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The goblin whirls around as Murphy's spell hits it - it seems unaffected, but now it's noticed that Murphy's shroud of darkness is there. It looks nervously at the enemies on all sides and tugs uncertainly on the hexer's arm.
As the bowman's back is turned, Shorrin charges up the hill again. It takes him two tries, but he finally struggles through the snow to the top, barely making it over the crest before his feet give out.
Unnoticed amid the drama on the hill, Janus casually obliterates a goblin.
The hexer jabs its rod towards the approaching dragonborn, and ice once again starts building around him. Just as he's reached level ground where he can get close to his adversary, he's again surrounded by a cloud of icy razors. The hexer follows up by tossing a quick curse off at Larinza, freezing mist billowing out of its rod to swirl around her and cling to her skin as she moves. Then it turns its back and sprints off down the hill, moving easily through the snow and circling around to the south, not even pausing to watch as its victim sways on her feet and collapses numbly to the ground.
The bowman turns to follow, ignoring Larinza's body...
Status
Murphy's eyebite misses. He moves to D17 and remains prone.
The hexer's Icebound Hex recharges, and he casts it on Shorrin. Shorrin will take 3d6+1 cold damage if he moves during his turn. Then it uses an action point to cast Freezing Hex at Larinza, hitting for 5 cold damage and slowing her (save ends). Finally it runs to F14 and then down the hill to F13 (this last step takes 4 movement points and an Athletics check, which it passes). Finally finally, it uses a minor action to sustain the Freezing Cloud 4 squares.
That 5 cold damage is enough to take Larinza to -2. Larinza's turn - I'll need a death save, and a save against slow.
28 - Balth (22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at H17 (2 damage, concealed while in cloud, dropped bow in H17) 21 - Cutter 1 at L10 21 - Cutter 2 at L9 16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at J7
14 - Bowman 2 at L4
14 - Murphy (18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (19/33 hp, takes 3d6+1 cold damage if moving during his turn (save ends))
9 - Janus (22/22 hp, partial cover from sled) 7 - Cutter 5 at J19
6 - Hexer at G16 (47 damage, used 1 AP, concealed while in cloud)
5 - Larinza (-2/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, dying, slowed (save ends)) <-- Your turn 4 - Cutter 6 at P11
Tactics
I notice this is the second time the warlord, the one with all the healing powers, has been the first one down. Do you guys want some tactical advice? I didn't want to be telling you what to do, since that's really not my place, but now that the same thing's happened twice in a row I don't want you to feel like I'm picking on you. (Or, on the flip side, is there anything you want me to do differently?)
BTW, I might as well mention this now - I'm planning to give an XP bonus against all monsters with cold resistance, since you guys have so many cold-based powers. So if Janus in particular is getting frustrated using nothing by Magic Missile all the time, you've at least got that coming.
Last edited by JoeNotCharles; 4th May 2009 at 09:54 PM..
I wouldn't mind hearing your suggestions, but keep in mind please that I'm a melee character. All of my powers, revolve around enemies and allies adjacent to me. unless I have at least one enemy and one ally near me I have no powers. I'm feeling pretty lonely in the middle of the fight all the time.
I wouldn't mind either, however I've noticed that 4e is a heavily tactical game and playing it with a group of strangers in RL isn't too bad, although there are still a lot of tactical mistakes.
In PbP it is even more difficult because we can't discuss anything OOC before we go, it's much more realistic, but more deadly
I wouldn't mind hearing your suggestions, but keep in mind please that I'm a melee character. All of my powers, revolve around enemies and allies adjacent to me. unless I have at least one enemy and one ally near me I have no powers. I'm feeling pretty lonely in the middle of the fight all the time.
This is exactly what I was going to point out - you (the party) should never let Larinza get out in the middle of a fight alone, she should always be side-by-side with Shorrin. This lets him absorb attacks, which he's much better suited for, and also lets him benefit from her powers that let allies attack, etc.
