
Brian Longarm |

We will call it the proverbal down and out and be done with it;)
I will go over and check my AC again, thankfully I am not entangled :D

DM Greg |

DM side note:
since i am posting everyday. i would like for now to post during combat in the mod's action (with an update on damage/killed) on their turn.
so please if you are after the hobgoblin wait until they have acted to post.
that way when you log on to check the thread you can see what has happened and if someone else has posted in the proper init group you can take their action into account
i don't know if i made myself readable but i am going to try somthing.
i will do a group initiative /timeline
example:
Reil and brian go before the mob => who ever post first from that group acts first in that time frame, the other who post later can act taking into account the action done before by those who posted before him.
then hobgoblin goes (you get a combat resolution from the previous group's action)
then group after goes => who ever post first from that group acts first in that time frame, the other who post later can act taking into account the action done before by those who posted before him.

Brian Longarm |

So basically therè are 3 initiatives, before bad guys, bad guys initiative and after bad guys. Whoever posts first in each bracket goes first. Is that the jist of it? Sounds good to me :)

Galdamor Graak |

Thanks DM for the clarification of my actions. Yes if our unconscious friend is near me I use my WCL to heal her.
And sorry for my lack of responses but I was very busy this week-end (I was at the french ComicCon in PARIS, DM-ing for first time players and making a speach about OP and Role Playing Games in front of some people on Sunday morning).

Silvanius |

Apologies for the misshaps there during round 2, I got lost for a moment.
And also to add that I agree with the initiative and action method you described above. So, if I understood correctly, the bad guys have acted, so now it is between me (acted already by starting a summons), Denlin, Rufa and Galdamor to act after them, correct?
Afterwords it will be Reil and Brian, then the bad guys again.
Rinse and repeat - Am I looking at it correctly?

DM Greg |

yes after the bad guys its Denlin, rufa,silvanus and galdamor
so who ever porst first between these guys its what happens in the timeline allowing the other who have not posted (either because they chose not to or haven't logged on) to take into account / react to the action described before.
at the end of the round i will describe the results of these actions and announce the start of the next round
(that means i do 2 result action per round)

DM Greg |

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill
can use song or poetics to inspire courage in his allies (including
himself ), bolstering them against fear and improving their combat
abilities. To be affected, an ally must be able to hear the bard sing.
The effect lasts for as long as the ally hears the bard sing and for 5
rounds thereafter.
so yes 5 round after you stop...

DM Greg |

Denlin
is your to hit correct because i count:
To hit: +0 Bab +6 Str + 1 Magic + 1 Moral (inspire courage) = +8
And please since in 3.5 (at your level you can Power attack for a variable between -1 and -4) do please tell me for how much you are Power attacking (much like galdamor is doing)

Brian Longarm |

My to hit should be correct, 4 BAB, +4 str, +1 MWK, +1 inspire courage, -4 power attack. I am still not raging.
My damage is wrong, especially power attack. For some reason I got -1,+3 in my head...
+6 str (1 1/2x), +1 inspire courage, +1 MWK, +8 power attack. It should be +16 for 26 damage total correct? Am I missing something? I will try to be more accurate with my math in the future :P
At lest this time it won't affect the result :P

DM Greg |

To denlin
Denlin feels the burn of the Hell Hound's blast and the sting of the second one. "Arrg, down you stupid dog!" He cries and swings mightily at the Hellhound below him.
Attacking Hell Hound 2 at I 11 Greatsword: 1d20 + 9 ⇒ (9) + 9 = 18, Damage: 2d6 + 19 ⇒ (6, 4) + 19 = 29
Reflex Save: 1d20 + 5 ⇒ (9) + 5 = 14 Denlin has now taken 9 damage from the two hell hound fire attacks. HP 37/46, AC is 16 currently due to rage. If that takes it out Denlin will move south 1 square to H11.
-------
you said that you were raging
----
so how do you get a +9 on your to hit ?
my own count shows:
To hit: +4 Bab +6 Str (22 str) + 1 Magic weapon + 1 Moral (inspire courage) - 4 (Power attack) = +8
----
and yes you were correct on the damage:
Damage : +9 (from 22 Str holding a 2 handed weapon) + 8 (From power attack (4) +1 Magic weapon + 1 Inspire courage = +19 Base damage before weapon rolls

