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Thread: Panic Station

  1. Default Main Post #159

    This is the one hundred fifty-ninth main post of the adventure Panic in Lonely Places. We are finally in Combat Round Six!

    I am posting this again on Umiushi's behalf - Equinoche.

    This is the first combat round in a very long time. If it is convenient, please take the ongoing opportunity to ask questions and refresh yourself with any aspects of the game or the rules.

    Thank you for getting your turn done in advance, cortesxxiv. Since the Ghoulish Corpse is not presently a target, you have the choice to either change the target of Khlarissa's Clever Shot, or you may choose to redo Khlarissa's turn outright.

    Now that we have completed one assisted round, it is apparent in hindsight that I needed to begin by working with Equinoche one-on-one. Nevertheless, we both appreciate the suggestions that OtterKnow has provided. Starting with Round Six, which I am happy to say begins now, I intend to involve OtterKnow directly in the process and begin implementing his suggestions at that time.

    Map to the Beginning of Round Five (This is the same map as the one at the end of Round Four.)Attachment 19802

    • E - Elunnia
    • F - Noxias's summoned Fire Warrior (hovering at Elevation 5)
    • K - Khlarissa
    • M - Mar'ro
    • N - Noxias
    • O - Ob Emthaug
    • R - Rampart
    • T - Threnody (climbing at Elevation 2)
    • Y - yShekka (was actually dispersed; token is incorrectly displayed)
    • J - Joizy Beddeye
    • A - Yuviy Beaklem Baror's ghost, formerly the ghostly apparition (hovering at Elevation 5)
    • G - gargoyle
    • U - unknown assailant, formerly the unseen enemy
    • Z - ghoulish corpse (spider climbing at Elevation 3)
    • Black squares - floor of the great hall (Elevation 0)
    • Dark violet squares - debris (difficult terrain)
    • Orange squares - balconies (Elevation 4; may walk underneath them; railings provide partial cover)
    • Pink squares - difficult terrain on a balcony (Elevation 4; may walk underneath them; railings provide partial cover)
    • Red squares - dragon statue (Huge size; blocking terrain; provides cover)
    • Light green squares - difficult terrain on the platform (Elevation 2)
    • Light pink squares - very difficult terrain (costs +2 squares to enter)
    • Light violet squares - stairs; the staircase leading up to the eastern balcony (difficult terrain; each row increases the Elevation going northwards from 0 to 3; only the elevation 0 row may be entered normally from the ground) and the staircase leading down in the north corridor (Elevation decreases from 3 to 2; difficult terrain)
    • Yellow squares - raised platform (Elevation 2; hard corners); also the lower part of the northern corridor (Elevation 2)
    • Thick dark blue outline - zone of toxic vapors (hazardous terrain - the zone attacks all creatures within it on Initiative Count 9)
    • Yellow embedded lines - doorways; those on the northern end of the balconies are open; the rest are shut (minor action to open or close, if not stuck)



    Round Five Combat Summary


    F - Fire Warrior (Initiative Count 27 on Noxias's turn)
    AC 23 Fortitude 20 Reflexes 19 Willpower 20
    HP: 31
    Hover 6
    Elevation 5 (hovering over balcony)
    Status: bloodied
    29 points of damage


    N - Noxias (Initiative Count 27)
    Expended: One measure of Clay of Creation, Action Point (none remaining), two Healing Surges, Dispel Magic (encounter), Fey Step (encounter), Fire Burst (encounter), Inspiring Word, Sleep, Spatial Trip, Summon Fire Warrior, Undeniable Fire
    Held: Book of Undeniable Fire
    Hands Free: one
    Elevation 2 (on stairs)
    Status: resist 5 fire, Blessing of the Healing Flood (regenerate 2 while bloodied; end effect with a minor action to heal 21 points of damage), ongoing damage
    8 points of damage


    Start of Turn: Noxias takes 8 points of ongoing damage.

    Standard Action: direct Fire Warrior to melee attack the unknown assailant. (The Fire Warrior's Summoned Melee Fire +12 vs. Reflexes - Noxias rolls 16 modified to 28 and hits for 9 points of fire damage.)

    End of Turn: Noxias rolls a 1 and fails to save against ongoing damage.

