[Adventure] The Paper Chase, Part 2 (Judge: renau1g)

"Balinor, strengthen my sinews!" kal'Tarron calls as he swings his axe overhead, chopping down into the body of the big man.

OOC:

I've lost track, so I'll assume you took into account both healings I recieved last turn... Glad we brought the healers along.

Standard: Attack Big Club with Aspect of Might.

Aspect of Might (Standard; Daily) ✦ Divine, Weapon
+11 vs AC, 3[d12]+6 damage, half damage on miss. Until end of encounter, gain +5 bonus to athletics checks, +2 Power bonus to speed and to damage rolls

Aspect of Might vs Big Club (OoE) (1d20+11=25, 1d20+11=17, 3d12+6=27)

Save vs Poison (1d20=16) - Success!

 

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"Staff nuts roasting on an open fire." Grys sings as he moves the sphere of fire next to the man with the Staff. "So many flammable people, so little time." he muses.

[sblock=Actions]
Move: Move Sphere to C13
Standard: Flaming Sphere attacks Staff 1
Minor: Sustain Sphere (Keke is now visible)

1 misses Staff 1, Staff1 takes 11 damage at the start of his turn.

If Axe attacks anyone other than Grys, he is at -2 to hit and Grys will use an Immediate Interrupt to lower the damage by 6.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions: 4 temp hit points
Adverse Conditions:
Initiative: +4
Passive Insight: 14 Passive Perception: 19
Senses: Low Light Vision
HP 29/49
Bloodied 24
Surge Value 12; Surges Per-Day 8/8
AC 23 Fortitude 15 Reflex 19 Will 18 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Not Used

Powers:
At will:
Scorching Burst
Sword Burst
Familiar Harrier
Ghost Sound
Light
Mage Hand
Presidigitation

Encounter:
Fey Step
Aegis of Shielding
Flame Cyclone
Fire Shroud

Daily:
Flaming Sphere
Lingering Lightning
Swordmage's Decree

Trained: 9 Athletics, 9 Endurance, 9 Perception, 9 Stealth

Untrained: 4 Acrobatics, 12 Arcana, 2 Bluff, 2 Diplomacy, 4 Dungeoneering, 4 Heal, 12 History, 4 Insight, 2 Intimidate, 4 Nature, 8 Religion, 2 Streetwise, 4 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte
Eladrin Soldier

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic Cloth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
[/sblock]
 
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Bah! they could've increased their damage output if they got out as Orsik used rune of mending. Besides, I thought the idea was they will hide until we engage, not until we call them out!? No matter now, maybe this way we don't loose any of them :D
 

Bah! they could've increased their damage output if they got out as Orsik used rune of mending. Besides, I thought the idea was they will hide until we engage, not until we call them out!? No matter now, maybe this way we don't loose any of them :D

OOC: And we don't share XP with them if they stay in the tents. :);):cool::D:p:lol::]:heh:

And Rune of Mending doesn't add to the damage of minions. They do not make damage rolls.

On the other hand, since you didn't mention the extra damage of your Rune of Mending on the previous round, I'm sure that most or all of the players didn't add it to their damage either.

[MENTION=54810]renau1g[/MENTION], it looks like some of us might have done more damage than previously thought, but I didn't add it all up for you.
 
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OOC: They can still come out now...

Damn you runepriests! Ok, I'll look it over on the next update. I don't htink it would be enough to kill anyone.
 

On the other hand, since you didn't mention the extra damage of your Rune of Mending on the previous round, I'm sure that most or all of the players didn't add it to their damage either.

This is not true. At he beginning of each of my posts there is current rune state and it's effects. Like this (from my last round) -
DESTRUCTION: allies gain +1 to hit vs enemies adjacent to Orsik;
+2 to damage TENT Orsik; Orsik gains additional +3 to damage vs old man TENT
 

This is not true. At he beginning of each of my posts there is current rune state and it's effects. Like this (from my last round) -
DESTRUCTION: allies gain +1 to hit vs enemies adjacent to Orsik;
+2 to damage TENT Orsik; Orsik gains additional +3 to damage vs old man TENT

OOC: Sorry, but to me this said that allies gain +1 to hit and +2 damage vs enemies adjacent to Orsik.

Or, it said that Orsik gets +2 damage TENT Orsik.

Nowhere was it spelled out that "Allies within 5 squares of Orsik gain +2 damage TENT Orsik due to Rune of Mending".

Clear to you since you know your PC.

Clear as mud as you had it written. My eyes skipped right over it because it didn't appear to apply to me.

And based on renau1g's post, he didn't pick up on it either. Nor did most of the other players.
 
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