| Yours is mined |
While the party discusses options, the eye sockets of the door-mounted skulls *glow* with dark energy.
@Jack & Marta, can you roll a Fort save please?
@Marta, regardless of the roll above, I take it from your post you are moving inside the chamber?
You haven't moved your token on the map, would you like me to do it for you?
Jack, "Just Jack"
|
"Yo, Marta! Slow down, girl!" Jack exclaims, as the lady tries to stride past him and into the chamber beyond. "Both doors are warded with a symbol of weakness!"
He puts his hand up to stop her, before she passes. "You wanna trigger them, go ahead. But please let us get out of the way first."
Fortitude, if Marta decides to pass him anyway: 1d20 + 16 ⇒ (6) + 16 = 22
Omrax the Bold
|
Omrax watches as Marta and the others arrive, then prepares to enter the room when he sees others looking like they may as well.
What is the mitigation against such a symbol, Sir Jack? Can they be dispelled? Or must we endure their effects?
Arnaut
|
Dispel Check: 1d20 + 14 ⇒ (19) + 14 = 33
Arnaut points a bloody finger at the doorframe. "A wise warrior does not endanger themselves except when no other options arise," he intones, slowly lowering his arm as he speaks. "A foolish one triggers a known trap without thinking of her allies who may not be afforded the same protections as her." His scarlet finger comes to a stop, pointing at the unarmed inquisitor before him. "Tell me, Marta Telmar So-Melnop, which one do your actions say you are?"
Casting dispel magic. With all these undead, might as well use these spell slots for something useful.
Jack, "Just Jack"
|
"Nicely done, Arnaut."
As soon as Marta and Omrax enter the chamber, Jack follows and helps search the chamber, starting in the area of that flagstone jutting up from the rest of the floor.
Take 10 Perception for 34
| Yours is mined |
Jack finds a small locked coffer of unadorned steel hidden under the loose flagstone.
Within the coffer is a 6-inch-tall statue of a halfling holding a shortsword with three notches cut into the blade.
If you succeed at a Knowledge (history) DC 29 check:
Everyone gains a +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.
Jack, "Just Jack"
|
Take 10 Knowledge (religion) for 28
"It's a figurine of Chaldira Zuzaristan, a halfling goddess of battle, luck, and mischief."
Jack casts a cantrip to detect magic. "I think you're supposed to place this on the pommel of your saddle or on the dashboard of your coach. See? The head bobbles as you move. Cool."
| Whisper softly |
After the room is declared safe the little bird checks out the figurine of the Halfling Goddess.
K-History,Luck Bonus: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Unfortunately Whisper is not able to add much to the discussion and he dishearteningly returns to his satchel.
Rokgurn
|
Rokgurn winks at Hamish. He has learned from experience the length and breadth of the man's experience.
"Too bad they do not mention halfling relics in those blue books that you are so fond of. If that were the case then you would be a real expert on the matter."
Hamish Carmody O'Toole
|
"Clearly you've not studied them too closely then!" Hamish replies with a chuckle. "A few coins can buy you anything in some places... Trollheim's admittedly a little tame, but you should see some of the stuff you can find in Magnimar... not to mention Ilizmagorti... its shame we didn't get to stay there longer. Either way, some people like 'em old! I say, as long as they're spry, have at 'er!"
Say, did we hit on any major cities on the way to here? Or did we just start here? Hamish uses the Blue books as a record of where he's been!
Jack, "Just Jack"
|
"I never buy a mount, without what I've checked the blue book value first." Jack winks. "Else a man might lose more than his shirt, am I right?"
Omrax the Bold
|
Omrax sighs at the antics
”Gentlemen. Good people have perished in this place. Reverence is more appropriate than comments such as I have heard here. After this is over, I definitely shall make myself available to explain in greater detail.“
Rokgurn
|
Rokgurn nods and then smiles at the Paladin.
"I would love to watch you try to reform them to any semblance of decorum once this is over. It would indeed be an act of faith and a true miracle if even you half-succeed."
