[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)


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Cheers I got the confirmation. I am not going anywhere. If I leave the adventure primarily it will be due to an untimely death :(. Thanks a lot for sorting out the char sheet.
 


[sblock=ooc]I was talking about Majestic Word +4 bonus - my rules-fu isn't strong, but I think you can use it once per encounter and since we have as many short rests as we need we should be able to use it as many times it's need, unless I missed something, in which case I'd like to know.

About the recreating, I'll probably do that. Approval takes underestandably some time so I may miss some XP, but I need more chance to hit and better effects from my at-wills

Also, and completely off-topic, I hate typing on a laptop.[/sblock]
[sblock=DM]What say you DM. Does it work like that? I'd love it if it did.[/sblock]
OOC: I'm not certain. To me, it sounds like shale wants to take an extended rest and everyone else didn't really say one way or the other. I'm fine either way, and I think maybe an extended would be safer for the group as a whole to survive. We did burn most of our dailies in the first encounter.
 

[sblock=DM]What say you DM. Does it work like that? I'd love it if it did.[/sblock]

GM: That's correct, Majestic Word and Inspiring Word are both encounter powers. So, as far as I'm concerned, after a short rest and outside of combat you may use them as many times as you like to heal up the party. Same goes for Karma's Healing Word (which is a surge+1d6+3).
 


GM: Actually, it looks like Halleck's surge+1d6+4 is slightly better. So yes, assume that Halleck is healing you up between encounters.
 

[sblock=ooc:]By the way, if the rest of you are agreeing or not on taking a extended rest now, please post so, even if it's a simple "I agree with so-and-so". I can tell from experience that is much nicer for the DM, and goes a long way at helping avoid DM burnout[/sblock]
 

I don't think we should take an extended rest, let alone here. We all have at least one healing surge for emergency healing. Whatever, scared the monkeys is probably around and assuming it is an animal will probably come to the water soon. While I'd love to get dailies back and loose the -2 we will just get ganked in the night in my humble opinion.

Just my opinion.
Vote 1 for against
 

Brenwar takes a seat at the pond and quickly tends his wounds. He then offers to help others with their own injuries. As he does so he introduces himself, "I am Brenwar Holyshield, a paladin of Palladys. Those monkeys were very formidable and anything that makes them run would probably not be good to fight in our current condition. I don't mind continuing our expedition, but I used the strongest prayers I had available during our last fight so I won't be operating at full divine potential."

[sblock=ooc]
I've still got 7 surges by my count, so I can continue. I just don't have my daily or lay on hands anymore.
[/sblock]

[sblock= After Combat Stats]
Brenwar - Male Human Paladin 4
Initiative: +1, Speed: 5 Passive Perception: 15, Passive Insight: 20
AC: 24 Fort: 17, Reflex: 17, Will: 19, Resist: 1/all
HP: 47/47, Bloodied: 23 , Surge Value: 11, Surges Left: 7/13
Action Points: 0
Feat Note: Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.
OA Basic Melee Attack: +9 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage
Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike, Lay on Hands (0/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily
[/sblock]
 

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