    R - Rampart (Initiative Count 18)
    Expended: 50í of rope (left behind), Action Point (encounter), Agonizing Assault, Dragon Breath (encounter), Shield Bash (encounter)
    Held: Cunning Spiked Shield
    Hands Free: one
    Elevation 4 (on balcony)
    Status: Blessing of the Healing Flood (regenerate 2 while bloodied; end effect with a minor action to heal 21 points of damage), grabbing the Unknown Assailant
    29 points of damage

    Standard Action: use Shield Bash on the Ghoulish Corpse. (Attacking under the ledge (-2) and Combat Challenge. Melee +11 versus Reflexes - hits with an attack of 18 modified to 29. The Ghoulish Corpse takes 11 points of damage and remains marked. The Ghoulish Corpse rolls 14 and successfully saves against being knocked off the ledge.)

    Free Action: spend an Action Point

    Standard Action: use Grappling Strike on the unknown assailant. (Attacking with Combat Challenge. Grab + 15 vs. AC - hits with an attack of 18 modified to 33. The Unknown Assailant takes 14 points of damage and remains grabbed and marked.)

    K - Khlarissa (Initiative Count 16)
    Expended: 3 arrows, 1 healing surge, Healerís Lore, Knack for Success (encounter), Reactive Shift (encounter)
    Held: Feyslaughter Longbow
    Hands Free: none
    Elevation 4 (on balcony)
    Status: Blessing of the Healing Flood (regenerate 2 while bloodied; end effect with a minor action to heal 21 points of damage), Aspect of the Pack Wolf, prone
    26 points of damage


    Double Move Action: races to the opposite balcony. (Cost 14 - running; 10xW across four squares of difficult terrain.)

    Minor Action: Open the door. (The door to the south of Khlarissa is now open facing into the balcony.)

    T - Threnody (Initiative Count 14)

    Expended: Amulet of Elegy, Channel Divinity (encounter), Daunting Light (encounter), Dismissal, Healing Strike (encounter), Healing Word (encounter - twice), Recall Ally (encounter)
    Held: Symbol of Shared Healing (worn)
    Hands Free: two
    Elevation 0 (standing on the ground floor just west of the balcony)
    Status: Blessing of the Healing Flood (regenerate 2 while bloodied; end effect with a minor action to heal 21 points of damage), weakened, bloodied
    39 points of damage.


    Start of Turn: Spirit of the Healing Flood - Threnody regenerates 2 hit points.

    Move Action: drop down and take a step backwards. (Hop Down. Acrobatics Check DC 15 - Threnody rolls 13 modified to 18 and successfully lands standing after dropping down 10 feet. Threnody is no longer climbing. Cost 1; shift - 2xD, S.)

    Standard Action: cast Daunting Light at the ghoulish corpse. (Ranged Radiant +11 vs. Reflexes at distance 2 - hits. The Ghoulish Corpse takes 12 halved to 6 points of radiant damage and will not regenerate on its next turn. Mar'ro gains combat advantage against the Ghoulish Corpse.)

    End of Turn: Threnody rolls a 7 and fails to save versus weakness. The Ghostly Apparition is no longer immobilized.

    O - Ob Emthaug (Initiative Count 14 on Elunnia's turn)
    Elevation 4 (on balcony)

    Y - yShekka (Initiative Count 14 on Elunnia's turn)
    Elevation 2 (on stairs)

    Directed Movement: N (details in Elunnia's move action)

    E - Elunnia (Initiative Count 14)

    Expended: 3 healing surges, Healing Spirits (once), Resilience Amulet, Speak with Spirits (encounter), Second Wind (encounter), Spirit of the Healing Flood (regenerate 2 while bloodied; end effect with a minor action to heal 21 points of damage), Spirit Summons, Wind of Pain and Succor
    Held: Great Talisman (worn), Talisman of the Ravenous Beast
    Hands Free: one
    Elevation 3 (on stairs)
    Status: Blessing of the Healing Flood, Ob Emthaug and yShekka are manifesting, running, bloodied
    50 points of damage


    Minor Action: summon yShekka (Call Spirit Companion. Close Burst Conjuration at distance 1.)

    Standard Action: yShekka calls Wind of Pain and Succor against Joizy (Spirit Melee yShekka +12 vs Willpower - hits with an attack of 31. Joizy takes 20 points of damage. Effect: the first ally adjacent to yShekka or Ob Emthaug to be healed will regain 1d8 (+2d10 from the Great Talisman) additional HP, while the second ally to be healed adjacent to either regains 2d8 (+2d10 from the Great Talisman), and third ally 3d8 (+2d10 from the Great Talisman). The effect ends after the third ally regains these points or the encounter ends.)