What exactly is the next move here in-game?
| Yours is mined |
It was a direct teleport into the Gallowspire Jungle, Hamish
While Omrax stays wary of interruptions, Hamish, Jack and Rokgurn bond over a clear NON-misunderstanding of the kinds of blue books being discussed.
The noise attracts a huge figure composed of the ‘absence-of-light’ which drifts effortlessly through the south-eastern doorway in front of Jack.
It stands ominously before you, any light rays that strike it instantly disappear into … NOTHING. It then opens its wingspan, as if welcoming you to join It.
For every 5 by which you beat the DC you may ask one question from >>this list<<
Hamish Initiative: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Jack Initiative: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Marta Initiative: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Omrax Initiative: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Rokgurn Initiative: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Red: 1d20 + 10 ⇒ (11) + 10 = 21
Party buffs:
Rokgurn
Hamish + Seaward Gull
Marta
--
Red
--
Omrax
Jack
Arnaut
Rokgurn, Hamish + Gull, and Marta, do something cool!
The Battle Map is also in my header.
Marta - A.K.A. Telmar So-Melnop
|
knowledge religion, heroism, monster lore, luck bonus: 1d20 + 4 + 2 + 7 + 1 ⇒ (16) + 4 + 2 + 7 + 1 = 30
"What a surprise, another undead creature. This time of the nightshade variety called a Nightwing. Actually a combination of undead and shadow as you may have noticed."
Looking for resistances. Can I look up and spout the nightshade template info since that stuff is common to any nightshade?
Marta will lead off by casting shield from her ioun stone and move in to cover Jack. Question: is her shield of faith still active?
AC: 35, 22T. +4 vs touch if shield helps as this thing looks like it might do the whole incorporal touch thing. +2 if shield of faith is active.
If it looks like it has extra long reach and might get an AoO on her, she will try acrobatics to avoid the AoO...
acrobatics, daredevil boots, heroism, luck: 1d20 + 22 + 5 + 2 + 1 ⇒ (20) + 22 + 5 + 2 + 1 = 50
Hamish Carmody O'Toole
|
"More enemy sails!" one of the lookouts cries, as the shadowy creature flies into the room from the northeast.
Hamish curses, having hoped they were done with all this business. "Alright men, it would appear we need to fight for our booty!" He cries. "To stations!"
He casts a spell, as he reaches out to brush the side of the ship, as dozens of sailors rush about the deck, taking up position for another attack.
Standard to cast Protection from Evil on the Gull
A time frame from the previous fight would be helpful. Am guessing the 12 round haste has worn off?
The Seaward Gull immediately sails into the adjoining room, carefully maneuvering through the narrow doorway, and around to the far side of Marta, but well over her head, and attempts to ram the creature, though the crew doesn't seem overly enthused by the idea, judging by the number of them making nervous warding gestures as it approaches.
Single move, single attack.
bite ram: 1d20 + 22 + 2 - 3 ⇒ (5) + 22 + 2 - 3 = 26, for 1d8 + 14 + 6 ⇒ (7) + 14 + 6 = 27 damage.
Bah, why its always nice when the bards go first... make those 5's feel a little better.
Reminder: Marta and Jack will get a +2 circumstance bonus on save, and a +2 shield bonus to AC, for being within reach of the ship. As will anyone else that gets that close.
| Yours is mined |
Marta, I’d prefer you didn’t research and give away all the nightshade template stuff.
Also, taking into account the time spent discussing the approach to and finding the halfling statue, I’m going to say the 13 or 14 minute duration of shield of faith has expired.
Ragathiel’s Marshall correctly predicts the Nightwing can attack her when flat-winged. However, her acrobatic heroism leaves the thing momentarily disorientated.
haste has expired. Let’s say 20 minutes have passed, given the time spent deciding to recover the statue.
Even flat-winged, the quartermaster at the con is too spooked to maintain her course, and for once the Gull’s opening attack fails.
Round #1:
Party buffs:
Rokgurn
Hamish + Seaward Gull: protection from evil
Marta
--
Nightwing (red)
--
Omrax
Jack
Arnaut
Rokgurn, do something wicked!
