S3 is no more, so I assume you want to try to finish off S2?
OOC: Sorry, I got that wrong. I was attempting to hit S1, the only kobold from whom Boldo could hide (which was the reason I made the Stealth check). Basically, the same one he'd tried to hit in the round prior. If that doesn't work, let me know.
@Bihlbo: It already did work; you got a critical kill on S2, because that's who I thought you were attacking. Still a good deal, though. It's Boldo's turn again now, and you need another move.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Heartened by her success, Mei-Ying steps forward and lifts her hand higher. Blue-white energy surges and crackles around her fingers, then lances out at a kobold!
(Magic missile at closest surviving Slinger, or if none left, at a regular one: 23 to hit for 10 damage.) Roll Lookup
Boldo rolls out, and with an expert shot, kills the last slinger. Mei Ying finishes off the last minion with her magic missile.
Conclusion
Everyone gains 95 XP, for a total of 145 XP.
There is a poorly locked treasure chest on one of the platform, mostly containing spare sling bullets and badly crafted javelins, but among the kobold arsenal you find 8 gp, 15 sp, 50 cp, and what appears to be a magic potion.
Upon closer inspection, you discover that the potion is a potion of healing. When you drink it, you spend a healing surge and regain 10 hit points instead of your normal healing surge value.
Do you want to take a short rest this time, or continue into the dungeon to retain your temporary hp? You won't get your encounter powers back unless you rest.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
MAIA 1812 was built using the Monster Manual version of the warforged, but I now have the Eberron Player's Guide, which has the updated version. Basically, you are the same, but you get a +2 bonus to Intimidate, are fully aware when you "sleep," gain a +1 racial bonus to Will defense, and your Warforged Resolve power is as the following. Warforged Resolve Warforged Racial Power It's difficult to take you down, even when you're faltering.
Encounter * Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
A pretty good improvement, I have to say! Congratulations, you are no longer a monster. =)
Also, a reminder to everyone; you can use information from any books and any official internet sources that don't require a subscription. Every game aspect exists in this world, including and not limited to spellscarrs and dragonmarks. If you want to pick a paragon path that requires you to be from a certain area from Eberron or the Forgotten Realms, you can pick it no matter where you're from, since those places don't exist in this world.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
OOC: Thanks Camelot, I'll update my character sheet.
OOC2: I'm fine either way. I'm down about a surge-worth, but up half that in Temp. However, it might be worth resting so that Thomas can refresh his powers, particularly Majestic Word. Camelot, how do you feel about some of us taking a short rest while (mechanically speaking) the rest don't? We've rationalized this in our tabletop game by having sit down an rest while search the area, scout, stand guard, run laps, etc. It's a little silly, but we've seen no reason to disallow it.
I've thought about such a situation before, but I've come to the conclusion that it can't be done. The resters need at least five minutes before they are fully rested. During these five minutes, the others may be running laps, but unless they go onwards into the dungeon and battle what is next, they get the short rest benefits and negatives as well.
My reasoning is that temporary hit points last either until the end of the encounter or for five minutes, like many other effects. The runners would still lose their temporary hit points. They would also recharge their encounter powers, since those go by the same end of encounter/five minutes rule. And after that, they might as well be allowed to spend healing surges anyway.
The way I see it, the group has to either all rest, all continue, or split up, mechanics-wise. The temporary hit points are extremely easy to regain, mostly from Thomas, but MAIA can get some of his own as well, so it's not really an issue, and you could really use your hp and encounter powers.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
OOC: Like I said, it's a little silly, I just thought I'd get your take on it. I'm fine resting, Temp HP are cheap; and I suspect EvoKB will want to refresh Thomas' encounter powers.
I am fine with taking a short rest. I would like to recharge my encounters(though I do have 3 of them! Going in with only one majestic word might not be a good idea either.
Thomas pulls out a harmonica from his belt pouch. The bard plays a soft melody. It gradually gains tempo, mimicing the tide of the battle they just fought. The song bolsters his comrades spirits while they rest. As the treasures are revealed, Thomas gestures told the potion. "Who wants this? Mei?"
ooc
My song of rest lets those that spend a healing surge gain an additional 4 hp. Who wants the potion?
"Where I come from, potions like that are usually reserved for warriors," Mei-Ying says, bowing her head gratefully. "They risk themselves more often than I plan to."
Okay, the majority of the group wants to move on, so diplomacy states that we shall continue without a rest. Everyone retains their temp hp, current hit points, and lack of encounter powers.
The group continues down the next tunnel. The walls widen twofold, and the only source of light is MAIA's sunrod.
You approach what appears to be a crossroads in the tunnel, but then you notice that it is a wall in the middle of another room. Before you have time to think about it, though, a huge sound echoes throughout the chamber! Timbers creak, dust falls from the ceiling, and you hear the sound of stone on stone as a large object comes rolling towards you!
There is no sign of any monsters, but something must've set off this trap.
Initiative
Boldo 22, Boulder 16, Thomas 15, Morgran 10, MAIA 9, Mei Ying 6. I positioned you on the map where I thought you would be, but feel free to start elsewhere if you were not travelling so close together. The circle is the boulder, the squares are doors, the arrows are ladders, and the things that look like stairs are stairs. Boldo's up first, so if you can find a monster, you have combat advantage against it (unless it is delaying...).
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
OOC: I'll be honest, I don't know what to do. The map makes it look like the boulder is going to go one of two ways, but the description says it's coming at us. Is that a general description; does it look like the boulder is going to slam into the room in the middle of this larger room, breaking down the wall? Logically, the boulder will follow some downward-sloping path - is that noticeable in the floor? Is there a curb of some kind that makes it turn down one of the two paths of this crossroads?
Is there a roll required to answer these questions?