24 - 4e style (closed)

OK Leyra, that's fine by me. If Leyra and Garrick stay down its on to glorious death!!

So should we hit and run and try to lure the baddies into range of the others?
 

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While I still think we should concentrate on the Skull Lord as much as possible, right now the ritual seems to be delayed quite a bit already, so we actually might just begin with taking out those annoying monks and let them continue to the point where we only got 2 rounds left to delay them further.

But all that really depends on what they are going to do...

Bye
Thanee
 

I am going to have to change my action and go downstairs now. It is the ONLY option I have if there is to be a hope of success, due to player choice. I am a little annoyed at having to do this, I wil get over this. (Undhill may not, but who doesn't like a little post-apocalyptic gaming?)

Here is my recommendation. I go downstairs and tie up the monk/take out minions. I hope I get some support if I do wind up beating on the monk. And I say if the Balor gets loose while we still stand, we actually play out fighting the Balor.
 

I'm sorry if you're annoyed about coming down - but what would Dagran do otherwise? Apart from a javelin he has nothing he can do at range! All his powers are melee or close blast etc. He would be completely useless if he stayed upstairs. Unless I'm missing something - which is always possible, I am a bit impetuous sometimes - what would be his function if we stay up?
 


I really wasn't expecting the door to open. Did I see anything inside the room? I think I didn't spend my minor action last round and if I knew the door would have open, I would have spend a minor to look inside (if it isn't too dark).

If it's too late and it isn't too dark inside, I'll spend a minor this round and depending what I see I'll see what I'll do with my other action.
 

You see stacks and stacks of various ritual components, of course. Of more immediate interest are the vials since they can be immediately useful but there are hundreds and most are harmless so just picking random vials will do little good. They are labelled by arcane and esoteric signs.

Obviously enough, the most useful find would be holy water and healing potions.

a Minor check with the appropriate skill allows you to identify them, but you have to be inside.

Arcana/thievery DC 18 allows you to recognize Alchemical fire, acid and frost.

Heal DC 18 allows you to recognize healing potions

Religion DC 18 allows you to recognize holy water.

If you have perception of +5 or better, you get a +2 to your knowledge check.

This check can be tried over and over again if necessary, there is no consequence for failure.

A success allows you to grab as many vials as you can carry which realistically isn't that many. Assuming your belts are setup for potions (which they should be, many of you were using potions in the first place) one can expect 6 slots. More than that and they have to be packed (which does little good) or carried in your hands.

You need to move to the row 3 (any square will do) and then a minor action will allow you to sheath one potion while a move action will allow you to pack 3 potions + dex modifier.

A thievery check DC 18 can downgrade the move action into a minor action (must be trained to try it). No consequence for failure.
 
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If Garrick were to move to Q14 would he be able to attack the skull lord over the central area? What effect do the red bits on movement, sight etc?
 

Man, you are killing me! Weren't you climbing back up? ;)

Yes, if you move to Q14 you can shoot the Skull Lord. In fact, you can shoot him from right where you are on the ladder (-2 for range, you are exactly 12 square away).

The force field is down, you can shoot over the right squares. You can step on them if you want but even the dullest agent noticed that both monks are stepping around the red squares, and the second one did that even after the field went down. The undead cultist don't seem to mind walking on it, though.

Control tells you through the crystal not to worry about the Skulls staying out of range; their range is 10 so they can't outshoot Garrick's range of 12.
 
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Sorry for all the trouble Mal :p. As I see it, Garrick starts to climb up but realises that Dagran is about to come down. In which case he reverts to his original idea of staying down.

How to do this effectively?

As he had his back to the room I don't think he would have seen the flying skull sneak into hiding and he can't see the left hand monk. That just leaves the Skull Lord to attack. His plan (which I have already rolled for) is as follows - Free action- leap down (acrobatics) Move - (to get into close range) attack - Skull Lord.

Is that all right? If there is a problem I will go with your thoughts.
 

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