[4e][Paragon] Kombat Kraziness (closed)


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I know. I was just flashing back. Drawing and redrawing those little grids... and then getting it wrong anyway. It was a sympathetic-to-the-dm sort of nooooo! not a whiny nooooooo!
:)
 

With maptools, it's pretty easy to draw and erase the auras. The main thing that I'm worried about is erasing also erases the water squares. Undo worked for getting rid of the aura without destroying the water, but I'm not sure if that's going to be saved.

I was thinking of making the auras into tokens of their own, so I can just drag them around.

Fortunately, some of the auras just inflict damage, so I'm not going to draw them out.
 


Undo states are NOT saved, so making the auras into tokens is the way to go. I forgot how to make tokens into custom sizes though, so it's good thing that Large creature + Aura 2 works out to Colossal size. :)

I'm just going to roll initiative for our missing players. There's no player action involved, and I want to see if it's the monter's turn to go yet.

Roll Lookup

1d20+10; 1d20+14; 1d20+11 → [4,10] = (14)
1d20+10; 1d20+12; 1d20+11 → [1,12] = (135)
1d20+10; 1d20+14; 1d20+11 → [18,11] = (29)
Initiative for Narbel Starwinds Paladin

Oops, Starwinds should only be at +12, not +14.

:( It looks like we still have to wait. Well, at least most of the monsters go in the same block.
 
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Rogues are a lot of fun at this level. Should my playmate decide to "reach out and grab" me I'd like to use the immediate escape (immediate action) power.
 

Rogues are a lot of fun at this level. Should my playmate decide to "reach out and grab" me I'd like to use the immediate escape (immediate action) power.

Okay. I wasn't really planning on having it go after you anyway; it's got an area attack to use, and the ability to engage less jumpy/wriggly targets.
 

Dalamar, I messed up and missed something. Xak doesn't have the 13 Dex required for Quickdraw. :( Fortunately it hasn't come up yet since it wasn't included in initiative.

The Vine target is just marking where the origin square of the Vine Fetter was. There is no lasting zone around that area.

The monster knowledge section in the first post has been updated with the powers of the briar witch dryad and the abilities the eladrin have displayed thus far. Note that I've been applying the buffing aura of the briar witch without drawing it, hence the damage values on the monsters.

The yellow auras around the battlebriars are difficult terrain, and people in them take damage on the BB's turn.

The monsters had some good rolls this round; all the melee attacks were 16+. The players had some bad dice luck last round too, it seemed.

Redclaw, Walking Dad, and industrygothica are up next on the PC side, then the Stormrage Shambler (which actually has a worse initiative bonus than the normal, lower level monster). Then Torment and we're back to the top (Tharos, Glib, Xak, Choker, then Starwinds and the rest of the monsters).
 

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