The Battle Map is also in my header.
| Whisper softly |
Whisper takes a peek at the big bad before returning to the safety of his satchel.
K-Religion,Luck bonus: 1d20 + 24 + 1 ⇒ (4) + 24 + 1 = 29
Rokgurn
|
Rokgurn chides Whisper for his apparent lack of knowledge. He then flies a bit closer activating his vest (Displacement) for a bit of protection and then summons four balls of Lightning on top of the creature.
Displacement in effect.
SR check if required, Place Magic CL 16: 1d20 + 16 ⇒ (1) + 16 = 17
Ball 1, Reflex DC 21 to avoid: 3d6 ⇒ (5, 4, 5) = 14
Ball 2, Reflex DC 21 to avoid: 3d6 ⇒ (1, 3, 3) = 7
Ball 3, Reflex DC 21 to avoid: 3d6 ⇒ (6, 2, 2) = 10
Ball 4, Reflex DC 21 to avoid: 3d6 ⇒ (3, 5, 1) = 9
Such sad,sad rolling. :)
| Yours is mined |
Rokgurn activates his displacement vest and targets the Nightwing with ⚡
Unfortunately, he fails to penetrate the Nightshade’s spell resistance and the thunderbolt gets absorbed into the undead’s core, like dying starlight being sucked into a Black Hole.
✨Cast Defensively DC 29: 1d20 + 21 ⇒ (15) + 21 = 36
The Nightwing points a bony webbed finger at Hamish.
Hamish, please make your next d20 roll a Fort DC 24 or suffer 14x10 = 140 damage
If successful, instead take damage: 3d6 + 14 ⇒ (1, 2, 2) + 14 = 19
Round #1/2:
Party buffs:
Rokgurn displacement
Hamish + Seaward Gull Hamish, need a DC 24 Fort; Gull, protection from evil
Marta
--
Nightwing (red)
--
Omrax
Jack
Arnaut
Party up, in any order.
The Battle Map is also in my header.
Omrax the Bold
|
Omrax will ride into the room atop the spectral wolf.
What have you found here? Darkest of Evil...I smite thee!
While he cannot charge, he will call smite and move (using wall/cover to avoid AOO) into a position to attack.
Omrax +2 EO, longsword, PA, DivBond, smite: 1d20 + 30 ⇒ (11) + 30 = 41
for pa,smite, DIV: 1d8 + 50 ⇒ (8) + 50 = 58 (double smite vs undead)
AC38 with smite
+17 Smite (x2), PA +8, Str +4, +4 weapon/bond )
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
A flurry of Pathfinders descends on the battlefield, darting between the undead. With medicine and magic, they repair your injuries. The Medic Mission was successful!
GMs, the Medic Mission Success condition on page 26 is in effect.
Arnaut
|
Knowledge (religion), Luck, Take 10: 10 + 20 + 1 = 31
Let’s go with defenses/resistances/DR-type stuff.
”A nightwing. Lovely.” Arnaut looks at the other Pathfinders pointedly. ”I’m sure we won’t let any more of the Society die here today, will we?” His tone makes it unquestionably clear that failure is an unacceptable answer. An unseen wind tries to make the blood-soaked feather of his cap dance, but the decoration merely flops to the side and sticks to the hat.
Beginning Inspire Courage +4 and casting good hope - should affect everyone since Arnaut and the Seaward Gull are barely within 30 ft of each other.
Jack, "Just Jack"
|
Lore Master Standard Action Take 20 Knowledge (religion) for 38 vs DC25
"It’s an advanced Nightwing. Its special attacks include ____________, and its spell-like abilities include ___________."
Stepping back a few feet, Jack snaps his fingers, releasing his lesser metamagic rod of quicken into his hand, and swiftly casts haste on the team. Then he stows the rod in his handy haversack.
Hamish Carmody O'Toole
|
Why does everyone always pick on Hamish? He never actually does anything remotely threatening. 8P
"Hands off your charms and on the wheel!" Hamish yells, as the Seaward Gull steers wide on its attempt to ram! "Who put Poxie Pete on the helm!?"
