SeanDM |
Nirifanya moves to the top of the steps just under Savi. With a sigh of relief he is finally able to call on the spirits for help.
"Spirits of Lamannia, come to our aid!".
A spectral tiger jumps forms up from the ground between Savi and the skeletons. Thunder erupts on Savi's target, nearly bloodying it.
Nirifanya's actions:
Move to Green2. Minor: Summon Spirit Companion. Standard: Lamannia's Warding
vs sk5: 1d20 + 5 ⇒ (17) + 5 = 22 vs Fort. HIT:1d6 + 4 ⇒ (5) + 4 = 9 thunder damage
AND ALL allies adjacent to the spirit gain damage reduction of 3
ALSO, Savi gains 3 temp hp.
Niri's Tiger Spirit:
The is an ally creature.
It occupies a square, and it can be used for flanking
It also sometimes grants bonuses to adjancent allies depending on the spell that Niri casts.
Alester, Savi, and Nirifanya have DR3 for the next turn as long as they stay adjacent to Nirifanya's spirit companion.
<<New Map>>
Zvia, it's your turn.
SeanDM |
Seeing Zvia run up the stairs, the rest of your fellow prisoners being to file forward as well...
The skeletal guards continue their attacks, but you seem to have a defensive foothold and easily parry their assaults. Alester and Savi calmly absorb every attempt to drive them back down the stairs.
Skeletons:
5: Attacks Savi: 1d20 + 6 ⇒ (1) + 6 = 7 vs AC, *major miss*
6: Activates the trap: It targets Squares: 1d9 ⇒ 5 and 1d9 ⇒ 5 and 1d9 ⇒ 9 and 1d9 ⇒ 4 (each square can only hit once):
- Trap Attack vs Zvia: 1d20 + 5 ⇒ (8) + 5 = 13 vs REF, *miss*
- Trap Attack vs AllyA: 1d20 + 5 ⇒ (5) + 5 = 10 vs REF, *miss*
- Trap Attack vs AllyD: 1d20 + 5 ⇒ (8) + 5 = 13 vs REF, **HIT** he takes necrotic damage and is slowed...
---new round---
1: Ignors Rallnik's mark and again attempts to push Alester back into the stairs... Rallnik gets a free OA on Skeleton1: 1d20 + 7 ⇒ (17) + 7 = 24 vs AC, hit for: 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14 divided by 2... Then the skeleton gets its BULL RUSH vs Alester: 1d20 + 3 ⇒ (7) + 3 = 10 vs FORT, *miss*
2: Attacks the newly risen Thanis 1d20 + 6 ⇒ (20) + 6 = 26, CRIT! for 12, though Niri's spirit creature blocks some of the damage.
In the middle of the skeleton melee, Thanis stands up. A strange look covers his face. He seems just as shocked as everyone else that he is standing, he looks at the hole in his chest that has healed somewhat. Unfortunately, in the middle of his dazed state, the nearest skeleton stabs him again nearly sending him back to the realm of the dead (Poor guy, his strange power kicks in, healing him, getting him back in the fight, and he gets critted as he stands up! lol ).
Savi is in the room at D4 (above the stairs and free to move)
Zvia is on the stairs at Green4 (can only see Green3 and Green5)
Niri is at Green2 (just below the top of the stairs and able to see into the room)
NPC allies are on the stairs and down the hall, behind Zvia
On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s
If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).
Total Damage to PLAYERS:
none
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.
Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed
The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
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
Skeletons
1: Marked by Rallnik, Bloodied! (near dead)
2:
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied!
4:
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, D is SLOWED (se))
Thanis's men (E-H), (E is not weakened, the rest are)
5:
6:
Thanis: Bloodied!
======================================================================
Alester and Thringorn, you're up!
Orla |
Orla wrote:Savi, want Orla to use the Virtue of Cunning to slide you to C3, D3, or E3?E3 would be great. It opens up the stairwell for more people and I can hopefully get access to S6 shortly.
Okay. When S5 misses Savi, Orla uses the Virtue of Cunning to slide her to E3.
SeanDM |
It was a good enough hit, that skeleton only had 2hp left. So, even weakened, you're still golden.
Alester drives his blade through the skeleton that has been harassing him. The necrotic energy holding the undead together explodes out catching Thanis and Savi at the edge of the burst..
S1 is dead.
