All right, I think you've both expressed yourself on the issue. Let's not have a fight over this, I am sensing that ego might end up bruised.
Voda decided that his character has developped a phobia of dog based on his recent near death encounter with a huge undead beast. Fair enough. He doesn't have to conform to the DSM-IV or give an oscar worthy performance, this is just D&D after all.
Voda:You need to find the best way to express that phobia without endangering unduly your fellow player's characters. Nobody wants to see their beloved character die because another player was roleplaying his. You have to admit that two rounds of magic missiles on a swarm might be a bit much...
Tsi'Ri:You're almost accusing him of trying to get your character killed and implying that this is poor roleplaying. That's going too far, isn't it? I am sure he doesn't want Tsi'Ri to die and the way Mri'Thas is behaving, rooted in one spot and mechanically shooting magic missiles, is perfectly in line with someone who is panicking.
So let's just focus on the best way to win this fight while acknowledging Mri'Thas newfound phobia, shall we?
1-Mri'Thas should make a clear IC indication (Verbal or description) of his current panicked state. Roleplaying also means interacting. Don't keep it all internal. By not making it clear from the start, you denied your allies a chance to do something about it. One ally might have grabbed you and dragged you inside in round 1 if you had indicated that Mri'Thas was freezing at the sight of the dog.
2-Mri'Thas should open fire with his area encounter on next action or otherwise Callen might do something to snap him out of it (once he realized Mri'Thas is affraid) such as pushing him inside.
EDIT: Ah, good, Mri'Thas has already acted and used an area attack.
Last edited by Mal Malenkirk; 19th October 2009 at 05:44 AM..
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).
Pack of hounds : 28/72 bloodied
South Turret (N13) : 25/38 (PS: When bloodied, it loses one crossbow)
7 Rabbit: 22/40 [10/10], +2 from fate of the void on next attack
Kama'Zer: 10/41 [8/9] Second-Wind Used, Bloodied, prone
*Soldier: 18/50 [13/13) Bloodied, grabbed
Tsi'Ri: 40+9 /40 [10/10]
*Mrithas
*Callen
*Acted
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
"I think that Tsi'ri and I can handle the rest of these dogs and guards, Mri'thas. It sounds like Soldier and the others could use help." offers Callen.
Confused and disoriented, the githyanki decides that now is best to take orders without questioning. His troubled mind will try to move him inside as fast as it can. For now, he only manages to nod.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
I'll be catching up on this thread tomorrow. Out of time right now. If you're waiting for me, go ahead and NPC me if I don't get a chance to post tomorrow.
Kama'zer pushes herself to her feet while praising Soldier for bringing her back from the darkness. "Good job, Soldier. We can still win this." She says more for her own benefit than his. "Move over here a step and give that mage something to think about." the Gith woman orders the warforged before swinging her sword through the neck of the guard between her and the dwarf. The guards head falls back, nearly severed, as Kama'zer prepares for whatever comes next.
Kama'zer Anma'giduu- Female Githyanki Warlord 4 Passive Perception: +13, Passive Insight: +13 AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5 HP: 25/41, Bloodied: 20, Surge Value: 10, Surges left: 7/9 Action Points: 1, Second Wind:not used Powers- Opening Shove, Wolf Pack Tactics Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon Lead the Attack, Exalted Armor, Cloak of Resistance, Shield of Bashing Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat
Actually I had Soldier going to G10, I don't know what happened with that. Secondly, Soldier used warforged resolve so he should have 4 more hp, 4 thp and also He shouldn't be grabbed as he escaped the tentacle's grab
7 Rabbit peeks his head around the pillar to get a view of the room. "We've got to kill that cultist quickly, before it summons something else!"
Tactics
We need to take one of these attackers out! I think we should concentrate fire on the cultist (since I can't see the dwarf from here). I'll use Frigid Darkness to give everyone a +5 to hit it for a turn (only +2 if you don't target AC) and you guys can unload. Sound like a plan?
Arg! Lost an entire post because I hit some stupid button on the keyboard. What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, thus losing an entire post!?! What good can it do beside getting accidentally pushed and screw up your posts?! If I want to move back, I use the mouse. *****!
Sigh.
So I am doing it again.
I am running TsiRi (It's been 3 days, I think that's fair) and 7 Rabbot (according to the course of action he has formulated.