DM Greg |

OFFENSE
- - - - -
Speed 40ft
Melee MWK Greataxe +10 (1d12+7 20/x3) (+11 (1d12 +9 20/x3))
Ranged Acid Flask +6 (1d6+1 20/x2 acid, 1 splash damage) or
--------------
Brian i am referring to your character sheet base combat offence non buffed.
Melee MW Greataxe is: +9 (+4 bab + 4 str + 1 MW)
Damage is: +6 Base
Raging
Melee MW Greataxe is: +11 (+4 bab + 6 str + 1 MW)
Damage is: +9 Base
---------
please don't put you buff into your basic crunch as it confuse the heck out of me (if you did cause then you buffed rage offense would be a +12 to hit with +10 damage. Hence my confusion)
:)

Brian Longarm |

Ok, I will edit stuff around XD
Edit: there, stats should be correct now, I took the buffs out of the base stats (except for rage in blue). The buffs are in the header, however. You like it there or you want that unbuffed as well?
Finally, would you mind giving my stats a once over again? Make sure everything is correct :)

DM Greg |

Brian:
OFFENSE
- - - - -
Speed 40ft
Melee MWK Greataxe +9 (1d12+7 20/x3) (+11 (1d12 +10 20/x3))
Ranged Acid Flask +6 (1d6+1 20/x2 acid, 1 splash damage) or
Thunderstone +6 (0 + deafened 1 hour (DC 15 negates))
Magical Effects Inspire Courage (4 rounds), +1 att, damage and saves against fear and charm. Rage (7 rounds), +4 str and con, +2 will, -2 AC.
------
Nope magical effect are fine
but you base unbuffed damage is off: it should be +6

Brian Longarm |

Ahh, I thought MWK affected damage as well as attack, my mistake :)
Also, my last post said round 3, its supposed to be round 4 :P

Reill |

sorry about the double post, I did it on my phone and it clearly didn't load very well... you can choose which ever roll to use.

Brian Longarm |

Ugg... Those hobgoblins are starting to hurt! I may be mowing through them but they are definitely taking their toll... I might just have to take an ACP to get better armor when I get the chance :P

DM Greg |

really this is just the intro encounter :)
after all silvanus made his reflex save and that in turn help him to barely made his concentration check to have the hippogriff (who in turned wiped the floor with a HellHound)
they didn't stay long on the board poor hounds...
well no matter fight isn't over yet !

DM Greg |

:(
since this is an official module i run it as it.
there is only one change i will make to one on the boss class composition as it really don't make sense. (but it will be down a while)
one of my worse LG moment was during a meta regional sheldomar valley.
Having to fight a Legendary T-Rex with perma Haste....

DM Greg |

Silvanus: Zarr is indeed invisible (reason why he was never described during combat. the chanting ie spellcasting is coming from him. Yes your ape has scent but 1) he has to use it in order to be able to do something about it. 2) He has to be aware of the threat or ordered to do so and 3) most importantly at the distance Zarr is scent would just jive him a general direction. here are the specific rule regarding it:
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
---------
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
-----------
H2 right now is for me to know: if there was something you could see i would either tell you or roll a spot check :)

DM Greg |

Silvanus still:
i have told you that wile flying Hippogriff can not take 5ft as they do not have the manoeuvrability to do so.
It can not Hover either for the same reason.
And it has an Int of 2.
It will rule that it lands in the square in front of it in order to attacks B (Move action) Incurring an Aooe from B

Brian Longarm |

Dang :P one of these days ill get it right.
Sorry for it being messed up all the time, I swear I never had this much trouble before with it...