[Adventure] Murder Most Foul! Part 2 (Judge: EvolutionKB)


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[SBLOCK=OOC]What teh action cost to light a sunrod when it is still in the backpack?[/SBLOCK]

[sblock=OOC]
You cannot effectively light a sunrod in a backpack. You could do so, but it wouldn't shine outside of the backpack. You need to pull it out.

It's a minor action to pull out the sunrod and since there are no rules on what type of action lighting a sunrod is, I'm going to rule that it is a minor action since the definition of a minor action is "an enabling action" (i.e. simple action that leads to more exciting actions).

So, two minor actions to get out and light up a sunrod.

PS. In Pathfinder, I think that lighting a sunrod is a full round or standard action, but I cannot find any rules for it in 4E.
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[SBLOCK=OOC]Two minor, I use them and drop (free action) the sunrod on the ground where I stand. What does I see?

Edit: If it isn't too late, I would suggest [MENTION=10309]Otakkun[/MENTION] to not spend his daily on his Cannith Google, as I light a sunrod.[/SBLOCK]
 
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[sblock=The rest of Acre's turn]
If Acre manages to see any enemy, he will charge it with his remaining move action. Otherwise he will use his move action to walk toward Malehan as close as he can get.[/sblock]
 

[SBLOCK=OOC]Two minor, I use them and drop (free action) the sunrod on the ground where I stand. What does I see?

Edit: If it isn't too late, I would suggest [MENTION=10309]Otakkun[/MENTION] to not spend his daily on his Cannith Google, as I light a sunrod.[/SBLOCK]

[sblock=OOC]
I usually do not allow retcons unless the action is illegal. Garrick had no idea that Malehan was going to do that.

So no. No take backs for people who have already done their actions, just like at a table game. Actually, I was surprised that nobody pulled out a Sunrod 3 rounds ago. You guys made this encounter a lot more difficult than it had to be.

I will be posting a map with the lit up room later today and then Acre and Malehan can do their final actions.
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When the sunrod gets turned on, most of the group (except Garrick in the pit) can see that the Archers are Eladrins and that there is a Gensai up on the raised dias. Next to the Gensai, there is a massive shut double door (8 foot tall, 5 foot wide, currently hidden by the word Gen on the map), an apparent exit from the room. The cavernous room is also about 50 feet tall in the long central plane from east to west, but it is arch-like and curves down to about 30 feet on the north and south walls.

Now that he is out in the open, the Gensai shouts "Leave this place or be destroyed!"

[sblock=OOC]
Acre has finished his move. Once Malehan takes his standard action, it is the NPC's turn. The yellow line between squares 18 and 19 is where the sunrod light extends to. Low light PCs can see the entire room, but everyone else is limited to the large lit area on the right hand side of the map and the smalled lighted areas around the braziers on the left hand side of the map.
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