SeanDM's Return to Brim

Game Master Mur


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Female Revenant Assassin 2

I delay until after Rive.

Agh. What a lame post to take us to page 9.


The first Skirmisher throws his dagger at Aurr -- missnig but hoping to keep Aurr off balance. He then pulls a pair of swords out ready to jump into melee. Skirmisher2 has a clear shot at Rive. He removes a crossbow from his back and opens fire. Rive easily avoids the shot (he must be out of his rat coma).


Skirmisher1:
Ranged dagger attack vs Aurr: 1d20 + 7 ⇒ (4) + 7 = 11 vs AC, *miss*


Skirmisher2:
Crossbow vs Rive: 1d20 + 6 ⇒ (5) + 6 = 11 vs AC, *miss*

Total Damage: none

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats:

Maaten: ????
Skirmishers: ????
Artificers: ????


Initiative - bold shows who's turn it is
Skirmisher1
Skirmisher2
Rive
Katsuye -- stealthed (17)
Atreos
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog
Maaten

<< Same MAP >>
RIVE, you're up!

Ways of Getting Across the Chasm:

Jumping At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


Male Human Level 1 Battlemind

A quick question, Sean! Could you look at Wild Focus. I'm a bit confused as to when it's used -- is it an interrupt when an enemy begins his first turn? I'm not sure if he can use it as part of this turn, or if he can act now, then ready it as an action when one of the baddies moves. Also -- can skirmisher 1 go back a square without falling into the chasm? I see the ledge runs along the squares right behind him -- but I'm not sure if that's space he can occupy. I'll check in during the day so I can make my move as soon as possible!


Rive wrote:
...Could you look at Wild Focus. I'm a bit confused as to when it's used -- is it an interrupt when an enemy begins his first turn?

Yes, it's kind of like an interrupt (without spending one of your interrupt actions). It's a Free Action, so you can use it anytime (your turn or enemies' turn). When an enemy starts its turn, you use the power. Is there a particular target you're thinking of using it against?

Rive continues... wrote:
Also -- can skirmisher 1 go back a square without falling into the chasm?

No, there is no space "behind" skirmisher1 - he just got off the rope and hasn't moved away yet. (if youre thinking about pushing him into the pit, he would get a free save to prevent falling in). Note, there are two squares diagonal to the skirmisher that you can stand on, F13 and I13 (but G13 and H13 would put you in the chasm).


Male Human Level 1 Battlemind

OK, here goes! Rive is going to double augment Bull's Rush, so he can get both Maaten and Skirmisher 1 with it.
1d20 + 8 ⇒ (16) + 8 = 24vs. AC on Maaten, if it's a hit damage:, 1d8 + 4 ⇒ (3) + 4 = 7
1d20 + 8 ⇒ (19) + 8 = 27vs. AC on Skirmisher 1, if it's a hit damage: 1d8 + 4 ⇒ (7) + 4 = 11
I'm thinking I probably hit Skirmisher 1 -- if so, I'll push him off the ledge. If Maaten's hit too, I'll push him to G14. Rive will move to H15. Minor action -- Mark Maaten with Battlemind's Demand. If he tries to attack anyone else, I'll Mind Spike him, if he shifts, I'll Blurred Step after him.
Readied action: Wild Focus to bring Artificer 1 to H14 and mark him when it's his turn. If he does damage to someone before Maaten does, I'll Mind Spike him instead -- I see he comes first in the order. I don't know if this is possible -- but if I can just pull him into the chasm, I will. If not, H14 will do.


Rive throws himself literally into the enemy. He lands a solid shoulder into both House Cannith soldiers. Sending them flying.

Skirmisher1 tries to save his life: 1d20 ⇒ 13 --> success Maaten's partner is shocked at the move but is able to drop to all fours and avoid going over the edge.

Enemy Stats:

Maaten: ????AC under 24
Skirmishers: ????AC under 27
Artificers: ????

Initiative - bold shows who's turn it is
Skirmisher1 - prone
Skirmisher2
Rive
Katsuye -- stealthed (17)
Atreos
Kartus & Theeb
Artificer1 (going to get hit with Wild Focus from Rive)
Artificer2
Aurr
Cog
Maaten - Marked by Rive.
Prone: the creature takes a -2 to attack rolls, grants combat advantage to melee attacks, but gains a +2 to all defenses vs ranged attacks.

Maaten is at G14, Rive is next to him at H15, and Skirm1 is prone at H14... I'll update the map after a few moves.
Katsuye and Atreos, you're up.


Male Deva Invoker Level 1

Atreos moves to H18

I target Skirmisher 1 (H14), Skirmisher 2(J8) and Artificer 2(J8) with Thunder's Judgment. Its Ranged 10 so I believe I can hit all of them. Let me Know if I can't SeanDM!

Attack Roll VS Fort 1d20 + 6 ⇒ (17) + 6 = 23 Woohoo!

All right I do 1d6 + 8 Damage 1d6 + 8 ⇒ (5) + 8 = 13 AND I can push them 2 squares. I am pushing all three towards the chasms so they fall to their deaths. I can do that right???


