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[Adventure] The Paper Chase (Judge: renau1g)
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<blockquote data-quote="Antithetist" data-source="post: 5321227" data-attributes="member: 88443"><p>kal'Tarron takes the lead, and as soon as he steps into the room he glimpses a flurry of movement from either side a pair of undead guardians close in on his flanks. The things are partially decomposed, still dressed in rusted scraps of armour and the rags of once-fine clothing. One swings a rusting mace at his head as the other stabs at him from behind with a short sword, but with quick thinking he just barely manages to fend off one blow with his own weapon as he ducks the other.</p><p></p><p> In the brief glance he manages to snatch at the room in between this show of defensive finesse, he gets no glimpse of the robed figure who shouted just a moment ago. There's also no sign of another exit to the room, leaving the man's location as something of a mystery.</p><p></p><p>[sblock=OOC]zom and zom1 readied actions trigger - Charge Attacks on kal'Tarron: <a href="http://invisiblecastle.com/roller/view/2688506/" target="_blank">1d20=3</a>+? = miss vs AC <a href="http://invisiblecastle.com/roller/view/2688506/" target="_blank">1d20=6</a>+? = miss vs AC</p><p></p><p>Regarding Orsik's turn: you can't make it to L4 and still ready an action, since it's 8 squares away. I actually didn't notice your post first time I read through these actions (if I had then I might have considered having Orsik move anyway and the enemies taking their readied actions on him). As it is, you still have your round's actions.</p><p></p><p> Lighting is becoming something of an issue; if the sunrod moved up with kal'Tarron so he can actually see the room he's entering, then the side passages would be plunged into darkness. I'm happy for somebody to put up a new light source at the intersection now, at which point we can waive the issue and move ahead, but if there's no new light source there by next turn then things will be plunged appropriately into darkness.</p><p></p><p> Readied actions by different monsters going off at different points in the round presents an interesting issue with the simplified version of Initiative that I'm using. I actually have no idea how to deal with this fairly without splitting up the enemies into two initiative groups. Hmm. I'll deliberate, and I'm open to any bright ideas - in the meantime, kal'Tarron can take the rest of his turn and everybody else except Serris can go. [/sblock]</p></blockquote><p></p>
[QUOTE="Antithetist, post: 5321227, member: 88443"] kal'Tarron takes the lead, and as soon as he steps into the room he glimpses a flurry of movement from either side a pair of undead guardians close in on his flanks. The things are partially decomposed, still dressed in rusted scraps of armour and the rags of once-fine clothing. One swings a rusting mace at his head as the other stabs at him from behind with a short sword, but with quick thinking he just barely manages to fend off one blow with his own weapon as he ducks the other. In the brief glance he manages to snatch at the room in between this show of defensive finesse, he gets no glimpse of the robed figure who shouted just a moment ago. There's also no sign of another exit to the room, leaving the man's location as something of a mystery. [sblock=OOC]zom and zom1 readied actions trigger - Charge Attacks on kal'Tarron: [URL="http://invisiblecastle.com/roller/view/2688506/"]1d20=3[/URL]+? = miss vs AC [URL="http://invisiblecastle.com/roller/view/2688506/"]1d20=6[/URL]+? = miss vs AC Regarding Orsik's turn: you can't make it to L4 and still ready an action, since it's 8 squares away. I actually didn't notice your post first time I read through these actions (if I had then I might have considered having Orsik move anyway and the enemies taking their readied actions on him). As it is, you still have your round's actions. Lighting is becoming something of an issue; if the sunrod moved up with kal'Tarron so he can actually see the room he's entering, then the side passages would be plunged into darkness. I'm happy for somebody to put up a new light source at the intersection now, at which point we can waive the issue and move ahead, but if there's no new light source there by next turn then things will be plunged appropriately into darkness. Readied actions by different monsters going off at different points in the round presents an interesting issue with the simplified version of Initiative that I'm using. I actually have no idea how to deal with this fairly without splitting up the enemies into two initiative groups. Hmm. I'll deliberate, and I'm open to any bright ideas - in the meantime, kal'Tarron can take the rest of his turn and everybody else except Serris can go. [/sblock] [/QUOTE]
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[Adventure] The Paper Chase (Judge: renau1g)
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