    Joizy's Opportunity Action (interrupt trigger - Ellunia left a threatened square) Joizy stabs at Ellunia's retreating back (Melee Wingspear vs AC - hits with an attack of 26. Ellunia is bloodied by 18 points of damage.)

    Move Action: Elunnia dashes up the stairs, followed by yShekka (Cost 6; running - NW, N through very difficult terrain; Remote Cost 1 for yShekka; Spirit Control - N. Elunnia leaves Joizy's Defender's Aura.)

    M - Maríro (Initiative Count 14)
    Expended: 1 healing surge, Armor of the Wild, Brooch of Shielding, Death Fang, Latch On (encounter), Obscuring Mist, Primal Wolf, Savage Frenzy
    Held: Death Fang Talisman
    Hands Free: one
    Elevation 3 (on stairs)
    Status: Resist 3 damage, Blessing of the Healing Flood, combat advantage against the ghoulish corpse due to Threnody's Daunting Light, Primal Wolf - +2 on attacks against prone targets and knock enemies prone on melee hits when in beast form, beast form
    22 points of damage

    Standard Action: Savagely rend the zombie. (Savage Frenzy. Combat advantage (+2) around a corner (-2) Melee Primal +13 versus Reflexes - hits with an attack of 21. The Ghoulish Corpse takes 12 points of damage and is bloodied. The Ghoulish Corpse rolls 1 and fails to save against sliding NW; and also falls 15 feet, falls prone, and takes 4 points of damage.)

    Free Action: Spend Action Point

    Standard Action: Transform into a dire beast and pounce onto the Unknown Assailant (Primal Wolf with combat advantage (+2) Melee Primal +15 versus Reflexes -hits with a modified attack of 25. The Unknown Assailant takes 17 points of damage and is knocked prone and cannot stand up. Mar'ro gains a +2 to attacks against prone targets and may knock enemies prone when hitting them with melee attacks when in beast form.)

    Map at the End of Initiative Count 14:BarorHallR5playersround.jpg

    • E - Elunnia (elevation 3)
    • F - Noxias's summoned Fire Warrior (hovering at Elevation 5)
    • K - Khlarissa (elevation 4)
    • M - Mar'ro (elevation 4)
    • N - Noxias (elevation 2)
    • O - Ob Emthaug (elevation 3)
    • R - Rampart (elevation 4)
    • T - Threnody (elevation 0)
    • Y - yShekka (elevation 2)
    • J - Joizy Beddeye (elevation 0, on stairs)
    • A - Yuviy Beaklem Baror's ghost, formerly the ghostly apparition (hovering at Elevation 5)
    • G - gargoyle (elevation 4)
    • U - unknown assailant, formerly the unseen enemy (elevation 4)
    • Z - ghoulish corpse (spider climbing at Elevation 3)
    • Black squares - floor of the great hall (Elevation 0)
    • Dark violet squares - debris (difficult terrain)
    • Orange squares - balconies (Elevation 4; may walk underneath them; railings provide partial cover)
    • Pink squares - difficult terrain on a balcony (Elevation 4; may walk underneath them; railings provide partial cover)
    • Red squares - dragon statue (Huge size; blocking terrain; provides cover)
    • Light green squares - difficult terrain on the platform (Elevation 2)
    • Light pink squares - very difficult terrain (costs +2 squares to enter)
    • Light violet squares - stairs; the staircase leading up to the eastern balcony (difficult terrain; each row increases the Elevation going northwards from 0 to 3; only the elevation 0 row may be entered normally from the ground) and the staircase leading down in the north corridor (Elevation decreases from 3 to 2; difficult terrain)
    • Yellow squares - raised platform (Elevation 2; hard corners); also the lower part of the northern corridor (Elevation 2)
    • Thick dark blue outline - zone of toxic vapors (hazardous terrain - the zone attacks all creatures within it on Initiative Count 9)
    • Yellow embedded lines - doorways; those on the northern end of the balconies are open; the rest are shut (minor action to open or close, if not stuck)




    J - Joizy (Initiative Count 13)
    Expended: Power Attack (once), Thrown Wingspear (encounter)
    Hands Free: none
    Held: broadsword
    Elevation 0 (on floor)
    Status: Hammer Hands (can push when hitting with a basic melee attack), delusional, Defender's Aura (dangerous to opponents who disregard her)
    45 points of damage

    Standard Action: Throw wingspear at Elunnia (Ranged Heavy Thrown Spear vs. AC at distance 3 - Joizy hits with an attack of 22. Elunnia takes 18 points of damage and is restrained.)