The first fight, it was partially my fault for misreading where you wanted to be set up and starting you on opposite sides of the ship, but it would have gone easier on you if one group had immediately retreated to the other side of the ship to join the other group.
In this fight, once Shorrin didn't make it up the hill the first time, you probably should have retreated and stayed next to him instead of getting out front. If he continued to fail Athletics rolls, you could have stayed at the top of the hill, "adjacent" to him (ie. him in K18, you in L18) and used Aid Another to give him a hand up, giving him a +2 to his next Athletics check.
The only reason I had all the ranged combatants pick on Larinza so much was that she was out in front, directly threatening the Hexer. If Shorrin had been closer, they would have at least split their attacks up.
Quote:
Originally Posted by renau1g
I wouldn't mind either, however I've noticed that 4e is a heavily tactical game and playing it with a group of strangers in RL isn't too bad, although there are still a lot of tactical mistakes.
In PbP it is even more difficult because we can't discuss anything OOC before we go, it's much more realistic, but more deadly
I don't mind at all if you discuss tactics OOC! In game, you'd be shouting things to each other all the time, and probably would have had discussions on general tactics beforehand in the time we skipped over with "you walk through the snow for 2 hours..."
This is exactly what I was going to point out - you (the party) should never let Larinza get out in the middle of a fight alone, she should always be side-by-side with Shorrin. This lets him absorb attacks, which he's much better suited for, and also lets him benefit from her powers that let allies attack, etc.
The first fight, it was partially my fault for misreading where you wanted to be set up and starting you on opposite sides of the ship, but it would have gone easier on you if one group had immediately retreated to the other side of the ship to join the other group.
In this fight, once Shorrin didn't make it up the hill the first time, you probably should have retreated and stayed next to him instead of getting out front. If he continued to fail Athletics rolls, you could have stayed at the top of the hill, "adjacent" to him (ie. him in K18, you in L18) and used Aid Another to give him a hand up, giving him a +2 to his next Athletics check.
The only reason I had all the ranged combatants pick on Larinza so much was that she was out in front, directly threatening the Hexer. If Shorrin had been closer, they would have at least split their attacks up.
Well, My reviewing the fight, I had no way of knowing Shorrin wouldn't be able to follow me up, Once I got into the fight, I had no chance for retreat, I went from 20 to -2 in one round. In my eyes, Shorrin really should have been up that hill before me, Either, having not used Second wind when he did, letting me heal him OR at least making an attempt to make a move action the round he used second wind. 4e is definattly not a stand still and do one thing like 3e. You really gotta make sure you use your std, move And minor every round. Had he moved that round he would have been ahead of me, or had he failed to move that round I would have at least known he was more likely to fail and could have waited behind with him.
Please everyone, don't use second wind unless you have to, If I'm in range and have inspiring word left, (currently one left if I survive this) using second wind just reducing your effectiveness and my own.
And well yes, I admit I should have held back when Shorrin healed, but as I said above I didn't have any way to know it was needed and wanted to do something effective.
I double moved twice so far this combat..... and failed every freaking roll. I'm lucky Shorrin can stand. Double move or not, charge or not, I would still be back where I am. You can only move so far uphill in the snow wearing heavy metal armor.
__________________
Kered Rinos
Kered Rinos
Age 19
Male Medium Human Jedi 1
Force 5
Init +7; Senses Perception +8
Languages Basic
-----------------------------
Defenses Ref 14 (flat-footed 13) Fort 12 Will 15
hp 30; Threshold 10
-----------------------------
Speed 6
Melee: Lightsaber +1 to hit, 2d8+0 dmg
Ranged: none
Base Atk: +1
-----------------------------
Abilities Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 14
Talents: Adept Negotiator
Feats: Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiency (simple weapons), Force Training, Skill Focus (Use the Force)
Skills: Initiative + 7, Knowledge (Galactic Lore) + 7, Perception +8, Use the Force +12
Force Powers: Farseeing, Mind Trick, Force Thrust, Move Object
Equipment: Aquata Breather (350), Utility Belt (500), 50 credits
Balth trudges his way through the snow and around the hill, trying to strike the Hexer before he can flee from a distance. He loads to arrows and fires them, they seem to curve around Murphy, headed towards their intended target.