Female Revenant Assassin 2

I step past my friends quietly, keeping my hood up. As I step beyond Aurr, I take a moment to pull some of the darkness from the chasm and settle it over Maaten before dropping in front of him and thrusting at his gut.

Move to F15

Assassin's Shroud on Maaten

Shadow Storm on Maaten
1d20 + 6 ⇒ (15) + 6 = 21vs AC

If I hit him...
Damage
1d8 + 7 ⇒ (3) + 7 = 10 (4+3 for adjecent creatures)

Regardless of the outcome...

I speak in a whisper meant only for Maaten and friend

Such bravado may do you well in Dolurrh. I've been there. I don't mean to go back.

Intimidate1d20 + 5 ⇒ (12) + 5 = 17

SeanDM:
I am just trying to play up that she would use every opportunity to scare them.


Atreos, Invoker wrote:


I target Skirmisher 1 (H14), Skirmisher 2(J8) and Artificer 2(J8) with Thunder's Judgment. Its Ranged 10 so I believe I can hit all of them. Let me Know if I can't SeanDM!

You'll need 2 more attack rolls (roll attacks for each target and only 1 damage). The first is a definite hit. Check the other two.

Also, a "Push" has to be away from your character... so I don't think you can send Skirm2 and Art2 into the pit. You would need a "pull" or "slide"


Katsuye, you get a +2 to attack from being stealthed
Katsuye slides up to Maaten and buries her blade into him (while creeping him out at the same time). Thunder errupts from Atroes and blows Maaten's partner off the edge. His screams echo down the chasm as the thunder power fades. (I figure he was already prone on the edge, so he has no save against it this time... he's done for. I still need two more rolls from Atroes).

Theeb slides up next to Atreos, sword and shield ready to aide his defenses (Atreos gains a +2)

The lead artificer shouts, "ENOUGH, end them quick! Don't hold back, our surprise for Cordus is done with now." When he begins his turn, Rive's mental tug pulls him from the edge (save: 1d20 ⇒ 9), he goes falling into the chasm. There is a flash of light and he is standing once again on the horizontal surface. He growls, pulls a rod from his belt, and sends an explosion of energy into the middle of your party. The second one follows his lead, pulls a small cube from his belt and throws it at Rive.

Artificer1:
(Encounter Power) Explosive Force targeting G16
vs Katsuye: 1d20 + 7 ⇒ (2) + 7 = 9 vs Ref, *miss*
vs Rive: 1d20 + 7 ⇒ (12) + 7 = 19 vs Ref, *hit*
vs Aurr: 1d20 + 7 ⇒ (6) + 7 = 13 vs Ref, *miss* (just barely)
Those that are hit take, 1d8 + 6 ⇒ (1) + 6 = 7 damage and are slid one square. Rive ends up at I14.

Artificer2:
Distracting Cube vs Rive: 1d20 + 7 ⇒ (14) + 7 = 21 vs Will, hit for 1d8 + 4 ⇒ (3) + 4 = 7 and you take a -2 to all attacks till end of Art2's next turn.

Total Damage:
Rive: 14

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats:

Maaten: ??AC under 24
Skirmishers: ??AC under 27
Artificers: ????

Initiative - bold shows who's turn it is
Skirmisher2
Rive: -2 to attack TEO art2 NT
Katsuye
Atreos +2 to all defenses Needs to finish his Thunder Attack rolls
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog

Maaten - Marked by Rive (1 shroud)

<< Nwe MAP >>
Aurr and Cog, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


Male Deva Invoker Level 1

Attack roll Artificer 2 1d20 + 6 ⇒ (15) + 6 = 21 A hit? I will roll damage anyways

Damage roll 1d6 + 8 ⇒ (4) + 8 = 12

Attack roll on Skirmisher 2 1d20 + 6 ⇒ (3) + 6 = 9

Stats/Used:
Current HP: 20/24 Surges 0/6, Action point 0/1


Male Changeling Artificer

"Need a bandage for that Rive?"

Minor Action:I will use a Healing infusion on Rive. I beleive that gives 10 HP back (8 + 2)

Standard Action:I aim for Artificer 2 with AggravatingForce1d20 + 6 ⇒ (12) + 6 = 18 VS AC Hmm...Not sure if that is a hit or not...I will role damage anyways just to be hopeful!

Damage roll! 1d8 + 4 ⇒ (7) + 4 = 11

will stay where he is for the moment. Maaten seems preoccupied with Rive and I need to stay in attack range for the other targets.

Stats/used:
HP: 23/26, Surges 2/8, AP 0/1


Male Halfling Warlock / 2

Cog moves to I15 using Shadow Walk, gaining concealement until the end of his next turn. Cog eyes Skirmisher 2 across the gorge and points his staff at him. The end starts to glow and dark blue crackling energy surrounds it until a bolt flies out towards his target.