As he yells at the men though, the nightwing's shadowy finger points his way...
Fort save: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Uh oh..
Suddenly, his words are cut off, with a pained "Urk", one hand going to his chest... the intrepid captains heart starting to seize!
OK, well, that will put me at -53. Even a breath of life is very unlikely to heal enough to get out of that hole.
Unsure if someone has a new save option available (I do not)
Oh, and the Spellcraft check, which really should have been first... 8P Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
Unsurprisingly, he won't even know what killed him.
Arnaut
|
GM permitting:
”Oh no you don’t!” Arnaut strides into the room and grabs the fallen Captain Hamish by his coat collar. ”Did I say you could lie down on the job? Back on your feet, soldier!” A flash of brilliant sapphire light accompanied his words.
First Aid gloves (Breath of Life): 5d8 + 9 ⇒ (4, 4, 8, 8, 8) + 9 = 41
Well color me impressed - and color Hamish a shade of not-dead! That’ll get him down (up?) to -12, which is above (below?) his Con of 14! Woo! I don’t suppose we have an Aid token or something similar to get him out of the unconscious danger zone, do we?
If the GM allows this retcon on Arnaut’s actions, we’ll still have Inspire Courage +4 - but no good hope.
Marta - A.K.A. Telmar So-Melnop
|
Marta drops her spear, steps forward, and lashes out with the full fury of a bane and the holy enchantment on her fists.
swift to activate bane, 5' step, full attack. Assuming the gull vanishes she moves to where it was.
- Unarmed Strike attack roll: 1d20 + 26 ⇒ (3) + 26 = 29
- Damage: 7d6 + 25 ⇒ (3, 3, 3, 2, 3, 6, 1) + 25 = 46; acid: 1d6 ⇒ 2;
- Intimidate, heroism: 1d20 + 35 ⇒ (6) + 35 = 41
- Hasted Unarmed Strike attack roll: 1d20 + 26 ⇒ (8) + 26 = 34
- Damage: 7d6 + 25 ⇒ (1, 2, 3, 1, 2, 5, 6) + 25 = 45; acid: 1d6 ⇒ 1;
- Intimidate, heroism: 1d20 + 33 ⇒ (14) + 33 = 47
- Flurried Unarmed Strike attack roll: 1d20 + 26 ⇒ (2) + 26 = 28
- Damage: 7d6 + 25 ⇒ (3, 2, 1, 2, 2, 1, 5) + 25 = 41; acid: 1d6 ⇒ 4;
- Intimidate, heroism: 1d20 + 33 ⇒ (9) + 33 = 42
- Iterative Unarmed Strike attack roll: 1d20 + 26 - 5 ⇒ (11) + 26 - 5 = 32
- Damage: 7d6 + 25 ⇒ (3, 4, 5, 1, 2, 2, 5) + 25 = 47; acid: 1d6 ⇒ 2;
- Intimidate, heroism: 1d20 + 33 ⇒ (1) + 33 = 34
meh. could be just a furious gout of wind with those rolls.
"Is Hamish OK?"
Rokgurn
|
Rokgurn tries to identify the spell targeting Hamish.
Spellcraft,Luck: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
"Finger of Death. That is not a good thing."
That is a death effect so Breath of Life will not work. I think he is dead, dead. My actions will depend on if he is at -12 or actually dead.
Rokgurn
|
If allowed Hamish can use my character's Lodge shirt re-roll. That should pull him through if it is actually legal. :)
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Pathfinders! Your valiant efforts in the Black Caverns have met with success! The holy relic of the goddess Chaldira Zuzaristan responds immediately to your presence, granting luck to the entire expedition!
GMs, the The Relic Recovered condition on page 27 is in effect.
Marta - A.K.A. Telmar So-Melnop
|
That reminds me. Please add our luck bonus to Marta's rolls.
Hamish Carmody O'Toole
|
Hamish waves Arnaut off, scowling.
"Bah! Take more'n a look and a pointed finger, to take down ol' Hamish O'Toole!" He says, though judging by the wan look to his skin, it was probably a near thing.
