Crits a plenty...game 5
Posted 10th April 2009 at 11:43 PM by HardcoreDandDGirl
Ok, so I got there late (Work sucked and I was asked to stay when another server didn’t show up) and I missed some undead throw down. I was told I was down 1 healing surge, and 3hp. So I sat down and was told to roll for intuitive it was our second fight already.
Not knowing what to expect, I rolled as I was pulling out my sheet, and by the time we got to my 14 I had to ask what we were fighting…about a dozen rats, and some type of jelly. So since Cap and Syl had moved into a flank on the jelly, I decided to go with my new tactic of marking and not fighting.
So I moved up marked the jelly, then used my new toy Incendiary Sword. I throw my sword at a group of 5 rats that were just asking for some AoE love. My sword exploded, and killed 4 of the 5 rats. I was very happy, until they went, and three of them came at me. Nine points of damage doesn’t seam like a lot, but when it is from rats it just feels wrong. But between me and lucen the rats didn’t last long, mean while the others were beating on that jelly.
Everything looked great, up until the word bloodied, as in the jelly. It became two jellies. Dm Dave was being a meaney and told me I lost my mark when it split (yea I may not know all the rules to this new system but I can smell BS fiat a mile away). Then both halves shifted to flank Syl, then both halves spent there action point (wait there is that smell again,) and All 4 attacks landed, one of which was a crit. She went from fully healed (already got an inspiring word that encounter) shot past bloodied and right to deaths door. She took 37 damage, from one round with this thing (so much for the DM taking it easy on his girlfriend). She was up next, and took 5 ongoing acid, and her first failed death save. We were in a race with time.
Lucen used his sun blast power to push one away from her, then I ran in, marked one, then tried a heal check to stabilize…nat 1. (You ever get the feeling the god of luck was pissed at your group?) Next round, Cap was out of healing, so he went for killing the monster. Renard was up next (I almost want to be mad at him, he bloodied the damn thing) and lit it up with eldritch blast, and action point eldritch blast. Then the two monsters went, and both shifted to flank me, and cap pulled out his ACE, granting me an op attack against the one he hit thanks to his viper strike. One problem I am a fighter with almost no str, I use INt for everything, so my Str is low. I only have a +6 1d8+2 basic attack, which missed. Two slams, one a crit (Must steal red die of death, that is 3 20’s this encounter) the other hit. I was bloodied now. Syl up, and still down 2nd failed death save, and 5 more ongoing damage (-15 for those of you playing at home) but made the save Vs acid, so she still had a chance. Lucen finished off the one we all had been targeting, and that left 1 for me. I went with the best defense theory and booming bladed. Then it was back to cap, who used his heal skill, and also rolled a 1. Renard used his blast again, then the stupid thing slammed me with another crit (4 20’s on 1 die, and I took the die off the table and checked, there was a 1 on the other side.) That crit brought me down to single digest. It was Syl’s turn, and she rolls her save and gets (drum roll please) a 20. Her eyes shoot open and she is back in the game. Dm Dave felt a little sorry for her, and let her spend an action point then and take an attack. (normally we say action points need to be spent pre save, because saves end the turn, I am not sure if that is a house rule, or just our Dave’s interoperation of the rules). She got the killing blow in.
After the fight we find the lamesest secret door ever. It leads to a room that has almost nothing in it.
Up next was a water room, and a Blue slime from hell. Luckily we thought quickly, and seeing it was a dead end, and it was in the water, so we all opened up with range attacks. I think the thing was stuck in there because it only has a swim speed, so it was the easiest fight in the world. I have to wonder if Dave was miss reading something, or just felt sorry for us.
We found a note with him, from the hobgoblins. It seamed that they were here looking for slaves. We also got a few gold pieces out of this, then I found out we were wasting time. I guess the first encounter (The one I missed) we found the stairs down, but decided to “Clear this level” instead of continuing toward our goals. So we reevaluated the situations.
So we headed down stairs (me and Syl each had only 1 hs, but I had 2 action points to spend) so we figured we would handle 1 or two more encounters. So we moved to the stairs and found the lights were on down stairs.
A hobgoblin yelled for a pass word, and Renard had just the right word…Crown of Stars (his daily). He bloodied it right off the bat, and we went to initiative. Renard won the initiative and sustained the power, then moved up to the two hobgoblins and used his otherworldly stride, damaging them then teleporting him to the other side of the room, then he action pointed and used his Burning spray killing two other hobgoblin minions.
I got to go next, and I threw my sword at the two at the bottom of the stairs and did the Incendiary blade, and hit both. I killed one and bloodied the other, marked the bloodied one. Then I shadow Jaunted past them.
Then came the SPIDER…it jumped Renard, and it did way too much damage…like on a non crit it did 17 damage, and slow and some ongoing. Then Syl held her action for cap. Then the hobgoblin grunt reinforcements came in on me and Renard. Then cap moved into the bloodied hob, then syl moved into a flank. That stopped that one. Then I thought we were ok, but then came 2 more full hobgoblins (read non minions)
The fight was very fun. But that damn spider just kept jumping from target to target and averaged 13 or 14 pts of damage. When all was said and done, we went to the hobgoblin bed room, and Lucen pulled out his magic Nail. It arcane locks the door so we could then mange to take an extended rest.
So far so good. We played till 3 am (since no one had work in the morning) and seam to have gotten most of the way through here.
Not knowing what to expect, I rolled as I was pulling out my sheet, and by the time we got to my 14 I had to ask what we were fighting…about a dozen rats, and some type of jelly. So since Cap and Syl had moved into a flank on the jelly, I decided to go with my new tactic of marking and not fighting.