Eldritch Blast vs. Reflex

1d20 + 4 ⇒ (8) + 4 = 12 (assuming miss)

Cog then puts Warlock's Curse on Maaten

HP: 25/26 - Surges: 5/8 - Temp HP 0/0 - AP: 1/1


Atreos and Aurr gang up on the second arificer. (Aurr, you would've hit him, but he's got a bit of cover from your ranged attacks there... you just missed). Cog misses his target, but still curses Maaten.
Note, all three enemies on the other will probably have some form of cover from you guys -- the rocks in front block just enough attack lines.

Maaten grunts, smiles at Katsuye, and then goes after Rive trying to maneuver him into the pit. He's not nearly as successful.
Maaten:
Shifts to H15, and then (Recharge Power) Forceful Thrust vs Rive: 1d20 + 9 ⇒ (3) + 9 = 12 vs AC, *miss*

<<< NEW ROUND:: ROUND 2 >>>

The remaining Skirmisher removes a glowing tipped bolt and sends it towards Katsuye. But she's able to bring her shield up just in time, nearly getting hit by the crossbow. "Frak! We're not in good shape here. They out number us!"
Skirm:
Special Shot, 1d20 + 6 ⇒ (11) + 6 = 17 vs AC, *miss*

Total Damage: none
Wow! I rolled poorly!

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats:

Maaten: ??AC under 24
Skirmishers: ??AC under 27
Artificers: ??AC around an 18

Initiative - bold shows who's turn it is
Skirmisher2
Rive -2 to attack TEO art2 NT
Katsuye

Atreos +2 to defenses from artificer2 attacks
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog - concealment (-2 to be hit) TEONT
Maaten - Marked by Rive (1 shroud), cursed by Cog, used Forceful Thrust

<< New MAP >>
Rive and Katsuye, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


Female Revenant Assassin 2

I know that I go right after Rive but I am going to post now so that I don't hold everyone up all day. If something happens to Maaten, I am going to go for the other side (do no damage to anyone).

As I watch the lead artificer drop into the chasm, I shake my hooded head and step towards Maaten.(G15)

Oops. I hope that he wasn't holding the surprise for Cordus. You might want to jump. I am sure that it will hurt less...

I darken the shadows on Maaten and aim again for his middle.

Assassin's Shroud on Maaten

Shadow Storm on Maaten, plus I invoke my shrouds
1d20 + 8 ⇒ (14) + 8 = 22 vs AC (extra +2 for flanking with Cog)

If I hit him...
Damage
1d8 + 7 ⇒ (6) + 7 = 13 (4+3 for adjacent creatures)
Shroud Damage
2d6 ⇒ (4, 1) = 5


Katsuye meant that Skirmisher1 fell into the pit -- arti1 did too, but he was able to teleport back to the surface

Using Cog as a distraction, Katsuye slips in close and sinks her khopesh into Maaten. A flash of worry crosses his face (you just hit his AC, and now he's bloodied).

Enemy Stats:

Maaten == AC: 22, rest ??
Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers == ??AC around an 18

Initiative - bold shows who's turn it is
Skirmisher2
Rive -2 to attack TEO art2 NT
Katsuye already gone
Atreos +2 to defenses from artificer2 attacks
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog - concealment (-2 to be hit) TEONT
Maaten - Marked by Rive, cursed by Cog, used Forceful Thrust, Bloodied!

Map is the same, except Katsuye is at G15
Rive and Atreos, you're up!


Male Human Level 1 Battlemind

Aurr, I owe you. I feel better than I did before we started this little dance. Maaten, you might want to start praying now.
OK -- first, current stats: HP: 33/33 Surges 6/13 AP 1/1
Sean -- did my Wild Focus go off? If so, I would have pulled Artificer 1 into an adjoining square, if that were possible, and marked him. The action was readied on his first turn. That would be the only change -- Mind Spike wouldn't have kicked in, since he only damaged me.
Rive will hit Maaten with Vicious Cobra Strike1d20 + 6 ⇒ (4) + 6 = 10 vs. AC (I've subtracted the two penalty already. I'm guessing that didn't hit, so I'll forget about rolling damage on that one. I'll also use Battlemind's Demand to Mark Artificer 1 if he is now adjacent to me, and again Mind Spike him if he does damage to anyone else. If the Wild Focus didn't work, then I'll mark Maaten instead and Blurred Step him if he moves or Mind Spike if he hits anyone else. So -- if Artificer One was pulled by Wild Focus, I'll mark him, if not, I'll mark Maaten, and ready the powers that respond to his attacking anyone else or moving.


Male Deva Invoker Level 1

Atreos looks at his targets across the chasm and reach his hands and calls forth lightning from his fingertips!

I use Vanguard's lightning on Artificer 1 1d20 + 6 ⇒ (19) + 6 = 25 VS Reflex. I am hopeful that its a hit!!!

Damage roll:1d6 + 5 ⇒ (2) + 5 = 7

The power is a burst 1 range so i think I hit skirmisher 2 also right? If so here is a second attack roll 1d20 + 6 ⇒ (12) + 6 = 18 and a damage roll:1d6 + 5 ⇒ (5) + 5 = 10 just in case!

Move Action:Atreos will remain where he is for the moment.