"Now I did know a lass once, what could tighten my heart with naught but a sultry glance..." He adds, with a grin. "But it weren't just me heart what was getting tight then."
He turns back towards the Gull, the ship still recovering from its mistimed ramming attempt. "The rest o' you scallywags, stop gawkin' and get on those cannons, or its comin' out of yer rum rations!"
That seems to be motivation enough, as the sailors quickly go on the offensive. Cannons fire from all sides as the ship deftly tacks from side to side. The harpoons soar through the intervening space as well... all aimed at the huge dark figure.
Full attack, includes inspire, haste, PA, and arnauts good hope, which I assume is now back on.
Bypasses magic, silver, cold-iron, good, and chaotic DR
bite harpoons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (9) + 22 + 4 + 2 - 3 + 1 = 35, for 1d8 + 14 + 6 + 4 + 2 ⇒ (8) + 14 + 6 + 4 + 2 = 34
claw aft cannons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (16) + 22 + 4 + 2 - 3 + 1 = 42, for 1d8 + 14 + 6 + 4 + 2 ⇒ (1) + 14 + 6 + 4 + 2 = 27
claw starboard cannons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (4) + 22 + 4 + 2 - 3 + 1 = 30, for 1d8 + 14 + 6 + 4 + 2 ⇒ (1) + 14 + 6 + 4 + 2 = 27
claw port cannons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (13) + 22 + 4 + 2 - 3 + 1 = 39, for 1d8 + 14 + 6 + 4 + 2 ⇒ (3) + 14 + 6 + 4 + 2 = 29
claw forward cannons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (15) + 22 + 4 + 2 - 3 + 1 = 41, for 1d8 + 14 + 6 + 4 + 2 ⇒ (6) + 14 + 6 + 4 + 2 = 32
hasted bite chase cannons: 1d20 + 22 + 4 + 2 - 3 + 1 ⇒ (12) + 22 + 4 + 2 - 3 + 1 = 38, for 1d8 + 14 + 6 + 4 + 2 ⇒ (8) + 14 + 6 + 4 + 2 = 34
Rokgurn
|
Rokgurn flies in looking for a gap to throw his three missiles at the undead creature.
To hit Stone Discus, Hawk Eye,Good Hope,Luck,In-Combat: 1d20 + 14 + 6 + 2 + 1 - 4 ⇒ (12) + 14 + 6 + 2 + 1 - 4 = 31
Damage,Good Hope,Blunt,Magic,Cold Iron,Silver,SR NO: 4d6 + 2 ⇒ (2, 2, 4, 5) + 2 = 15
To hit Stone Discus 2,Good Hope,Luck,In-Combat: 1d20 + 14 + 2 + 1 - 4 ⇒ (8) + 14 + 2 + 1 - 4 = 21
Damage,Good Hope,Blunt,Magic,Cold Iron,Silver,SR NO: 4d6 + 2 ⇒ (6, 5, 4, 4) + 2 = 21
To hit Stone Discus 3,Good Hope,Luck,In-Combat: 1d20 + 14 + 2 + 1 - 4 ⇒ (10) + 14 + 2 + 1 - 4 = 23
Damage,Good Hope,Blunt,Magic,Cold Iron,Silver,SR NO: 4d6 + 2 ⇒ (5, 1, 3, 1) + 2 = 12
| Yours is mined |
In the van, Omrax delivers a full-blooded blow to the Beast.
Marta flurries, but only one punch finds purchase, doing reduced damage to the Nightwing’s shadow-form.
Rokgurn’s rock-shots fly straight through their target, dragging ember wisps with them as they exit its Primal form.
After giving Death the finger, Hamish is back on deck, barking orders that quickly right the ship. The full force of the Seaward Gull’s response *BLOWS* another undead foe to the bottom of the River of Souls.
The Nightwing’s body dissolves into blood-scented smoke, roiling across the reliquary floor like special effects in a play, until it dissipates in the sacred auras exuded by the party's holy warriors (not named Arnaut & Jack).
