Unknown2009-03-25 18:23:16
((Hexer falls, taking 51 damage. Hexer is dead.))
Initiative:
Tsuujin
Ralzik
A
H
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
H HP 0/46; AC 17; Fort 14, Ref 15, Will 16
A HP 24/39; AC 17; Fort 13, Ref 15, Will 13 (-G7)
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 31/47 ; AC 20; Fort 18, Ref 16, Will 16 (-D5)
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E4)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-B8): Marked, Slowed
Ralzik 32/32 HP (-A6): Concealment
Next up: Ralzik (AP)!
Initiative:
Tsuujin
Ralzik
A
H
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
A HP 24/39; AC 17; Fort 13, Ref 15, Will 13 (-G7)
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 31/47 ; AC 20; Fort 18, Ref 16, Will 16 (-D5)
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E4)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-B8): Marked, Slowed
Ralzik 32/32 HP (-A6): Concealment
Next up: Ralzik (AP)!
Isuka2009-03-25 18:23:34
(( *Sigh* maybe D&D isn't my game. You wouldn't think that someone could have crappy rolls almost every time. Statistically, you'd think I'd -have- to roll decently more than rarely. ))
Unknown2009-03-25 18:24:45
QUOTE (Isuka @ Mar 25 2009, 02:23 PM) <{POST_SNAPBACK}>
(( *Sigh* maybe D&D isn't my game. You wouldn't think that someone could have crappy rolls almost every time. Statistically, you'd think I'd -have- to roll decently more than rarely. ))
((Sometimes the dice just go cold. It'll turn around, and then you'll get a string of great rolls.))
Unknown2009-03-25 18:25:46
QUOTE (Isuka @ Mar 25 2009, 01:23 PM) <{POST_SNAPBACK}>
(( *Sigh* maybe D&D isn't my game. You wouldn't think that someone could have crappy rolls almost every time. Statistically, you'd think I'd -have- to roll decently more than rarely. ))
((
Its all luck broski! You'll land a few good rolls here in a bit
Oh, and I say we charge the Archer as long as that mist is up.... let the other ones come out of it to get us
))
Unknown2009-03-25 18:39:32
((When my turn comes around, I'll nip behind the archer and try to thunderwave him into the pit. However, that will rely on both my ability to hit him, and him not making his saving throw. Also, do things like Flaming Spheres get in the way of Forced Movement?))
Daganev2009-03-25 18:41:19
A look of shock on Ralzik's face as he hears the screams and crunch of the Hexer fall to his death, he is inspired to move up to Aesamar's side and send a blast of Eldritch fire at the Archer, scorching him and cursing him.
((Move to -A5, elditch blast to A, curse A))
1d20+6=22, 1d10+5=14 22 to hit - HIT! 14 damage A should have 10 hp left.
((Move to -A5, elditch blast to A, curse A))
1d20+6=22, 1d10+5=14 22 to hit - HIT! 14 damage A should have 10 hp left.
Daganev2009-03-25 18:41:57
QUOTE (Ytraelux @ Mar 25 2009, 11:39 AM) <{POST_SNAPBACK}>
((When my turn comes around, I'll nip behind the archer and try to thunderwave him into the pit. However, that will rely on both my ability to hit him, and him not making his saving throw. Also, do things like Flaming Spheres get in the way of Forced Movement?))
((I think your flaming sphere will kill him before he has a chance to do anything... I hope ))
Unknown2009-03-25 18:43:19
QUOTE (Ytraelux @ Mar 25 2009, 02:39 PM) <{POST_SNAPBACK}>
((When my turn comes around, I'll nip behind the archer and try to thunderwave him into the pit. However, that will rely on both my ability to hit him, and him not making his saving throw. Also, do things like Flaming Spheres get in the way of Forced Movement?))
((I'd say that yes, it would get in the way, however pushing him into it would deal an additional 1d6 and light him on fire, but he'd stay in the square he was in.))
Unknown2009-03-25 18:49:33
((When the Archer's turn starts, he'll take 5-8 damage, and could be easily killed by whoever gets to him first, I guess. Not much point using up a daily to kill someone on 2hp.))