Rive: Your Wild Focus pulls 3 squares, it yanked the Artificer off the edge (he failed his save), but he somehow 'ported back up to the surface... so, it looks like he hasn't moved, but your Wild Focus did go off and he did go for a ride (nearly ended up next to Skirmisher1 who is down there somewhere).

Rive tries to get his longsword past Maaten's defenses, but it's no good. The two lock sword and shield. Meanwhile Atreos scores a double hit on the atrificer and skirmisher on the other side of the chasm! Lightning and thunder echo across the gap. And Theeb, straight-faced and somber, continues his defense of Atreos (Atreos gains a +2 to all defenses against Arti2).

The lead Artificer, seeing Maaten taking a beating, releases a tiny magical/mechanical firefly that shoots towards his friend, and Maaten seems energized from the experience. Then he levels his rod at Katsuye, sending a beam of blackish energy at her. His companion pulls a similar rod from his belt and levels and explosive shot into the group.

Artificer1 (the leader):
(minor) Heal Maaten, he's no longer Bloodied.
(standard) Crippling Beam vs Katsuye, 1d20 + 7 ⇒ (13) + 7 = 20 vs WILL, hit! for 1d8 + 5 ⇒ (3) + 5 = 8 damage AND Katsuye's next attack does 5 less damage (TEO art1 NT).
(move) shift for better cover

Artificer2:
(Encounter Power) Explosive Force targeting H15
vs Katsuye: 1d20 + 6 ⇒ (7) + 6 = 13 vs Ref, *miss*
vs Rive: 1d20 + 6 ⇒ (8) + 6 = 14 vs Ref, *hit*
vs Cog: 1d20 + 6 ⇒ (11) + 6 = 17 vs Ref, *hit* (even with his concealment)
Those that are hit take, 1d8 + 5 ⇒ (1) + 5 = 6 damage and are slid one square. Both Rive and Cog are pushed one square closer to the edge.

Total Damage:
Cog: 6
Katsuye: 8
Rive: 6

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats:

Maaten == AC: 22, rest??
Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2
Rive
Katsuye -- takes a -5 to next damage roll TEO art1 NT.
Atreos +2 to defenses from artificer2 attacks
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog - concealment (-2 to be hit) TEONT

Maaten - Marked by Rive, cursed by Cog, used Forceful Thrust!

<< New MAP >>
Aurr and Cog, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


RIVE! Note that you are on the edge of the tunnel, you are fine where you stand, but if you get pushed back one more square you will have to catch yourself from falling... see the spoiler note "ways of getting across the chasm" -- somehow the look on your toons face says it all :)

ALSO!
Everyone remember that you started this fight with 3temp hp -- even those of you that fell when you were climbing down into this tunnel.


Male Human Level 1 Battlemind

Ah! I'd misread Wild Focus -- I thought it was Charisma modifier +3. I'd hesitated to move in case the Artificer was beside me (though come to think of it that was silly, since I'd actually said I'd rather try to dump him in the chasm -- which was the end result anyhow). OK -- Rive will cling to the edge and think happy thoughts!


Male Halfling Warlock / 2

Cog will move around the South side of Maaten provoking the attack of opportunity, to F16. Cog lowers his head and utters some words under his breath and then looks up and eyes Maaten.

Dreadful Word vs. Will (Maaten)

1d20 + 4 ⇒ (10) + 4 = 14

Damage if applicable (I may use an AP if this doesn't hit)

2d8 + 4 ⇒ (1, 8) + 4 = 13 + Maaten takes -1 to Will until the end of Cog's next turn

HP: 25/26 - Surges: 5/8 - Temp HP 0/0 - AP: 1/1

If Maaten hits with an AOO Cog will use Second Chance to force a re-roll.


Cog, you just barely missed on that Will attack -- did you want to use that action point to add to the d20 total?

Maaten sees Cog moving and takes advantage of it. His blade delivers a nasty cut to Cog, despite his natural halfling agility.
Opportunity Attack: 1d20 + 9 ⇒ (18) + 9 = 27 vs AC, HIT!
Forcing the reroll
1d20 + 9 ⇒ (11) + 9 = 20 vs AC, still a hit...
damage: 1d8 + 6 ⇒ (7) + 6 = 13 --- yeeeouch, near max damage

Rive, do you want to Mind Spike Maaten?


Cog, if you do choose to use your AP to get a hit, don't forget your curse damage.


Male Changeling Artificer

Cog Let me know if you think you need my last healing infusion. I can use a minor action for it!

Atreos aims his crossbow and shoots!

Attack roll using Agrravating Force on Skirmisher 21d20 + 6 ⇒ (11) + 6 = 17 Not sure if that is a hit...

Here goes damage dice just in case 1d8 + 4 ⇒ (4) + 4 = 8

I will not move because if I do I get an attak of oppurtunity on me!


Male Halfling Warlock / 2

I will use an AP and thanks for reminding me about the curse damage. I had also intended to move using Shadow Walk to gain concealment; I try to do this every move if possible but if it's too late I understand.

AP

1d6 + 14 ⇒ (6) + 14 = 20

Damage

1d6 + 13 ⇒ (6) + 13 = 19 + Maaten takes a -1 to Will until the end of my next turn.