We are out of Combat, and another Relic success has been reported.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Pathfinders! Thanks to your efforts, the Whispering Tyrant’s ritual is starting to falter. Necromantic energy from throughout Gallowspire is draining to the Pillar in an attempt to maintain the ritual, and you’re still gaining ground.
The Ritual Disturbed condition on page 27 is in effect.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
At last, the ritual reaches a critical point, With the ritual’s anchoring stones disrupted and its guardians slain, the Pillar struggles in vain to stop its magic from collapsing. The Pillar trembles, and a psychic scream echoes through the minds of everyone within Gallowspire. The lasts wisps of magic drift away from the pillar’s surface, filling the room with a quiet fog. The taste of corruption fades from the air.
Utter silence falls, as if all the air in Gallowspire has been drawn away by the inhalation of some massive being. But the peace does not last for long. The stillness is broken a moment later by a titanic crack. Fissures form in the walls, and the ground shifts. Silently, a pitch-black nothingness begins to ooze forth from the newly formed cracks in the walls, floors, and ceilings. The cracks spread with supernatural speed, reaching out like grasping fingers to tear the dungeons to pieces. In the Black Caverns, small rocks begin to rain down from above. Gallowspire is falling apart!
GMs, please apply the Speeding Up the Encounters conditions on page 16 and finish up your encounter quickly.
Omrax the Bold
|
Aye. To vanquish the vile creatures only to be crushed by the very rocks of the tower. Inheritor, shield us! Omrax looks around with concern.
He then bows his head in meditation as the final stroke appears ready to fall.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my
behavior. I will strive to emulate Iomedae's perfection.
Jack, "Just Jack"
|
Taking a cue from Omrax, Jack crosses his heart with the sign of the flagon of ale and whispers a prayer of his own to the Accidental God.
"I don't ask for much, Cayden. Just a strong drink and a fine woman with an open mind and a forgiving heart." The bard pauses, considering his request. "Scratch that. I can find the first on my own."
The second would truly be a miracle.
Hamish Carmody O'Toole
|
"Less jawin'... more runnin', methinks is in order." Hamish offers, as he makes for the exit.
"I've always said... most of the interesting stuff involves someone runnin' somewhere!" He adds, with a wide grin.
If someone wants a ride on the Gull, say so quickly, cause I'll need to cast another spell to make it stay large enough to do so for any length of time likely to be needed.
Marta - A.K.A. Telmar So-Melnop
|
"I have no regrets. It is a good way to die, saving the world from the liche of all liches and to be entombed at the sight of your victory. Ragathiel will welcome me home... Or, we could just escape and continue the good fight."
Marta starts planning her escape, starting with looking for a likely route.
"Will a teleport work now, I wonder?"
| Yours is mined |
Stalactites writhing with fingers of *dark* energy begin raining from the ceiling as the entire area shakes treacherously. It is clear that the time to go is NOW!
Two score skeletons of darkfolk, duegar and xulgath ancestry pour through open fissures in pursuit of the auxiliary Pathfinder medics.
If you wish to help the medics, make a single attack roll (don’t worry about damage) and advise generally how you plan to escape the deep caverns.
Marta, please confirm you want to attempt to teleport out, and then roll d100
Jack, "Just Jack"
|
Knowledge (arcana) DC35: 1d20 + 19 ⇒ (2) + 19 = 21
"Have to help the medics!" Jack draws his rapier and races toward the undead menace, humming Ritt der Walküren.
+1 Vicious Keen Adamantine Rapier, Heroism, Inspire Courage, Discordant Voice: 1d20 + 20 ⇒ (17) + 20 = 37
Crit!?: 1d20 + 20 ⇒ (20) + 20 = 40
"Love the smell of napalm in the morning!"
Arnaut
|
With a flick of his cape, Arnaut summons a curtain of sound to cover as many undead-spewing crevices as he can. It quickly blares into an overwhelming cacophony as more and more mindless undead pass through it, the sound of their destruction also damaging their tightly-packed companions.
Arnaut doesn’t do attack rolls, shall we say. But that wall should be good for 280 ft and does more damage the tighter the enemies are packed, so that’s got to count for something, yeah?