    Elunnia's Immediate Action (reaction trigger - Elunnia took damage) Elunnia turns invisible (Fade Away).

    Minor Action: Draw broadsword.

    Minor Action: Enter Hammer Hands stance.

    A - Yuviy Beaklem Barorís Ghost (Initiative Count 13)
    Expended: Kinetic Claw (recharging)
    Elevation 5 (hovering above floor)
    Status: Hovering (doesn't fall when stunned), Insubstantial (damage is halved)
    6 points of damage

    Start of Turn: Kinetic Claw does not recharge.

    Standard Action: cast a telekinetic attack at Threnody. (Hurl Away. Ranged Necrotic vs. Reflexes at distance 5 -misses with an attack of 16.)

    U - Unknown Assailant (Initiative Count 13)
    Expended: 3 crossbow bolts, Airborne Form, Bloodbath, Killer's Ambush (encounter), Strike the Avalanche (encounter)
    Held: loaded hand crossbow
    Hands Free: one
    Elevation 4 (on balcony)
    Status: Airborne Form (increased speed, insubstantial while moving, able to move through occupied squares), bloodied, marked by Rampart, grabbed by Rampart, prone
    155 points of damage

    Standard Action: Attempt to throw Mar'ro off herself. (Strike the Avalanche. Melee Unarmed (-2) vs. Fortitude - misses Mar'ro with an attack of 19.)

    End of Turn: the assailant rolls 20 and saves vs. being dazed and slowed; and rolls 12 and saves vs. being pinned to the ground

    G - Gargoyle (Initiative Count 13)
    Elevation 1 (on stairs)
    Status: 26 points of damage
    5 temporary hit points

    Minor Action: the gargoyle reanimates. (Reveal Form. The gargoyle gains a +20 damage bonus to the next time it does damage.)

    Standard Action: leap into the air and hurl itself at Noxias (Swoop Attack. Cost 5; fly - 5xS without triggering attacks of opportunity. Melee Claw vs. AC - hits with an attack of 32. Noxias is bloodied by 32 points of damage.)

    Z - Ghoulish Corpse (Initiative Count 13)
    Elevation -1 (under the floor)
    Status: burrowing, regenerate 5 except after radiant damage, ongoing 5 fire damage, marked by Rampart, granting combat advantage to Mar'ro, bloodied
    64 points of damage

    Start of Turn: the ghoulish corpse takes 5 points of fire damage.
    The ghoulish corpse took radiant damage since its last turn and does not regenerate.


    Move Action: Burrow into the floor (the Ghoulish Corpse is underground, no longer prone, and currently outside line of sight and line of effect).

    End of Turn: the ghoulish corpse rolls 7 and fails to save vs. ongoing fire damage; rolls 16 and saves vs. being dazed and slowed; and rolls 15 and saves, no longer granting Mar'ro combat advantage from Mar'ro's Death Fang Talisman (the Ghoulish Corpse is still granting Mar'ro combat advantage due to Threnody's prayer of Daunting Light).

    Dragon Statue (Initiative Count 12)
    Elevation 2 (on platform)
    Elevation 5 as terrain
    Status: 12 points of damage

    Standard Action: try to catch Threnody in its flames. (Area Blast centered west of Threnody; Fire vs. Reflexes at distance 4 -hits with an attack of 30 but Threnody resists all of the damage)

    Frostfell Haze (Initiative Count 9)
    Elevation 0 (on floor)
    Status: 22 points of damage

    Standard Action: emit toxic vapors. (Area Blast Poison vs. Fortitude - hits Threnody with an attack of 33. Threnody takes 10 points of poison damage and loses 5 points of fire resistance until the end of the Frostfell Haze's next turn)

    Party Status at the End of Round Five
    Elunnia has an Action Point.
    Elunnia used the power of her Resilience Amulet (daily)
    Elunnia used Fade Away, Speak with Spirits and took her Second Wind.
    Elunnia evoked Healing Spirits (once), the Spirit of the Healing Flood (daily), Spirit Summons (daily), Wind of Pain and Succor (daily).
    Elunnia may call up to two spirit companions.
    Elunnia is invisible, received the Blessing of the Healing Flood and is regenerating.
    Elunnia is restrained and bloodied.
    Elunnia spent 3 healing surges. (6 healing surges remaining)
    Elunnia took 68 points of damage. (3 hit points remaining)

    Ob Emthaug is manifesting.
    yShekka is manifesting.