HP: 12/26 - Surges: 5/8 - Temp HP 0/0 - AP: 0/1

Aurr=I'm bloodied but ok for now. I will probably use second wind on my next turn so why don't you save your last infusion for now. Thanks though.


Cog I don't think you really need to declare Shadow Walk, it's not really an action -- as long as you move, it happens -- so, as long as you remind me (or if I remember), you've got it :)
Consider yourself shadowed, my friend.

Any normal warlock would have failed their attack on Maaten, but Cog's able to make a heroic effort, push his will, and force the dreadful speach to enter Maaten's mind (solid hit with the AP, and that rebloodies Maaten -- that was a lot of damage!). Aurr's shot would have hit the crossbow-armed skirmisher, but the rocks around him cover him just enough and the Aggravating Force slams into his cover.

Maaten's turn, recharge: 1d6 ⇒ 2, fail
Maaten sees Rive on the edge of the cliff and shifts closer to him with a wicked grin. After the beating he's just taken, he should really pause and drink one of his healing potions, but bloodlust must take over because he really wants to end Rive. "Say hi to Kev if you see him down there." Maaten levels his shoulder into Rive hoping to send him into the chasm, but Rive's battletraining allows him to stand his ground.

(move) Shift closer,
(standard) Bull Rush vs Rive, 1d20 + 4 ⇒ (9) + 4 = 13 vs Fort, *miss* (oh man, you needed that miss!)


<< TOP of the Order -- ROUND 3 >>

The last skirmisher slides over to get a clean shot at Katsuye, takes aim, and sends another glowing bolt towards her. The shot hits and a purplish cloud of dust settles over Katsuye, clouding her vision.

(minor) reload, (move) shift,
(standard) Special Shot: 1d20 + 6 ⇒ (19) + 6 = 25 vs AC, hit! (near crit!)
Damage: 1d8 + 3 ⇒ (3) + 3 = 6, and you now take a -2 to attack rolls (save ends)

Total Damage:
Katsuye: 6

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats, all are available now:

Maaten == AC: 22, Fort: 17, REF: 16, WILL: 15
Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2*
Rive
Katsuye -- takes a -5 to damage rolls (TEO art1 NT), -2 to attack rolls(se)

Atreos +2 to defenses from artificer2 attacks
Kartus & Theeb
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, Bloodied!
Maaten - Marked by Rive, cursed by Cog, used Forceful Thrust, Bloodied!
*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.

<< Round 3 MAP >>
Rive and Katsuye, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


Theeb shouts out to Katsuye, "Your friend Atreos is fine back here, would you like me to cover you?"
Katsuye, you've been hit a few times, how's your health? I think you're right around bloodied...


Male Human Level 1 Battlemind

Stepping out for a few, so I'll go as soon as I get back. But yes, Mind Spike the fool!


Male Human Level 1 Battlemind

OK -- back! So do Mind Spike Maaten. I'll assume he's still standing and hit him with Bull's Strength. If he's already dead because of the Mind Spike, I'd like to start across the rope.
Rive raises his sword.I call this baby "Last Nerve" -- and you're on it!
Bull's Strength vs. AC 1d20 + 8 ⇒ (6) + 8 = 14 and, for fear of wasting a great bit of reparte, Action Point to hit again 1d20 + 8 ⇒ (20) + 8 = 28 for 1d8 + 4 ⇒ (8) + 4 = 12 damage, and I'll push him back to I15.
If Maaten is still alive: shift to H14, mark him with Battlemind's Demand.
If Maaten is dead: start across the rope: move one square to the foot of the rope, then 1d20 + 3 ⇒ (8) + 3 = 11 for the first square, and 1d20 + 3 ⇒ (5) + 3 = 8for the second. I think that leaves me dangling at H12, right?


Rive's second attempt cleaves through Maaten's guard and drops him. (nice use of an action point!).

Rive, as for crossing the rope.
You only need to make an Athletics Check per move ACTION (not per square). So your first check allows you to move to your total distance, in this case 2 squares... you didn't have to make the second check. But you are done moving either way. And yes, you're hanging at H12. Next turn, you'll have to take a double move action (two Athletics Checks) to finish going across.
IF you take damage while crossing, you have to make a DC 10 Athletics Check or fall.

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2*
Rive - climbing
Katsuye -- takes a -5 to damage rolls (TEO art1 NT), -2 to attack rolls(se)
Atreos +2 to defenses from artificer2 attacks

Kartus & Theeb
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, Bloodied!
*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.


Katsuye and Atreos are up. Maaten is dead, and rive is out on the rope at H12.


PS: Cog, your cursed target just died; I don't remember what that does... but I remember it's important, lol.


Female Revenant Assassin 2

I turn my head to the shadowed cavern walls and reach out with one hand. Darkness swirls over my fingertips and spreads over my form becoming smoky and translucent.

Shade Form personal

I disappear.

Shadow Step to I12
I reappear briefly in a space across the chasm and then vanish again.