Tsi'ri, hearing the calls for help, disengage from the pack of dogs, dodging their maws, and enters the hall. She spots the weakened turrets and blasts it, destroying one of the two crossbows. 25% less firepower, yeah!
7 Rabbit moves in better position, curses the cultist and then summon the deep cold of the void but the shadowy monk resists the spell.
Outside, the dog and guards closed on the unprotected mages and took their pound of flesh but the arcane duo is still standing strong.
Inside, the turrets both lock on Soldier and focus their fire but all bolts fly wide. Is something affecting the aiming mechanism?!
The cultist is far more successful and in combination with the guard, they severely hurt Soldier.
The Dwarf keeps firing on Kama'Zer, his best open target and again scores a solid hit.
PS: Yep, I know it opened a line toward MriThas. But there is a 50% chance that Soldier is still standing because of this move as you will see below!
7 Rabbit:
Move: L12
Minor: Curse Cultist
Standard: Frigid Darkness vs Fortitude 14 (1d20+6=9, 2d8+5+1d6=23) forgot +2 from fate of the void, still a miss, too bad; great damage and it was his weakest defence so it was good idea.
The cultist had activated a power that turned his next successful melee attack into a crit. Gloom Fist: 9 damage, ongoing 5 necro save ends
Guard; 4 damage (total 13 + ongoing).
vs AC 18 (1d20+13=27, 1d8+5=12) hit for 12. There you go dude, time to roleplay that phobia in all that glory (whil sending a thunderwave in its face, most likely!)
The other guard moves next to Mrithas but it took 2 move and he could not charge.
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).
Pack of hounds : 27/72 bloodied
South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)
7 Rabbit: 22/40 [10/10]
Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied
Soldier: 13 (8) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends) (Yes, I have acounted for the use of WFR)
Tsi'Ri: 40+9 /40 [10/10]
Mrithas: 22/34
Callen: 24/32
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
Last edited by Mal Malenkirk; 25th October 2009 at 12:58 AM..
I am running TsiRi (It's been 3 days, I think that's fair).
Thanks! I was hoping I wasn't holding everyone up too much.
I'd like to appologize to Voda Vosa. I wasn't feeling well last week and I overreacted and took it out on him. Sorry. Ended up in the hospital this week so I couldn't post at all. Feeling MUCH better now.
Quote:
Originally Posted by Mal Malenkirk
What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, this losing an entire post!?!
You find him and I'll beat him up for you! I've lost my share of posts the same way!
EDIT: The dogs took 1 damage from attacking me with the OA {pact dagger}
Soldier performs a whirling maneuver with his axe and attacks the guard and the cultist but the pain causes him to miss the cultist while the guard succumbs to the axe blade.
Details
Standard Action:Sweeping blow against Cultist and guard(hits ac 17 and 16. the cultist is marked and Soldier gains 4 Thp)
Move Action:shift to G9
Minor Action:N/A
P8, I hope you do that super healing move that you do then I hope you charge the bolter.
Mal, you have forgotten to apply the damage ts'iri did to the turret in the status field
VV, I suggest that Mri'thas use his AP and thunderwave twice the enemies that is that tooclose to you
EGS & JNC, Please deal some damage I beg you
E13, this looks like it needs some FIRE!! so go wild with
Callen pounds the end of his staff into the ground sending a burst of flame in every direction. Mri'Thas is unharmed by the burst but one of the guards falls and the dogs are nearly done for.
ooc: the dogs should fall on their turn to the ongoing damage unless their resistance applies.
Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
Seeing his attack miss, 7 Rabbit changes tactics to target the turrets. He steps out from his cover and fires two quick blasts at the southern turret, turning it into a smoking hole in the ceiling. While he is doing this his cursed stars idly float out to orbit around a nearby guard.
Mri'thas backpedals, getting away from the burning mayhem. Terrified by the proxximity of the hounds, he mimics Callen gesture, and pounds the ground with his own staff, releasing a thunderwave that makes the last houds remaing to fly dead to the ground, and the thunder also cathes the nearby man.
OOC
Move: shift to s9
Standard: Thuderwave on dogs catching the guard as well. Roll
I forgot to put the attack to the guard, here it is: Roll
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")