6 Eagle Down (Judge : Garyh)

[sblock=Tsi'Ri & Voda]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.
[/sblock]
 
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[sblock=OOC]
I agree. I have already spent my encounter area power while you were typing, so I think I'm cover, so to speak.
Thanks for your comprehension.[/sblock]
 


http://virtualbattlemat.com/game/dm_malenkirk-5/

[sblock=Updated Status and map]
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.
[/sblock]
 

"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.

ooc: hope its fine to speak out of turn.
 

[sblock=Callen]Speaking is a free action. You can talk all you want out of turn... As long as what you say can reasonably be said in less than 6 seconds![/sblock]
 

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.
 

[sblock=OOC]
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.
[/sblock]
 

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.

[sblock=Actions/Stat block]Start= prone, bloodied
Move= Stand up from prone
Minor= Inspiring Word on Kama'zer (1d6+10=15)
Special= Wolf Pack Tactics: Shift Soldier 1 square to G10. (I know this makes him flanked, but I don't figure the Cultist will try much melee-wise.)
Standard= WPT at guard L10 (1d20+8=25, 1d8+4=12)
End= n/a
[sblock=stat block]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[/sblock][/sblock]
 

[sblock=OOC/Mal/Phoenix]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[/sblock]
 

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