Shadow Step to J9
I reappear, although still smoky and translucent, crouched on the edge of the chasm. I turn to face the enemy, hood down, khopesh gleaming...

Save vs. -2 I know what is going to happen...I will explain later
1d20 ⇒ 1

Status/Used:
HP: 13/24, Surges: 1/8, AP: 0/1

Treasure:
130gp, 100 residuum, +1 leather to Katsuye, and a vial of one strange ironroot (we used the other one), a pouch with a Karrnath Emblem on it, a House Cannith signet ring--(History Check), a bundle of papers (journal entries, rituals, scrolls)


Whoohoo... nice use of your movement ability! (and Rive as the "stepping stone") -- It makes me think of that scene in The Ring, where the little dead girl comes out of the TV and then stutter steps and then blinks close to the male character. Very creepy, very cool. Actually, if katsuye had long hair, she'd make me think of that little dead girl in that movie.

Shadows dance through the tunnel as the insubstantial image of Katsuye now appears on the far side of the chasm.


Atreos is up.

Theeb turns to the Deva Invoker, "You're on your own, I need to cover Rive in case they try to knock him off that rope!" He plans to move to I13 to be adjacent to Rive.


Male Deva Invoker Level 1

"Go and Help Rive! The Host will protect me!"

I use Vauguard's Lightning on Artificer 1 1d20 + 6 ⇒ (6) + 6 = 12 Vs Reflex but I am pretty sure that is a miss

I will move to F14 to get a better view of our targets


Atreos send a thunder strike across the chasm missing the artificer, but sending echos deep into the darkness (that chasm sounds deep). Theeb moves forward and readies himself to catch Rive should he fall (I had planned to use Aid Another: +2 to all defenses, but I'd have to pick an attacker, it seems safer to just ready an action to catch Rive should he fall...)

The leader directs his remaining troops, "I'll take the one climbing, you finish the shadow-wielder!". Meanwhile, the second artificer pulls a similar firefly from a pouch and slaps it against his neck, rejuvinating himself. Then both level their blasting rods and let loose beams of blackish energy.


The leader:
(standard) Crippling Beam vs Rive, 1d20 + 7 ⇒ (15) + 7 = 22 vs WILL, hit! for 1d8 + 5 ⇒ (3) + 5 = 8 damage AND Rive's next attack does 5 less damage (TEO art1 NT).


Atri2:
(minor) Heal self.
(standard) Crippling Beam vs Katsuye, 1d20 + 6 ⇒ (17) + 6 = 23 vs WILL, hit! for 1d8 + 4 ⇒ (2) + 4 = 6 damage AND Katsuye's next attack does 5 less damage (TEO art2 NT).
(move) Moves back two.

Total Damage:
Katsuye: 6, but b/c she's insubstantial, it's only 3 dam.
Rive: 8, and he's NOT insubstantial, so it's still 8.

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2*
Rive - climbing, -5 to damage rolls (TEO art1 NT)
Katsuye - Insubstantial, -2 to attack rolls (se), -5 to damage rolls (TEO art2 NT)
Atreos
Kartus & Theeb Readied Action: Catch Rive should he fall
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, Bloodied!

*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.

<< New MAP >>
Aurr and Cog, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.
**Note: while climbing you grant combat advantage.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


RIVE! Because you took damage while climbing,
You need to make an Athletics Check vs DC10.
Succeed, you're fine.
Fail and you fall (hopefully, with Theeb to catch you)

also, a note for Atreos:

When Scott and I were working on Atreos, he was a bit wishy-washy on his gods. He had picked a phb god that Eberron didn't use, Ioun. I gave him the option of finding a single Host God or pick the Dragon's God equivalent, Io. He sounded okay with the Dragon God Io -- which would definitely set him apart from the group and its strange (weak and young) human gods...
Your choice -- he's your character now.


Male Changeling Artificer

"Hang in there Katsuye!! You too Rive!!!"

Move Action I move to H 14 so I can use my Healing infusion on Katsuye. The range is burst 5.

Minor Action: I use my Healing infusion on Katsuye giving her 8 HP back (6 + 2)

Standard Action: I use Agrravating force on Skirmisher 2 1d20 + 6 ⇒ (16) + 6 = 22 Woohoo I sure hope its a hit this time!!! Whoever attacks Skirmisher 2 gets a + 2 to ATK also

Damage roll:1d8 + 4 ⇒ (2) + 4 = 6 Ahh man low dmg roll..

Stats Used:
HP: 23/26, Surges 2/8, AP 0/1


Male Human Level 1 Battlemind

Did I forget to mention that Rive was insubstantial? He's got the Battlemind's...Insubstantial...Insubstantiability...Power up. Honest.

Here's his save: 1d20 + 3 ⇒ (18) + 3 = 21 (Phew!)

He's at 19 h.p. now -- so not quite bloodied.

Do we think we might be taking a full rest after this one (I note Katsuye is down to 1 healing surge)? I've got a Daily that lets him spend a surge, if that's the case. I may need to use it at any rate....


Male Halfling Warlock / 2

Cog uses Second Wind to heal himself; gaining +2 to all defenses until the start of his next turn. He will then move to I15 gaining concealement until the end of his next turn.