So I moved up marked the jelly, then used my new toy Incendiary Sword. I throw my sword at a group of 5 rats that were just asking for some AoE love. My sword exploded, and killed 4 of the 5 rats. I was very happy, until they went, and three of them came at me. Nine points of damage doesn’t seam like a lot, but when it is from rats it just feels wrong. But between me and lucen the rats didn’t last long, mean while the others were beating on that jelly.
Everything looked great, up until the word bloodied, as in the jelly. It became two jellies. Dm Dave was being a meaney and told me I lost my mark when it split (yea I may not know all the rules to this new system but I can smell BS fiat a mile away). Then both halves shifted to flank Syl, then both halves spent there action point (wait there is that smell again,) and All 4 attacks landed, one of which was a crit. She went from fully healed (already got an inspiring word that encounter) shot past bloodied and right to deaths door. She took 37 damage, from one round with this thing (so much for the DM taking it easy on his girlfriend). She was up next, and took 5 ongoing acid, and her first failed death save. We were in a race with time.
Lucen used his sun blast power to push one away from her, then I ran in, marked one, then tried a heal check to stabilize…nat 1. (You ever get the feeling the god of luck was pissed at your group?) Next round, Cap was out of healing, so he went for killing the monster. Renard was up next (I almost want to be mad at him, he bloodied the damn thing) and lit it up with eldritch blast, and action point eldritch blast. Then the two monsters went, and both shifted to flank me, and cap pulled out his ACE, granting me an op attack against the one he hit thanks to his viper strike. One problem I am a fighter with almost no str, I use INt for everything, so my Str is low. I only have a +6 1d8+2 basic attack, which missed. Two slams, one a crit (Must steal red die of death, that is 3 20’s this encounter) the other hit. I was bloodied now. Syl up, and still down 2nd failed death save, and 5 more ongoing damage (-15 for those of you playing at home) but made the save Vs acid, so she still had a chance. Lucen finished off the one we all had been targeting, and that left 1 for me. I went with the best defense theory and booming bladed. Then it was back to cap, who used his heal skill, and also rolled a 1. Renard used his blast again, then the stupid thing slammed me with another crit (4 20’s on 1 die, and I took the die off the table and checked, there was a 1 on the other side.) That crit brought me down to single digest. It was Syl’s turn, and she rolls her save and gets (drum roll please) a 20. Her eyes shoot open and she is back in the game. Dm Dave felt a little sorry for her, and let her spend an action point then and take an attack. (normally we say action points need to be spent pre save, because saves end the turn, I am not sure if that is a house rule, or just our Dave’s interoperation of the rules). She got the killing blow in.
After the fight we find the lamesest secret door ever. It leads to a room that has almost nothing in it.
Up next was a water room, and a Blue slime from hell. Luckily we thought quickly, and seeing it was a dead end, and it was in the water, so we all opened up with range attacks. I think the thing was stuck in there because it only has a swim speed, so it was the easiest fight in the world. I have to wonder if Dave was miss reading something, or just felt sorry for us.
We found a note with him, from the hobgoblins. It seamed that they were here looking for slaves. We also got a few gold pieces out of this, then I found out we were wasting time. I guess the first encounter (The one I missed) we found the stairs down, but decided to “Clear this level” instead of continuing toward our goals. So we reevaluated the situations.
So we headed down stairs (me and Syl each had only 1 hs, but I had 2 action points to spend) so we figured we would handle 1 or two more encounters. So we moved to the stairs and found the lights were on down stairs.
A hobgoblin yelled for a pass word, and Renard had just the right word…Crown of Stars (his daily). He bloodied it right off the bat, and we went to initiative. Renard won the initiative and sustained the power, then moved up to the two hobgoblins and used his otherworldly stride, damaging them then teleporting him to the other side of the room, then he action pointed and used his Burning spray killing two other hobgoblin minions.
I got to go next, and I threw my sword at the two at the bottom of the stairs and did the Incendiary blade, and hit both. I killed one and bloodied the other, marked the bloodied one. Then I shadow Jaunted past them.
Then came the SPIDER…it jumped Renard, and it did way too much damage…like on a non crit it did 17 damage, and slow and some ongoing. Then Syl held her action for cap. Then the hobgoblin grunt reinforcements came in on me and Renard. Then cap moved into the bloodied hob, then syl moved into a flank. That stopped that one. Then I thought we were ok, but then came 2 more full hobgoblins (read non minions)
The fight was very fun. But that damn spider just kept jumping from target to target and averaged 13 or 14 pts of damage. When all was said and done, we went to the hobgoblin bed room, and Lucen pulled out his magic Nail. It arcane locks the door so we could then mange to take an extended rest.
So far so good. We played till 3 am (since no one had work in the morning) and seam to have gotten most of the way through here.
Total Comments 1
Comments
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1) When the jelly split, the original should have kept your mark, IIRC. The description/power specifically states that the new one is a copy and doesn't have the effects on the original, but there's no reason the original shouldn't keep those effects.
2) There's a feat in the Player's Handbook II that would let you use Intelligence (or any other ability you preferred) for your melee basic attacks (charge, opportunity attack, aegis attack, etc.) Come to think of it, there's a feat specifically for swordmages that does the same thing in the Forgotten Realms Player's Guide.
3) Once you roll your saving throws at the end of your turn, that's it; no action points. So, it's not a house rule or your DM's interpretation. That said, I guess it's okay if he let her get away with it just this once
4) That was a deathjump spider, and they're really tough for their level.
Thanks again for the update! Sounds like you guys definitely get some good long sessions in; I hope you eventually get to Thunderspire Labyrinth and beyond!
And keep posting.
~Posted 11th April 2009 at 03:32 AM by fissionessence
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