Daganev2009-03-25 18:52:55
((oh some reason I thought it was 8 -12 damage. wierd. Well it's the archers turn! ))
Unknown2009-03-25 18:55:25
((Can only curse the nearest uncursed enemy. So, S2.))
After taking one blast of fire from across the room, the flaming sphere beside the archer lashes out as well, adding insult to injury. The hobgoblin fires a shot at Ralzik before retreating back towards the fountain in the corner of the chamber.
The warrior, taking the archer's lead, dashes across the room, loosing a javelin at the same target. Luckily, both projectiles miss their mark, and the warlock goes unscathed.
Without the hexer to sustain the cloud, the blinding fog disipates quickly into nothingness.
((A takes 7 from Flaming Sphere.
A misses Ralzik.
A Moves to -I8.
Vexing Cloud fades.
W moves to -E8. Misses Ralzik.))
Initiative:
Tsuujin
Ralzik
A
H
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
H HP 0/46; AC 17; Fort 14, Ref 15, Will 16
A HP 3/39; AC 17; Fort 13, Ref 15, Will 13 (-I8): Bloodied.
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 31/47 ; AC 20; Fort 18, Ref 16, Will 16 (-D5): Cursed
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E8)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-B8): Marked, Slowed
Ralzik 32/32 HP (-A5): Concealment
Next up: Kuro, Zorga & Aesamar!
After taking one blast of fire from across the room, the flaming sphere beside the archer lashes out as well, adding insult to injury. The hobgoblin fires a shot at Ralzik before retreating back towards the fountain in the corner of the chamber.
The warrior, taking the archer's lead, dashes across the room, loosing a javelin at the same target. Luckily, both projectiles miss their mark, and the warlock goes unscathed.
Without the hexer to sustain the cloud, the blinding fog disipates quickly into nothingness.
((A takes 7 from Flaming Sphere.
A misses Ralzik.
A Moves to -I8.
Vexing Cloud fades.
W moves to -E8. Misses Ralzik.))
Initiative:
Tsuujin
Ralzik
A
H
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
A HP 3/39; AC 17; Fort 13, Ref 15, Will 13 (-I8): Bloodied.
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 31/47 ; AC 20; Fort 18, Ref 16, Will 16 (-D5): Cursed
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E8)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-B8): Marked, Slowed
Ralzik 32/32 HP (-A5): Concealment
Next up: Kuro, Zorga & Aesamar!
Daganev2009-03-25 19:01:31
((hehe, zorga kill s1, then Aesamar can do thunderwave on S2 and send him into the portal again ))
((edit: What is that thing the archer is hiding behind? and does he have cover? ))
((edit: What is that thing the archer is hiding behind? and does he have cover? ))
Unknown2009-03-25 19:06:35
QUOTE (daganev @ Mar 25 2009, 03:01 PM) <{POST_SNAPBACK}>
((hehe, zorga kill s1, then Aesamar can do thunderwave on S2 and send him into the portal again ))
((edit: What is that thing the archer is hiding behind? and does he have cover? ))
((edit: What is that thing the archer is hiding behind? and does he have cover? ))
((Fountain, and it gives him partial cover, yes.))
Unknown2009-03-25 19:12:51
Turning her back to the wounded hobgoblin, Zorga hurls herself towards its counterpart, quickly hooking a foot behind one if its own while swinging her shortsword at its chest. She merely catches it with a glancing blow, though its enough to trip the warrior and cause him to go tumbling back towards the pit, only to throw itself prone at its edge. A small curse leaves the dragonborns lips, though its quickly replaced by a slight grin as she realizes that the goblin may very well soon be on a trip back to nowhere.
((
Move to -D6 (I should get +4 AC to the OA from Artful Dodger)
Positioning Strike vs S2 (1d20 +3=19) = Hit!
Damage Roll (1d6 + 3=6)
S2 has 25 health
Shift S2 to -F3 (Positioning Strike + Artful Dodger)
Saving throw for S2 (1d20=17) = Success
S2 should be at -E3, on the tele disk (Back in the hole with you!)
Sorry, had to try it
Kuro/Aes, finish off S1 before its turn comes up!