HP: 18/26 - Surges: 4/8 - Temp HP 0/0 - AP: 0/1


Rive! Nice roll -- you're still hanging on the rope -- next turn you'll have to roll for each move check, but you're doing fine so far. lol

Aurr's shot easily slips past the skirmishers cover and score a small wound. Cog takes a moment to catch his breadth.



<< Top of the Order - ROUND 4 >>

"Sir, we may want to think of withdrawing." The last skirmisher shifts away from Katsuye, loads another special shot, and ...

(move) shift, (minor) reload,
Special Shot vs Katsuye, 1d20 + 6 ⇒ (20) + 6 = 26 vs AC, CRIT for 1d8 + 3 = 11 damage AND you are now Immobilized (save ends).

Total Damage:
Katsuye: 11 damage, but you only take 5 b/c you're insubstantial.

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2* -- 1st person to attack him gets a +2 to hit him.
Rive - climbing, -5 to damage rolls (TEO art1 NT)
Katsuye -- Insubstantial, -2 to attack rolls (se), -5 to damage rolls (TEO art2 NT), Immobilized (se)
Atreos
Kartus & Theeb Readied Action: Catch Rive should he fall
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, 2nd wind (+2 Def)
*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.

<< Round 4 MAP >>
Rive and Kat, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.
**Note: while climbing you grant combat advantage.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.


Male Human Level 1 Battlemind

OK, here goes! Rive will continue across the rope. So -- first Athletics check: 1d20 + 3 ⇒ (8) + 3 = 11 and second check: 1d20 + 3 ⇒ (12) + 3 = 15. Yay! So that gets him to where, Sean? I9? I8? He'll get himself between Artificer 1 and Katsuye, and then use Battlemind's Demand to mark Skirmisher 2, hoping to keep him off her. If either damages anyone else, Mind Spike!
Hi there. You all might consider running away now.
Intimidate1d20 + 8 ⇒ (3) + 8 = 11. OK, that could have been scarier. Does he roll for each? Is that a free action, or am I doing more than I can?


Rive, I just realized you're in a bit of a pickle...
The rope passes through H9. You can't stop in H9 (that's open air). You are welcome to end in either I9 or I8. But regardless of whichever you choose, you are passing through Artificer1's threatening reach when you try to leave H9 -- he's going to try to hit you (Opportunity Attack... and again, if you take damage you need to save vs falling).
...
Options 1:
Use the rolls you've already made. Pick either I9 or I8 to end up in and risk the OA from Atrificer1 and hope you can keep rolling well, lol. He is afterall an artificer, how good can his OA be muahahahahahah! (It takes 7 squares of movement to get to I9 or I8, technically if you don't end up falling, you can get as far as I6 going through several threatened zones).
-
Option 2:
Use the rolls you've already made. Use the first Athletics Check and move action to climb to H10. Then use the second check and second action to make a Jump Check to jump from H10 to I9 (a DC15 should be worth one square of space -- if it were a standing long jump you would make 1.5 squares... so a "hanging long jump" should be similar, lol).
If you go with Option2, you avoid the OA while on the rope and can stop at I9 or you can continue your movements as far as you like (you would have 4 squares of movement leftover and can go where you want -- you can't SHIFT, though, so watch out for OA's)


Female Revenant Assassin 2

I sneer slightly at the skirmisher in front of me and fight the immobilization holding me still...as I realize the futility I start grimacing with the effort.

the enemy, Rive and maybe a few across the chasm can hear a low growl that seems to be coming from Katsuye.

IF Rive makes it across the chasm...

The grimace becomes a smile with teeth as Rive gets close enough...I disappear. Appearing further up the tunnel. Disappearing again and reappearing behind Artificer 2.

Shadow Step to I6 and then J3

If Rive stays on the rope, then I just do the following while holding my place.

Assassin's Shroud
Sean, if I move, I would Shroud the Artificer 2, but if I don't move it would be Skirmisher 2.

Minor action to sustain Shade Form
Save vs -2ATT
1d20 ⇒ 17
Save vs Immobilization
1d20 ⇒ 16

I settle into my fighting crouch, letting whichever enemy is currently closest to me see that I have freedom of movement again. I gesture in his direction and point. Some of the shadow over me settles onto him.


Female Revenant Assassin 2

Sean, I have no more surges. Am I able to take a second wind if I need it? What happens?


Katsuye wrote:
Sean, I have no more surges. Am I able to take a second wind if I need it? What happens?

Good question, had to do some digging -- I knew I had read a rule somewhere on what happens when you are out of surges.

Two things:
1) ANYTIME you are given: "Spend a Healing Surge" and you don't have any left, you gain 1hp (it's a small rull in healing a dying character). This is true if a healer cast a spell on you, if you drink a healing potion, or if you spend a second wind. If you are asked to spend a surge and don't have one, you get 1 hp.
2) You still get the +2 to all Defenses too! (You just wouldn't get the full surge value).