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square B3), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
Rallnik: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Orla: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Alester: 1d20 + 5 ⇒ (5) + 5 = 10 miss
Thanis: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT! for 8 damage
Nirifanya: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Nirifanya's Spirit Beast: 1d20 + 5 ⇒ (11) + 5 = 16 *hit* but no effect.
Savi: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT! for 8 damage
NOTE: Savi and Thanis are still protected by Niri's Spectral Tiger, they get Damage Reduction 3. Which saves Thanis from dying again.
Total Damage to Players:
Savi: 8 (minus 3 from the spectral tiger) = 5
SeanDM |
Rallnik moves around the outside of the room and positions himself to help his karrnathi brother and takes a piece of bone out of his target.
Attack vs Skel2 (marking it): 1d20 + 7 ⇒ (13) + 7 = 20 vs AC, hit for 1d8 + 6 ⇒ (2) + 6 = 8 divided by 2 => 4.
The skeleton that is nearest the stairs, makes a grab for Savi, but just bearly misses her (Their "simple programming" is to try and keep as many of you in the stair well as possible while they activate the trap... he was probably hoping to grab you and then throw you down the stairs next turn).
Grab vs Savi: 1d20 + 3 ⇒ (12) + 3 = 15 vs REF, *miss*
THRINGORN! You get an OA vs Skel4 for it attacking Savi.
Zvia is on the stairs at Green4 (can only see Green3 and Green5)
Niri is at Green2 (just below the top of the stairs and able to see into the room)
NPC allies are on the stairs and down the hall, behind Zvia
On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s
If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).
Total Damage to PLAYERS:
none
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.
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed
The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
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
s2: Marked by Rallnik
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied! GETS AN OA!
s4: Marked by Thringorn
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, D is SLOWED (se))
Thanis's men (E-H), (E is not weakened, the rest are)
s5: Marked by Savi
s6:
Thanis: Bloodied!
======================================================================
Savi, Orla, and Zvia, you're all up!
Savi-kai |
I recover from the blast of the fallen skeleton and move in an intricate pattern around S4, just barely stepping outside of his grasp. As I whirl around, I use his stumble to strike.
Lightning Clash on S4 vs AC
1d20 + 11 ⇒ (15) + 11 = 26
1d8 + 7 ⇒ (1) + 7 = 8 = 4
With a sizzling flash a bolt of lighting flies from the skeleton (s4) to his brethren (S6).
Lightning Clash pt 2 on S6 vs Ref
1d20 + 11 ⇒ (10) + 11 = 21
1d6 + 7 ⇒ (2) + 7 = 9 = 4
I pull the sword back over my head, wiping smudges of char onto my prison garb.
Orla |
"Poor little skeleton, marked by Thringorn; die again today, with all of our scorn."
Vicious Mockery on S4 vs Will
1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
1d6 + 5 ⇒ (3) + 5 = 8 damage and -2 penalty to any attacks until Orla's next turn
PS Zvia would like to hold her action until Nirifanya has had a chance to get out of the way.
SeanDM |
Vicious Mockery! Unfortunately, the skeleton can only go "oooon" back, lol.
Orla's mental attack on the skeleton has it loosen its grip on undeath, and a portion of its necrotic energy bursts out. The shockwave knocks into Thanis and Orla.
Skeleton4 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square E4), attack vs REF for 1d6 + 2 ⇒ (2) + 2 = 4 necrotic damage.
Orla: 1d20 + 5 ⇒ (16) + 5 = 21 *HIT* for 4 damage
Alester: 1d20 + 5 ⇒ (2) + 5 = 7 miss
Thanis: 1d20 + 5 ⇒ (13) + 5 = 18 *HIT* for 4 damage (-3 Damage Reduction)
Rallnik: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Nirifanya: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Nirifanya's Spirit Beast: 1d20 + 5 ⇒ (16) + 5 = 21*HIT*, but for no effect
Savi: 1d20 + 5 ⇒ (7) + 5 = 12 miss
Thringorn: 1d20 + 5 ⇒ (6) + 5 = 11 miss
Total Damage to Players:
Orla = 4
Savi, I'm assuming you're keeping Skel5 marked.
Nirifanya then sends out waves of healing energy from his tiger before trying to find a better location in the room -- moving to the far corner (He moves to A2). Both the skeletons ringing the stairs swing at Niri. And then his spirit tiger strikes back.