    Khlarissa has an Action Point.
    Khlarissa shot 3 arrows.
    Khlarissa used Healerís Lore (daily), Knack for Success and Reactive Shift.
    Khlarissa has taken on the Aspect of the Pack Wolf and has the blessing of the Healing Flood.
    Khlarissa spent 1 healing surge. (7 healing surges remaining)
    Khlarissa took 26 points of damage. (46 hit points remaining)

    Maríro spent his Action Point.
    Mar'ro used his Brooch of Shielding (daily) and the power of his Death Fang Talisman (daily)
    Maríro evoked Armor of the Wild (daily), Latch On, Obscuring Mist (daily), Primal Wolf (daily), and Savage Frenzy (daily)
    Maríro is in beast form.
    Mar'ro resists damage and can knock enemies prone on melee hits while in beast form, gains an attack bonus against prone targets, and has the blessing of the Healing Flood.
    Maríro spent a healing surge. (9 healing surges remaining)
    Maríro took 22 point of damage. (55 hit points remaining)

    Noxias used one measure of the Clay of Creation.
    Noxias used the power of the Book of Undeniable Fire (daily) and expended Sleep (daily)
    Noxias spoke an Inspiring Word (daily)
    Noxias spent his Action Point.
    Noxias cast Dispel Magic, Fire Burst, Spatial Trip (daily), and Summon Fire Warrior (daily)
    Noxias took a Fey Step.
    Noxias has summoned a Fire Warrior.
    Noxias resists fire, and has the blessing of the Healing Flood.

    Noxias is taking ongoing damage and is bloodied.
    Noxias spent two healing surges. (5 healing surges remaining)
    Noxias took 40 points of damage. (23 hit points remaining)

    The Fire Warrior is bloodied.
    The Fire Warrior took 29 points of damage. (2 hit points remaining)

    Rampart spent his Action Point.
    Rampart left 50í of rope.
    Rampart used Agonizing Assault (daily), Dragon Breath, and Shield Bash.
    Rampart has the blessing of the Healing Flood.
    Rampart is at full health. (10 healing surges)
    Rampart took 29 points of damage. (53 hit points remaining)

    Threnody has an Action Point.
    Threnody used the power of his Amulet of Elegy (daily)
    Threnody cast Channel Divinity, Daunting Light, Dismissal (daily), Healing Strike, and Recall Ally.
    Threnody spoke two Healing Words.
    Threnody has the blessing of the Healing Flood.
    Threnody has reduced fire resistance, is weakened and bloodied.

    Threnody is at full health. (9 healing surges)
    Threnody took 49 points of damage.
    (23 hit points remaining)

    NPC Negative Effects
    Joizy is delusional. (Joizy treats the party as enemies and animate enemies of the party as allies.)

    NPC Damage
    Joizy - 45 points of damage

    Enemy Negative Effects
    The ghoulish corpse is taking ongoing fire damage, granting combat advantage to Maríro, bloodied, and is marked by Rampart.
    The unknown assailant is bloodied, prone, and grabbed and marked by Rampart.

    Enemy Damage
    Dragon Statue - 12 points of damage
    Frostfell Haze - 22 points of damage
    Gargoyle - 26 points of damage; 5 temporary hit points
    Ghostly Apparition - 6 points of damage
    Ghoulish Corpse - 64 points of damage
    Unknown Assailant - 155 points of damage

    Obstacles Passed
    Collapsing Ceiling (considered defeated)
    Collapsing Roof (considered defeated)

