6 Eagle Down (Judge : Garyh)

Rinch's troop are surprised by the sudden reinforcement. The heroes can't afford to miss this opportunity!

[sblock=OOC]You have all won initiative. All 9 of you. Make it count! [/sblock]
 

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[sblock=OOC Chillborn and resist cold]
Don't rely on the Chillborn Zombie hurting his own troops; they have been waiting for some time and would already be dead if they didn't think of protecting themselves! Resist Cold 5 is cheap when you know you will need it so assume the western monsters quaffed the required resistance potions. It's not that cheap, though, so the Eastern monsters don't have it.
There are a few things wrong with that. Potions have to be taken during a combat and not before since they last an encounter. As soon as the first initiative is rolled a new encounter starts. That would leave the undead to take it themselves and they are 1/2 as smart as a normal animal [very close to a box of rocks] and some don't even have hands. I don't see them being smart enough [or in some cases able to] do it.

Secondly, this royally screw over our warlock's armor spells as the whole east side now takes 1d6-1 damage from us. :hmm:

That said, it means that the east side has no healing surges left. While that really doesn't matter for most of them, it means Rinch will not get back 34HP with a second wind during the fight.

Would it be possible to just give the east side a [undisclosed] ritual that makes them immune to damage from an aura? That way it doesn't screw us over, you get the effect you want and Rinch has his second wind?[/sblock]
 

[SBLOCK=OOC]
Glossary: Second Wind said:
You can dig into your resolve and endurance to find an extra burst of vitality. In game terms, you spend a healing surge to regain some of your lost hit points, and you focus on defending yourself. Unless otherwise noted in the statistics block of a monster or a nonplayer character, this action is available only to player characters.

Rinch doesn't have a second wind. No creature have the chance to use Second Wind, that's an Hero power only. But yes, they have an Healing Surge, and some creature have the ability to use them or to give the opportunity for other creature to use it.

And I agree that the use of potion screw up your daily.[/SBLOCK]
 


[SBLOCK=OOC]
Rinch doesn't have a second wind. No creature have the chance to use Second Wind, that's an Hero power only.
Not Hero, just NPC. DMG pg#187 "Like player characters, NPCs can use their second wind once per encounter as a standard action." At least I'm figuring he's an NPC. With just a stat block I can't be sure.

Oh and Voda Vosa, I have yet to see the whole map. I get the top half and that's all, so people shouldn't be surprised If my actions end up there.[/SBLOCK]
 

[SBLOCK=OOC]Well, the definition of the compendium of Second Wind (which explicitly state nonplayer character in the definition, see the bold area) and the DMG contradict themselves. So I suppose it will be up to Mal to decide if Rinch have the ability to use Second Wind and if he will bother to use it. After all, he is immortal. We killed him already once.

EDIT: I see it well. Really big... have you tried to scroll the screen?[/SBLOCK]
 

[sblock=Woo!]
We have liftoff!

Waiting to get confirmation on whether the eastern guys have cold resistance, or just resistance to the Chillborn's aura, before I post my turn.
[/sblock]
 

[SBLOCK=OOC]Well, personally the DMG trumps others since it has the rules on how to make an NPC. It's just a side note in the PHB. Not really sure WHY the players guide says anything about npc's anyway...

That's just me though. Mal can pick either way.

And scrolling doesn't help. The figures all show up but the the background stops 1/2 way. So I can tell where the bad guys are in the bottom 1/2, I just can't tell what's around them. Makes moving and targeting a bit of a problem there. I'm going to try another computer tomorrow to see if it helps.[/SBLOCK]
 
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[sblock=ooc]I think with the reinforcements we need to move to group together and fight as a cohesive whole. Callen can lay down some suppression fire and move towards the circle this turn.[/sblock]
 

[sblock=OOC]Yeah, forming up sounds good. The map isn't even loading this time so I can't post exact squares, but I was thinking of charging the zombie at the bottom right side of the mud pit and knocking him in. It should take him a bit to make his athletic check of 20 to leave. It might not be a bad idea to head to the north of the mub pit and knock in as many as we can. Dark ones can't use sneak attack, aura's can't get to us and hounds can't trip and do ongoing damage if they are in the mud. Plus it makes a nice barrier to funnel the baddies to us.

Fish in a barrel... ;)
[/sblock]
 

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