Skel4 OA vs Niri: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26, HIT:1d8 + 4 - 3 ⇒ (4) + 4 - 3 = 5
Skel5 OA vs Niri: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24, HIT:1d8 + 4 - 3 ⇒ (7) + 4 - 3 = 8
Niri's turn:
Minor: Healing spirit on Thanis, and ALESTER gains 1d6 ⇒ 4 hp
Move: move to A2, and move the tiger to C6.
Standard: Tiger's Protecting Strike vs S2: 1d20 + 5 ⇒ (11) + 5 = 16 vs Will, hit for 1d8 + 4 ⇒ (5) + 4 = 9, and Thanis, Orla, and Rallnik all gain 3 temp hp.
Healing on Players:
Alester gains 4 real hp.
Orla gains 3 temp hp (after taking the damage from above).
Savi, your marked target triggers an OA (or your shielding power and save Niri 8hp in damage).
Thringorn, you get another OA vs Skeleton4 for it attacking Niri
Zvia, you're up.
Nirifanya is now at A2, his Tiger is at C6.
Zvia |
I move to the position Nirifanya just vacated (N2), and throw one of my bra-rocks at skeleton S4, invoking
Flicking Arrow (errr, Rock) on S4 Wisdom vs AC
1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
My rock slips through his ribs, but my throws are inevitable, and the rock whirls back around at S4's neighbor.
Inevitable Shot on S5 Basic ranged attack versus AC
1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
And it missed him, too. *sigh*
Frustrated, I throw Encaging Spirits at S4 and S5, pushing them one square away from the top of the stairs and slowing them.
SeanDM |
Rallnik's men charge up the stairs, one of them is even able to squeeze past Zvia and into the room (he ends at D5, but has no actions left to attack). The rest of your fellow cellmates end up in the stairwell (and allyD saves from being slowed)...
The skeletons continue their standard strategy of trying to push people back into the stairs while one activates the trap.
Skeletons:
Skel5: Tries to Bull Rush the newly arrived ally back into the stairs: 1d20 + 3 ⇒ (2) + 3 = 5 vs FORT... major miss
Skel6: Activates the trap. It targets squares: 1d9 ⇒ 3 and 1d9 ⇒ 9 and 1d9 ⇒ 3 and 1d9 ⇒ 8 (each square can only be hit once).
- vs AllyB: 1d20 + 5 ⇒ (13) + 5 = 18 vs REF, *HIT* (minor necrotic damage and SLOWED!)
- vs AllyE: 1d20 + 5 ⇒ (11) + 5 = 16 vs REF, *HIT* (minor necrotic damage and SLOWED!)
- vs AllyF: 1d20 + 5 ⇒ (3) + 5 = 8 vs REF, miss
Thanis shifts away from the group and tries to gather his wits, but just can't seem to shake his confusion (save vs Dazed Effect from mysteriously coming back from the dead... 1d20 ⇒ 5).
== New Round ==
One of the skeletons continues after Thanis, trying to kill him (again), but Rallnik draws his attention.
Skeleton2 tries to shift after Thanis, drawing an OA from Rallnik (fighters get a special OA even agains a shift)
Rallnik OA vs Skel2: 1d20 + 7 ⇒ (15) + 7 = 22 - HIT! stopping the skeleton with a little damage
Skel2 decides to attack Rallnik instead: 1d20 + 6 ⇒ (10) + 6 = 16 vs AC, hit for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Zvia is on the stairs at Green2 (just below the room, she can see everything)
NPC allies are on the stairs and down the hall, behind Zvia
On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s
If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).
Total Damage to PLAYERS:
none
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.
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed
The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)
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
s2: Marked by Rallnik
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied!
s4: Bloodied! Marked by Thringorn, -2 to attack (TEoONT), slowed (TEoZNT)
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, B is SLOWED (se))
Thanis's men (E-H), (E is not weakened, the rest are, E is SLOWED (se))
s5: (almost bloodied), Marked by Savi, slowed (TEoZNT)
s6:
Thanis: Bloodied! Dazed (se)
======================================================================
Alester and Thringorn, you're up!
Alester Redwyne, Blackguard |
I will shift to C5 and attack at D6 with Ferocious Strike!
Attack Roll 1d20 + 5 ⇒ (13) + 5 = 18 Hopefully another hit!!
"Return to the graveyard you foll beast!"
Damage roll:1d8 + 5 ⇒ (6) + 5 = 11 So rounded down that is 5 Damage if i hit
Current HP 13 + 4 = 17 Surges 8/12 AP 0/1
SeanDM |
Alester's anger fuels his strike. The blow weakens the skeleton's hold on his necrotic energy, and most in the room are washed in the undead's power.