    Map at the End of Round Five:BarorHallR5enemyround.jpg

    • E - Elunnia (elevation 3)
    • F - Noxias's summoned Fire Warrior (hovering at Elevation 5)
    • K - Khlarissa (elevation 4)
    • M - Mar'ro (elevation 4)
    • N - Noxias (elevation 2)
    • O - Ob Emthaug (elevation 3)
    • R - Rampart (elevation 4)
    • T - Threnody (elevation 0)
    • Y - yShekka (elevation 2)
    • J - Joizy Beddeye (elevation 0, on stairs)
    • A - Yuviy Beaklem Baror's ghost, formerly the ghostly apparition (hovering at Elevation 5)
    • G - gargoyle (elevation 1)
    • U - unknown assailant, formerly the unseen enemy (elevation 4)
    • Z - ghoulish corpse (burrowing at Elevation -1)
    • Black squares - floor of the great hall (Elevation 0)
    • Dark violet squares - debris (difficult terrain)
    • Orange squares - balconies (Elevation 4; may walk underneath them; railings provide partial cover)
    • Pink squares - difficult terrain on a balcony (Elevation 4; may walk underneath them; railings provide partial cover)
    • Red squares - dragon statue (Huge size; blocking terrain; provides cover)
    • Light green squares - difficult terrain on the platform (Elevation 2)
    • Light pink squares - very difficult terrain (costs +2 squares to enter)
    • Light violet squares - stairs; the staircase leading up to the eastern balcony (difficult terrain; each row increases the Elevation going northwards from 0 to 3; only the elevation 0 row may be entered normally from the ground) and the staircase leading down in the north corridor (Elevation decreases from 3 to 2; difficult terrain)
    • Yellow squares - raised platform (Elevation 2; hard corners); also the lower part of the northern corridor (Elevation 2)
    • Thick dark blue outline - zone of toxic vapors (hazardous terrain - the zone attacks all creatures within it on Initiative Count 9)
    • Yellow embedded lines - doorways; those on the northern end of the balconies are open; the rest are shut (minor action to open or close, if not stuck)
    Last edited by Umiushi; 05-23-2019 at 09:45 PM.

  2. #2062
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    Quote Originally Posted by malk0lm View Post
    Remind me what the victory conditions are for this fight? I forgot why we were even here. I think you had it in a post, but I can't find it
    I managed to find this info-- it was way further back than I thought. http://www.thetangledweb.net/forums/...58#post1228158

    "Winning Condition - Rescue Joizy Beddeye
    If the party exits the building with Joizy Beddeye and defeats any active pursuit, experience will be awarded and the party will reach level 11.

    Losing Condition - Joizy Beddeye Dies
    If Joizy Beddeye dies before leaving the building and reaching safety, the party will not gain experience points from the encounter. If a significant portion of any opposing elements are defeated, the encounter will still count towards a Milestone. (Milestones are points in the adventure where characters gain an Action Point, which may be spent during an encounter to take an additional standard, move, or minor action.)"

    -----

    This Gargoyle's going to be our next big problem, it looks like. Umi's bad guys tend to actually act realistically, though, so it may simply come down to scaring the gargoyle off if we can dispatch enough of the G's allies. Alternatively, we could try to lock it down with status effects and damage ASAP before it gets rock hard again. (phrasing?) But also Rampart doesn't want to let go of the Assailant (and Mar'ro probably feels the same way) because as soon as she can move again, she'll start phasing through us and complicating things further.

    Also, Equinoche and Umiushi, I won't be offended if you don't need my help with organizing combat and posts and stuff. I actually am hoping you work out a great system nice and quick, but if you do end up needing some assistance, I'll be here.

  3. Default

    Yea, I think I wanna keep wailing on this Unknown Assailant since they've taken so much damage and because there are so many PCs between Mar'ro and the Gargoyle/Joizy.

    If we need to keep Joizy alive, we can toss them a heal or two as well - nothing in the rulebook prevents us from healing an enemy if we wanted, right?

    Standard Action - Close to the Kill - Authentic Forum Dice-rollAttack - WIS v REF - (1d20+15) [29] (+13 base, +2 against prone targets)
    Authentic Forum Dice-rollDamage - (1d12+7) [13]

    IF HIT - Free Action - Gauntlets of Ogre Power - Daily Action - When you hit with a melee attack, add +5 damage.
    IF KILLED - Gain temporary hit points equal to one half your level (5) plus your constitution modifier (Primal Guardian) (3) - 8 temp HP

    Minor Action - Insight Check - Possible predict who the gargoyle will attack next? - Authentic Forum Dice-rollInsight or Perception - (1d20+14) [22]

    Minor Action - Perception Check - How much HP does Mr. Gargoyle have? - Authentic Forum Dice-rollPerception or Insight - (1d20+14) [31]
    ----------------------------------------------------------------------
    Mar'ro- The Unquiet Lands
    Dwemmek Dwerrowfade - World of Chaldera
    Softhands - Curse of the Crimson Throne
    Fin "Cur" Forestson - Beyond Drachenward
    Qadan Yul - Arcanis