))
((
Move to -D6 (I should get +4 AC to the OA from Artful Dodger)
Positioning Strike vs S2 (1d20 +3=19) = Hit!
Damage Roll (1d6 + 3=6)
S2 has 25 health
Shift S2 to -F3 (Positioning Strike + Artful Dodger)
Saving throw for S2 (1d20=17) = Success
S2 should be at -E3, on the tele disk (Back in the hole with you!)
Sorry, had to try it
Kuro/Aes, finish off S1 before its turn comes up!
))
Unknown2009-03-25 19:24:49
((Actually, Zahar, you can't do that. You're slowed, so you can only move 2 squares.))
Unknown2009-03-25 19:26:56
QUOTE (S.A.W. @ Mar 25 2009, 02:24 PM) <{POST_SNAPBACK}>
((Actually, Zahar, you can't do that. You're slowed, so you can only move 2 squares.))
((
I did only move two squares... NW twice!
Though since I failed, I'll stay where I am and finish off the hobo if you'd like
))
Unknown2009-03-25 19:28:58
QUOTE (Zahar @ Mar 25 2009, 03:26 PM) <{POST_SNAPBACK}>
((
I did only move two squares... NW twice!
Though since I failed, I'll stay where I am and finish off the hobo if you'd like
))
I did only move two squares... NW twice!
Though since I failed, I'll stay where I am and finish off the hobo if you'd like
))
((Whoops! My bad!))
Unknown2009-03-25 19:31:39
As Zorga slips past, the first soldier makes a devastating strike--devastating for the stone floor which it collides with, at least, and nothing more, allowing the rogue through to strike his companion.
Stumbling back, falling onto its back on the disk, the second soldier is encompassed by silvery motes. However, the hobgoblin grits its teeth and shakes its head.
"Not this time, Nagrath," swears the flail-wielding creature.
((S1 misses Zorga.
S2 falls prone at -E4.))
Initiative:
Tsuujin
Ralzik
A
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
H HP 0/46; AC 17; Fort 14, Ref 15, Will 16
A HP 3/39; AC 17; Fort 13, Ref 15, Will 13 (-I8): Bloodied.
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 25/47 ; AC 20; Fort 18, Ref 16, Will 16 (-E4): Cursed, Prone
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E8)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-D6): Marked, Slowed
Ralzik 32/32 HP (-A5): Concealment
Next up: Kuro & Aesamar!
Stumbling back, falling onto its back on the disk, the second soldier is encompassed by silvery motes. However, the hobgoblin grits its teeth and shakes its head.
"Not this time, Nagrath," swears the flail-wielding creature.
((S1 misses Zorga.
S2 falls prone at -E4.))
Initiative:
Tsuujin
Ralzik
A
Zorga
Kuro
Aesamar
S1
S2
W
Enemy Info:
A HP 3/39; AC 17; Fort 13, Ref 15, Will 13 (-I8): Bloodied.
S1 HP 2/47 ; AC 20; Fort 18, Ref 16, Will 16 (-B7): Cursed, Bloodied, Marked
S2 HP 25/47 ; AC 20; Fort 18, Ref 16, Will 16 (-E4): Cursed, Prone
W HP 29/29; AC 17; Fort 13, Ref 15, Will 12 (-E8)
Player Info:
Tsuujin 24/31 HP (-C8)
Aesamar 22/24 HP (-A6)
Kuro 24/24 HP (A5)
Zorga 22/29 HP (-D6): Marked, Slowed
Ralzik 32/32 HP (-A5): Concealment
Next up: Kuro & Aesamar!
Unknown2009-03-25 19:37:45
((
Zorga scores a Mega-fail on that one
))
Zorga scores a Mega-fail on that one
))
Unknown2009-03-25 19:40:20
QUOTE (Zahar @ Mar 25 2009, 03:37 PM) <{POST_SNAPBACK}>
((
Zorga scores a Mega-fail on that one
))
Zorga scores a Mega-fail on that one
))
((Actually, knocking him prone was good. He has to spend a move action to stand back up, so he's going to have to use his standard to move off the square, so he can't attack on his turn.
Edit: Also, he grants combat advantage while prone. However, ranged attacks also suffer a -2 to hit him.))