Skeleton2 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square D6), attack vs REF for 1d6 + 2 ⇒ (3) + 2 = 5 necrotic damage.
: Thanis: 1d20 + 5 ⇒ (17) + 5 = 22, *HIT* for 5 necrotic damage
: Orla: 1d20 + 5 ⇒ (11) + 5 = 16, *HIT* for 5 necrotic damage
: Alester: 1d20 + 5 ⇒ (17) + 5 = 22, *HIT* for 5 necrotic damage
: Nirifanya's Tiger: 1d20 + 5 ⇒ (19) + 5 = 24, *HIT* but no effect
: Rallnik: 1d20 + 5 ⇒ (18) + 5 = 23, *HIT* for 5 necrotic damage
: Zvia: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23, !!!CRIT!!! for 8 necrotic damage
: Ally-A: 1d20 + 5 ⇒ (9) + 5 = 14, *HIT* for 5 necrotic damage
: Savi: 1d20 + 5 ⇒ (7) + 5 = 12, miss
: Thringorn: 1d20 + 5 ⇒ (2) + 5 = 7, miss
Total Damage to Players:
Orla = 5
Alester = 5
Zvia = 8
SeanDM |
The skeletons switch strategies and now just engage their targets with blades. Thringorn is easy able to counter the attacks and moves.
Skel4 shifts to guard the trap mechanism and then attacks Thringorn.
THRINGORN: You get an AO on the skeleton for trying to shift around you. If you hit, it prevents his movement.
Either way, the skeleton will continue its attack
Skel4 attack vs Thringorn:
1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 vs AC, major whiff
Rallnik takes up a better position, but he misses his target...
Rallnik vs Skel2: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 vs AC, miss
Zvia is on the stairs at Green2 (just below the room, she can see everything)
NPC allies are on the stairs and down the hall, behind Zvia
On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s
If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).
Total Damage to PLAYERS:
none
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.
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed
The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)
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
s2: Bloodied! Marked by Rallnik
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied! OA vs Skel4
s4: Bloodied! Marked by Thringorn, -2 to attack (TEoONT), slowed (TEoZNT)
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, B is SLOWED (se))
Thanis's men (E-H), (E is not weakened, the rest are, E is SLOWED (se))
s5: (almost bloodied), Marked by Savi
s6:
Thanis: Bloodied! DAZED (se)
======================================================================
Savi, Orla, and Zvia, you're all up!
If Thringorn hits with his OA, then skel4 will stay at F4, otherwise it will be at G5 as shown on the current map.
Orla |
"Silly skeleton, by now you should know, it's well past time for your life force to go."
If at first you don't succeed:
Vicious Mockery on S4 vs Will (again)
1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Ooooo, any bonus for rolling a 20?
1d6 + 5 ⇒ (6) + 5 = 11 Boo-ya!
Can I hold my last action until after the fallout from that hit is reported? I'm worried Thirngorn might need some healing if S4 goes kablooey.
HP: 23/29 Surges: 4/8 AP: 0
SeanDM |
Natural 20's == CRIT! Whoohoo!
A crit is an automatic hit for automatic Max Damage.
Then, certain powers, weapons, and magic items will add a bonus to your crit. For example, when you get a magic implement and use it to cast your spells, most magic implements will say something like:
"Critical: +1d6 damage per plus"
So you would get Max damage and then an addition 1d6...
And, yes, it's perfectly fine to hold the rest of your action to see how things play out with an attack or whatever :) Probably wise in thise case, because...
The skeleton looks up at Orla as if almost comprehending her words, its empty eye socks glow as it stares at her... and then the instant passes as Orla's arcane power causes its skull to explode!
Boo-ya indead
Skeleton4 is detroyed!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square G5), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
: Zvia : 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12, miss!
: All-A : 1d20 + 5 ⇒ (4) + 5 = 9, miss
: Rallnik : 1d20 + 5 ⇒ (16) + 5 = 21, *HIT* for 3 necrotic damage
: Savi-Kai : 1d20 + 5 ⇒ (19) + 5 = 24, *HIT* for 3 necrotic damage
: Thringorn : 1d20 + 5 ⇒ (1) + 5 = 6, miss!
