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

"Watch out, they may try to knock us off, we don't know what they are capable off.."

OOC: Can I prepare to change my telekinetic lift power to any comrades whom get knocked off.

Actions: Minor keep utility going
move and standard move forwards after Shale. Stopping at H12

 

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OOC: Idears?

OOC: On a pure metagame level, we know the enemies behind the arrow slits are minions, so even if they are hard to hit one attack should kill them. I'd say the best thing we can do is to protect Karma so we're sure he's not forced to stop maintaining his power, and in my case move forward, enduring some rounds of missile fire, to have the enemies at range; all of my powers have a 10 square range limit. If we can target the space behind the arrow slits with burst powers, killing them should be easy for Shale and Karma.

However if they have an attack that can push or pull, then we're in trouble.
 

[sblock=actions]A couple questions: do we have line of sight/effect to the space behind the arrow slits? specifically, would a burst be created where or behind they? Also, would a burst 3 centered at P27 potentially affect the 3 southern enemies?[/sblock]

GM: To clarify, any attack originating in column 27 or less would be subject to the -5 attack penalty. You may target a square in column 28 (just inside the arrow slits) with a ranged burst, but not past that. Also, the enemies have superior cover from one another because of the unique design of the crannies they are in, so the effectiveness of a burst inside an arrow slit would be limited.

To answer your question, a burst 2 centered on P27 would affect those three targets, but with a -5 to the attack rolls.

Does all that make sense?
 

OOC: Karma is ready to rescue anyone if they do pull off the edge.. delayed change of target so we should be okay from 1, Shale is relatively safe with his encounter, we just need to advance and let the range 10 burst powers do their job.
 




OOC: I'll be traveling tomorrow and out of town. I don't expect having problems to connect however, but don't delay the game if I don't post.
 

"Let's go Brenwar. Even if you can't reach them, you can help block their attacks. Karma, behind Brenwar."

Halleck moved up, but his range was limited by his heavy armor.

[sblock=Action Block, Mini-Stats]
Battlefront Shift on Brenwar (to M13), Walk (to L13), Walk(to G13).

My armor move penalty cblocked me from using battlefront shift on myself (I'd be shifting in to Brenwar's square), so I'll use it on him instead.
[sblock=Action Block]
Free: Battlefront shift on Brenwar to M13
Move: walk to L13
Minor: ??
Standard: walk to G13

  • Target:
  • Attack:
  • Damage:
  • Effect:
[sblock=ignore]
Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
[/sblock]
[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Bard/Warlord 3
Initiative: +0, Passive Perception: +13, Passive Insight: +15

Defenses:

AC: 19, Fort: 14, Reflex: 14, Will: 16 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 32/35, THP: 0/8 Bloodied: 17, Surge Value: 8, Surges left: 4/8
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +7 vs AC - Longsword 1d8+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Diabolic Stratagem, Divine Challenge, Battlefront Shift
Daily: Stirring Shout, Heroic Effort

Weapons:
Longsword

[/sblock]
[/sblock]
 


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