ooc actions
Move: to c20 (2 squares of difficult terrain, then diagonal as long as I stay on the outside, right... might I recommend the triangle markers denoting difficult terrain on the map (if possible)? That might help me be less confused, because I'm pretty confused (but that's normal LOL )))
I will be out of town from Thursday to Tuesday. Please autopilot me to shoot things, often. I'm trying to take out the Hexer first and then deal with the lesser threats. I will continue to move and hunt the Hexer, please don't forget he's already got my HQ on him.
Balth doesn't need to move through any difficult terrain - the difficult terrain is all the shading that I added (not what was on the original map). Row 23 and 24, and the freezing cloud. (I'm not familiar with these "triangles".) After moving to C20 you still have 2 squares of movement left, so I took the liberty of moving you on to B18 where you get a better angle. That still gives him partial cover, since the most favourable line I can draw to the hexer clips the hill on one side:
The pool of blood around Larinza spreads slightly and sinks into the snow.
Balth swings wide around the hill until he can get a good sighting on the hexer, and lets two arrows fly - they barely graze it and it keeps running without a pause.
The sharpshooter scoops up its bow as it backs away from Larinza's body and then turns to flee, flying down the snow ramp and then down the hill, slithering through the chest deep snow like an eel.
The southernmost goblin sees Balth come around the hill, but finds its sheaf of javelins empty. He runs out onto the ice sheet, grabs the weapons of one of its fallen friends, and turns to throw. But it can no longer see Balth around the hill, so instead he hurls it at Shorrin, who is framed against the sky on the crest of the hill, making a tempting target. The javelin sails harmlessly past.
The remaining sharpshooter fires its crossbow at Balth, but he needs to aim too high for the bolt to clear the hill and the bolt passes several feet above his head. Then it sidles back behind the southern hill, out of sight, and crouches down. Unknown to it, its thick quiver of bolts is still visible, sticking up over the hill.
Status
I just realized that removing the icons for the dead goblins means you can't tell where they are, and it might be important. So I'm using the splotch of blood icon to show a dead body.
Larinza now has 1 failed death save, and is still slowed.
Balth's two attacks get a -2 for cover, but they still hit. For 4 measly damage.
Bowman 1 uses a minor action to pick up its bow (it's now carrying bow in one hand, sword in the other, and will need to spend a minor action to sheath its sword or a free action to drop it before shooting at anyone), a move action to shift to G17, and then a standard action to move to E14. (The last step takes 4 squares of movement and an Athletics check, which it passes.)
Cutter 4 moves to L10 with a move action, picks up Cutter 1's sheath with a minor action, and throws a javelin at Shorrin, missing.
Bowman 2 fires at Balth (with a -2 due to cover from the hill), missing, then moves to G4 and hides. He rolls a 7 on his Stealth, so everybody can see him.
Murphy's turn!
28 - Balth (22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at E14 (2 damage, concealed while in cloud, both hands full) 21 - Cutter 1 at L10 21 - Cutter 2 at L9 16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at L10
14 - Bowman 2 at G4 (hidden, visible to everyone)
14 - Murphy (18/26 hp, prone, concealed until end of turn) <-- Your turn
12 - Shorrin (19/33 hp, takes 3d6+1 cold damage if moving during his turn (save ends))
9 - Janus (22/22 hp, partial cover from sled) 7 - Cutter 5 at J19
6 - Hexer at G16 (51 damage, used 1 AP, concealed while in cloud)
5 - Larinza (-2/24 hp, 1 failed death save, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, dying, slowed (save ends)) <-- Your turn 4 - Cutter 6 at P11