Total Damage to Players:
Savi-Kai = 3 damage
And the space at G5 is now open - I'll update the map later
Orla |
Okay, as far as I can see from the rules, unless someone is in immediate danger of going to zero HP, there's no advantage to healing in combat -- might as well wait until we can do the same thing after the combat is over. (Strange how different this feels from 1st ed AD&D!) So I'm done with my turn for this round. :)
SeanDM |
The only advantage would be if they're about to die, lol. And there are certain monsters down the road that do more damage (or other effects) to bloodied targets, so that could be an incentive to heal in combat... but in general, yes, healing after combat is just as good/useful/fast. And actually for Orla, everyone get +5hp per surge when they rest outside of combat (Song of Rest)... so, I would say, unless someone is in danger of dying or has died, wait till after combat.
Orla |
And actually for Orla, everyone get +5hp per surge when they rest outside of combat (Song of Rest)...
Actually, Orla's in-combat Majestic Word healing power also gets the +5hp bonus. :) But yeah, since she can only use it twice in one encounter (and she's already used it once this time out) it seems like it's best to save it until it is really needed.
Savi-kai |
Seeing my allies moving into the room causes me to forget the sharp splinters of bone dotting my side and I whirl my blade at the skeleton in the alcove.
Lightning Lure on S6
1d20 + 7 ⇒ (20) + 7 = 27 vs Fort Thrin, this is for you!
1/2 Max Dam
1d6+6 (12) plus 1d6 ⇒ 6 =9 total
AND
S6 is pulled across the room until he is before me. (F4)
Time to play, Old Boney. My hair dances wickedly and a bit of a maniacal laugh escapes before I can stop myself.
I so very much wanted to say, "No one puts Baby in a corner." But that didn't sound as bad ass.
HP: 12/37, Surges: 9/11(-1), AP: 1/1
SeanDM |
GREAT CRITS!
Savi's chains glow as they try their best to weaken the energy of her attack, it saves her skeletal foe... but it's doesn't prevent him from being pulled to her side.
======================================================================
INITIATIVE -- bold shows who's turn it is
s2: Bloodied! Marked by Rallnik
Alester: weakened (1/2 dam)
Thringorn: weakened (1/2 dam), Bloodied!
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, B is SLOWED (se))
Thanis's men (E-H), (E is not weakened, the rest are, E is SLOWED (se))
s5: (almost bloodied), Marked by Savi
s6: (almost bloodied)
Thanis: Bloodied! DAZED (se)
======================================================================
Zvia's up
A new map since there's been a fair amount of change in the last few moves... <<newest map>>
Orla |
Time to play, Old Boney.
Oddly enough, "Old Boney" is one of Jen and my favorite Newfoundland fiddle tunes, so "Time to play 'Old Boney'" would have a very different meaning for us.
Oh wise and powerful GM: Zvia's Elemental Spirits power says "Until the end of your next turn, any creature that starts its turn adjacent to the target takes damage of the chosen type equal to your Dex modifier." Is that literally "any creature" or is it any enemy?
SeanDM |
@Orla: "Any creature" is literally anyone: friend, foe, or indifferent. The lower level spells often have that problem -- forcing you to be very careful with spell placements and uses. When you get more powerful attacks at higher levels, you will see "any enemy" more frequently.
@Thringorn: No, you don't get an OA on the skeleton. Forced movement never provokes OAs.
Zvia |
I step off the staircase and head toward the exit, stopping on D1, whirling around, flinging a bra-rock at skeleton S2, and calling on the spirits to smite him and hold him in place.
Grappling Spirits on S2
1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 is a hit!
1d4 + 5 ⇒ (4) + 5 = 9 damage and the target is slowed and can't shift until the end of its next turn.
SeanDM |
Nirifanya joins Zvia at the exit and commands his spectral tiger to attack her target. Finishing off the skeleton.
Tiger: Protecting Strike vs Skel2: 1d20 + 5 ⇒ (16) + 5 = 21 vs Will, for 1d8 + 4 ⇒ (7) + 4 = 11 damage and Everyone adjacent to the tiger gains 3 temp hp. So, Orla and Alester both gain 3 temp hp (temp hp are not cummulative, you get the higher amount, so if you had 5temp hp, this would do nothing, but if you had 2 temp hp, you would now have 3).
Skeleton2 is detroyed!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square D6), attack vs REF for 1d6 + 2 ⇒ (3) + 2 = 5 necrotic damage.
