockery. The up-side: It gives you a +2 to all defenses for one turn; The down-side: You don't get as much healing, b/c your Majestic Word adds 5 to the surge value... If you still have your Action Point, you could do both if you want to really heal up!
I don't mind if you change your action.


Female Eladrin Bard 2
SeanDM wrote:

Your Second Wind is a Standard Action, so you wouldn't be able to cast Vicious Mockery. The up-side: It gives you a +2 to all defenses for one turn; The down-side: You don't get as much healing, b/c your Majestic Word adds 5 to the surge value... If you still have your Action Point, you could do both if you want to really heal up!

I don't mind if you change your action.

Nah, I'll stick with what I wrote in the first place, and save my second wind and action point.


Female Eladrin Bard 2

PS Should the opportunity attack on S3 also get combat advantage (flanking)?


Orla wrote:
PS Should the opportunity attack on S3 also get combat advantage (flanking)?

If you had been at F15 or Alester had been at H14, then you would flank. In this case, no.

FLANKING: The line that connects the center of your square to the center of your flanker's square cannot pass through consecutive sides of your opponent. The only way to flank from the corner of an opponent is to have someone directly across from you at the other corner.


Female Genasi - Cindersoul Swordmage 2

I will go for my attack of opp on S3 as he flees
Basic Melee
1d20 + 6 ⇒ (13) + 6 = 19
Damage
1d8 + 2 ⇒ (8) + 2 = 10 (Half for my weakend state.)

I run up to Orla (F17) and motion as if to throw my sword...a flashing, arching light stretches out towards the fleeing skeleton...

Lightning Lure
1d20 + 7 ⇒ (1) + 7 = 8 vs Fort
It scorches the wall behind him...I barely catch it before throwing it back out again.

AP for Lightning Lure
1d20 + 7 ⇒ (17) + 7 = 24 vs Fort Finally!
Damage
1d6 + 6 ⇒ (4) + 6 = 10 (Half)

As the light surges through the skeleton, it is pulled to my side (E16).

Aegis of Shielding on S3

Status= HP: 29/37, Surges: 10/11(-1), AP: 0/1


Alester you still have an OA on S3 for when he ran.

Regardless of the damage Alester does with his OA, at some point (it'll either be with Orla's damage or Savi's damage's before the pull depending on Alester's OA), the skeleton, S3, gets bloodied and explodes with negative energy. Since he was at B15 when it happens, and it only has a radius of 3, it misses everyone.

Orla and Savi pummel the fleeing skeleton with magic, it is getting closer to re-death (?), un-undeath (?), non-undead (?), pile of bones :) S3 is now Bloodied

However, Savi, your movement from H16, does provoke an OA from the skeleton at H17. Grabbed only means it cannot move, it can still attack. Now, Nirifanya did disarm it. So S4 only tries to bat at you with it's skeletal claws:
OA Claw Attack from S4 vs Savi: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 vs AC: **miss**

Zvia and Alester, you're up!
Alester, don't forget about your free basic attack (OA) vs S3 before your turn

<Newest Map>


Female Eladrin Bard 2

"Oh, well done Savi-kai!"


Male Human Blackguard Level 2

Alester see the skeleton trie to move away an swings his sword.

OA is a big miss... 1d20 + 5 ⇒ (3) + 5 = 8

Alester glares angrily at the skeleton... as he tends to do often


Male Human Blackguard Level 2

I will move to F15 and try to attack S3 at E16

You shall not escape my wrath!

I will use Ferocious Strike against the skeleton!

Attack roll Str VS AC plus my Bonus from the previous strike1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 and I am pretty sur ethat is a hit!

Damage roll: 1d8 + 5 ⇒ (6) + 5 = 11 I think that would be 5 Damage to the skeleton! (halved still!!!)

You didn't escape my wrath! Mwhahahah!


Good solid hit. S3 is near death.
"Near Dead" is a term I use to imply that a creature is roughly 1 hit from dead. Generally, we're talking single digits... It's Super-Bloodied.

Zvia, it's all you!


PS. I added another spoiler block to the Campaign's Info Tab. It's all the Major Eberron Religions. That page also has all the major kingdoms, planes/realms, dragonmarked guild houses, and key maps.
(Let me know if something isn't clear or doesn't make sense, I've played with the format a few times to make it better.)


Female Githzerai Seeker 2

I pull out another rock. "This time for sure..." I say as I throw it.

Grappling Spirits
1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16 versus AC (17)

We need this to be over, I'll spend an action point:
Grappling Spirits plus action point
1d6 + 16 ⇒ (4) + 16 = 20 should be a hit! I believe rock damage is d4? 1d4 + 5 ⇒ (2) + 5 = 7 damage, then, and if it's still "alive", it's slowed and can't shift until the end of its next turn.

"About bloody time I hit something..."


Another option for your action point is to spend it and gain a +1d6 to any d20 roll you've made. In this case, where you know you've missed by 1, a +1d6 makes your attack an automatic hit. Just an option.

Zvia's spirit infused rock cracks open the skeleton's skull and the last of his necrotic energy leaks out.
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of S4), attack vs REF for 1d6 + 2 ⇒ (6) + 2 = 8 necrotic damage.
Alester: 1d20 + 5 ⇒ (17) + 5 = 22 **HIT** for 8 necrotic damage
Orla: 1d20 + 5 ⇒ (17) + 5 = 22 **HIT** for 8 necrotic damage
Savi: 1d20 + 5 ⇒ (18) + 5 = 23 **HIT** for 8 necrotic damage
Thringorn: 1d20 + 5 ⇒ (13) + 5 = 18 **HIT** for 8 necrotic damage

...yikes, check out those rolls!

Total Damage to PLAYERS:
All players except Zvia take 8 hp damage.


Combat's Over!

With the rest of the skeletons easily grabbed and outnumbered, it only takes a few moments to secure them in the cell. They are not carrying much: a few sets of keys (that appear identical) and a longsword each, no coins. These keys do NOT work your cuffs. They only open doors, as far as you can tell (each set has four keys on it -- they all appear to be door lock keys). Thanis claims one of the swords (and Alester is already using another), but that leaves 2 longswords up for grabs. Longsword: military weapon, +3 proficiency bonus to hit; 1d8 damage, +1 dam if you use it two-handed


Everyone gets 115 xp -- I keep a running tally on my main page, but you're welcome to also keep it to make sure we agree, lol.

You can also take a moment to catch your wind.
All encounter powers refresh.
You may spend any number of healing surges to regain lost hp.
KEEP TRACK OF YOUR HEALING SURGES - they don't refresh until you sleep for the night!

The exit appears ahead. You know that it leads back up to the surface, and into the heart of Castle Bones. The hall you are in also goes further into the Keep's dungeon... you're welcome to try that way too.

Thoughts and plans?

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