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2* -- Marked by Rive, 1st person to attack him gets a +2 to hit him.
Rive -5 to damage rolls (TEO art1 NT), Need to indicate where you want to end up
Katsuye -- Insubstantial, -5 to damage rolls (TEO art2 NT)
Atreos
Kartus & Theeb
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, 2nd wind (+2 Def)
*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.


Atreos, you're up!

Once Rive tells us where he ends up, We can figure out where Katsuy is... If Rive ends at I8 or I9, Katsuye will be at J3 and Artificer2 will be shrouded. If Rive ends up anywhere else, Katsuye stay put where she is and Skirmisher2 is shrouded.


Male Human Level 1 Battlemind

OK -- Rive will take option 2 (because it's cooler), but he's still going to get to I8, to make it a little harder for anyone to shove him into the chasm, and to get between Katsuye and Artificer 1. I'll probably use my Daily next round at any rate (which lets him spend a healing surge) -- so he'll suck up the OA, even if the girly man manages to hit. Artificers. Pshaw.


As Rive tries to move around the Lead Artificer, the House Cannith arcanist reaches out with his blasting rod, the tip glowing bright yellow, and strikes it across Rive's chest...
Pain Strike (basic melee) vs Rive 1d20 + 3 ⇒ (18) + 3 = 21 vs AC, ouch, lucky roll, a hit!
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher
Initiative - bold shows who's turn it is
Skirmisher2* -- Marked by Rive, 1st person to attack him gets a +2 to hit him (TEO aurr NT)
Rive -5 to damage rolls (TEO art1 NT)
Katsuye -- Insubstantial, -5 to damage rolls (TEO art2 NT)
Atreos
Kartus & Theeb
Artificer1 (leader)*
Artificer2* (1 shroud)
Aurr
Cog - concealment (-2 to be hit) TEONT, 2nd wind (+2 Def)
*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.

Rive is located at I8, Katsuye is at J3
Atreos, you're up

Rive, how are you doing hp-wise? You still standing?


Male Human Level 1 Battlemind

Rive's at 11 h.p. -- so standing. Ish :) His Daily should let him spend a healing surge next round, and he still has his second wind, and something like 5 or 6 healing surges. He should muddle through.


Male Deva Invoker Level 1

Stantard action: I will use Vanguard's lighting on Artificer 1 1d20 + 6 ⇒ (16) + 6 = 22 VS Reflex. I hope that's a hit!!!

Damage roll: 1d6 + 5 ⇒ (4) + 5 = 9 Not too bad I guess!

Move action: Atreos will stay where he is for the moment.

Stats Used:
Current HP: 20/24 Surges 0/6, Action point 0/1


Atreos, nice hit! That Bloodies the Artificer1 (for now).
Theeb starts across the rope to help defend Rive and Katsuye. He follows Rive's lead, climbing across and then leaping to the ledge. He's able to get to the new I17.
BIG NOTE: the map has shifted, I "moved it down b/c of what happens next"

Artificer1 is trapped in the corner -- you cannot shift around a corner, so he could try to Bull rush Rive out of the way, or he could try to walk around Rive... or stay and die :( ... he chooses to try and get around Rive
"Agreed! We need to go. Meet back with Terris, either he's succeeded or we make our stand at the gate. Bron, take out the rope, you (nodding to the skirmisher), keep them glued down. We're going. GO!" The leader finishes directing his men, slaps his last healing firefly onto his arm, tries to move around Rive, and then finally sends the familiar blackish energy ray towards Rive. The other artificer, ignoring Katsuye, directs his blast at the rope bridge, hoping to strand half the party on the other side.


Arti1
(minor) (last) Heal Self -- he's no longer bloodied, (move) move south along the edge, around Rive, and up the tunnel to J13.
(stand) Crippling Shot to Rive: 1d20 + 7 ⇒ (6) + 7 = 13 vs Will, *miss*


Arti2
(free)drops rod, (minor) draw crossbow
(stand) Crossbow vs the rope: 1d20 + 3 ⇒ (17) + 3 = 20 vs AC, HIT! for 1d8 + 2 ⇒ (5) + 2 = 7 damage... the rope's still there, but it's been cut.
(move) move past Katsuye down the hall to I6.

Total Damage: none

Map Notes:

Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Stats, all are available now:

Skirmishers == AC: 16, Fort: 14, REF: 16, WILL: 13
Artificers* == AC: 18, Fort: 14, REF: 16, WILL: 18
*Artificer1's defenses are a little higher

Initiative - bold shows who's turn it is
Skirmisher2*
Rive - Bloodied, OA?
Katsuye -- Insubstantial, OA?
Atreos
Kartus & Theeb
Artificer1 (leader)*
Artificer2*
Aurr
Cog - concealment (-2 to be hit) TEONT, 2nd wind (+2 Def)

*remember that the skirmisher and artificers have cover from ranged attacks (+2 to their defenses); area burst/blast attacks or (if you can get over there to do them) melee attacks ignore that cover.

<< New MAP >>
Aurr and Cog, you're up!

Ways of Getting Across the Chasm:

Jumping: At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.

Use the Rope:
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.
**Note: while climbing you grant combat advantage.

CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.

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