: Thanis : 1d20 + 5 ⇒ (12) + 5 = 17, *HIT* for 5 necrotic damage
: Orla : 1d20 + 5 ⇒ (13) + 5 = 18, *HIT* for 5 necrotic damage
: Alester : 1d20 + 5 ⇒ (4) + 5 = 9, miss
: Nirifanya's Tiger : 1d20 + 5 ⇒ (17) + 5 = 22, *HIT* but it has no effect
: Ally-A : 1d20 + 5 ⇒ (5) + 5 = 10, miss
: Rallnik : 1d20 + 5 ⇒ (7) + 5 = 12, *HIT* for 5 necrotic damage
: Savi-Kai : 1d20 + 5 ⇒ (6) + 5 = 11, miss
: Thringorn : 1d20 + 5 ⇒ (5) + 5 = 10, miss
The rest of your fellow prisoners continue to run up the steps, and try to help where able (They're not armed, but at least they can help you get Combat Advantage against your enemies!). One of them even manages to grab hold of one of the skeletons (Grabbing just means that the skeleton can't move, it can still attack and be attacked without penalty).
Ally A grabs for skel5: 1d20 + 4 ⇒ (14) + 4 = 18 vs REF, HIT!
Everyone moves up the stairs.
Ally C ends up at E4, but is out of actions...
B and E save: 1d20 ⇒ 16, 1d20 ⇒ 13 - Both saved!
The skeletons attack with thier blades...
Skeleton5:
Attacks Rallnik: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 vs AC, miss
Skeleton6:
Shifts over and Attacks Savi-Kai: 1d20 + 6 ⇒ (7) + 6 = 13 vs AC, miss
Thanis moves away from the combat and continues to try and shake off the unease of rising from the dead.
Save vs Dazed: 1d20 ⇒ 11
Total Damage to PLAYERS:
Orla (gained 3 temp from Niri) (lost 5 from the dying skeleton) = 2
Alester (gained 3 temp from Niri)
*Remember temp hp are NOT cummulative, you get the higher value!
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.
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed
The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)
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
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied!
Rallnik: weakened (1/2 dam), Bloodied (near dead)
Savi: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened, Ally-A is GRABBING skeleton5)
Thanis's men (E-H), (E is not weakened, the rest are)
s5: (almost bloodied), Marked by Savi, GRABBED by Ally-A
s6: (almost bloodied)
Thanis: Bloodied (near dead)
======================================================================
Alester and Thringorn, you're up!
SeanDM |
Thrin, not that it matters, but I think you forgot to add +2 for a flanking bonus... you hit either way
Thrin's strike bloodies the skeleton and the familiar explosion of necrotic energy erupts from the undead.
Skeleton6 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of square F3), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
: Nirifanya : 1d20 + 5 ⇒ (5) + 5 = 10, miss
: Alester : 1d20 + 5 ⇒ (1) + 5 = 6, miss
: Niri's Tiger : 1d20 + 5 ⇒ (3) + 5 = 8, miss
: Zvia : 1d20 + 5 ⇒ (16) + 5 = 21, *HIT* for 3 necrotic damage
: Savi : 1d20 + 5 ⇒ (12) + 5 = 17, *HIT* for 3 necrotic damage
: Ally-C : 1d20 + 5 ⇒ (5) + 5 = 10, miss
: Ally-A : 1d20 + 5 ⇒ (9) + 5 = 14, *HIT* for 3 necrotic damage
: Thringorn : 1d20 + 5 ⇒ (11) + 5 = 16, *HIT* for 3 necrotic damage
Total Damage to Players:
Savi-Kai = 3
Thringorn = 3
Zvia = 3
Alester, you're up
Alester Redwyne, Blackguard |
I will move to D6 to try and attack the held Skeleton at E6 with ferocious strike!
Alester's fury overtakes him as he attacks the skeleton!
Attack roll 1d20 + 5 ⇒ (4) + 5 = 9 and that's a miss even when someone is holding the skeleton...How embarrassing!
Current HP 17 = 17 - 5 + 3 Temp = 12 + 3 Temp Surges 8/12 AP 0/1
SeanDM |
Sir Redwyne's anger gets the better of him... or perhaps he was just trynig to be too cautious and not hit his ally. Either way, Alester's blade sails through the air hitting nothing.
Rallnik decides to spend a moment to try and catch his wind... (Rallnik uses his Second Wind which gives him a healing surge and +2 to all defenses till next turn -- he's still bloodied, but at least he's not at 3hp anymore!).
Savi, Orla, Zvia you're all up.
<<The Map>> hasn't changed much. Thrin is at G3 and Alester is at D6. Skeleton6 just got bloodied, Skeleton5 is almost bloodied.