  4. #2064
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    Quote Originally Posted by OtterKnow View Post
    . . .
    Also, Equinoche and Umiushi, I won't be offended if you don't need my help with organizing combat and posts and stuff. I actually am hoping you work out a great system nice and quick, but if you do end up needing some assistance, I'll be here.
    Thank you for going through the trouble to dig that information up! It would be very odd if I found that I didn't "need" your help while you're in the midst of providing it. If you want to know the next thing related to this combat that I would like to consider, it's whether to produce a players' side template for Round Six as I sometimes do, and if so, what changes to the format and presentation should be made.

    Quote Originally Posted by atlastrembles View Post
    . . .
    If we need to keep Joizy alive, we can toss them a heal or two as well - nothing in the rulebook prevents us from healing an enemy if we wanted, right?
    . . .
    Yes, you can use healing to save Joizy, even at the point of when she is dying, just like a PC. So, in terms of your intent, the answer to your question is definitely yes.

    The one general technicality I want to bring up is that what sorts of targets a power is able to affect is rather strictly defined. The usual categories are creatures (often implicitly including objects), allies, enemies, and self. This usually comes into play when distinguishing allies from "self," since a character isn't considered to be their own ally. Joizy can be targeted as a creature or an enemy; attempts to target her as an ally are certainly permissible to contemplate, but will be considered on a case by case basis, depending on the specific power and context. I believe most healing powers target "creatures," which doesn't present any difficulties.

  5. #2065
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    Was my attack missed? I've reread the post 5 times and I feel like the actions for round 4 seem to be the same for round 5. If I'm mistaken, I'm sorry.

  6. #2066
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    It's very possible that at some point recently, I accidentally labeled Round 5 as Round 4, but I believe the main issue is that we were on Round 5 for six months and three days, which is something I should be apologizing to you for, CortesXXIV.

    Round 4 http://www.thetangledweb.net/forums/...32#post1235432 which was posted on November 20, had Khlarissa closing the eastern door and using Healer's Lore, I think. On Round 5, which I was dealing with since, Khlarissa ran across the corridor and opened the door on the far side. Round 6, which I have finally got to, has Khlarissa shooting a Clever Shot at the ghoulish corpse, but the ghoulish corpse just dived under the floor tiles and started burrowing, so Khlarissa should either change targets or go for a new set of actions.

    That's the timeline I have, and it's dominated by my overly lengthy Round 5. However, if Khlarissa's Round 4 using Healer's Lore was in error and I am still offset by one; or if I have made other mistakes or unusual decisions, please let me know. If not, then does this explanation make sense, or is there still uncertainty?

  7. #2067
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    Quote Originally Posted by Umiushi View Post
    ... but the ghoulish corpse just dived under the floor tiles and started burrowing
    On that note, there's a fine chance that the burrowing ghoulish corpse is trying to sneak up on Khlarissa, so keep your options in mind, as far as routes of escape/aid may go.

    I have a good round planned for Rampart, everyone, but it depends on whether the Assailant survives Mar'ro's attack (as one can imagine).

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    Quote Originally Posted by OtterKnow View Post
    On that note, there's a fine chance that the burrowing ghoulish corpse is trying to sneak up on Khlarissa, so keep your options in mind, as far as routes of escape/aid may go.

    I have a good round planned for Rampart, everyone, but it depends on whether the Assailant survives Mar'ro's attack (as one can imagine).
    I mean, you do go before Mar'ro in the round, so you may land the killing blow or just soften her up for me.
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    Mar'ro- The Unquiet Lands
    Dwemmek Dwerrowfade - World of Chaldera
    Softhands - Curse of the Crimson Throne
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    In this case, I think it would be best for Rampart to wait until after Mar'ro's attack. But I think the rules for holding an action may require I also set a specific action... and I don't want Rampart to charge Joizy after Mar'ro's attack, if the Assailant is still alive.

  10. #2070
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    There are two normal ways to change a PC's initiative count. One is with Readied Actions. OtterKnow is correct that they do require the action to be specified in advance.

    The second method may be one for Rampart to consider, and that is Delaying. When a PC delays their turn, the entire turn's actions move to a new initiative count. If it works better with Ramoart's plan, he could delay his Initiative to the end of Count 14, just after Mar'ro, at the very end of the PCs' side of the round.

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