The Closed Eye (DM: Halford, Judge: garyh)

ooc: Quick results: Palindrome's magic missile hits. However, Palindrome has used too many actions: getting off Neera is another move action, and he's already used a move and a standard this round. He can drop prone as a minor action, or he can use an AP to get down. Or he can just stay on Neera, which is what I'll assume happens if you don't specify otherwise.
 

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[sblock=OCC] Are we able to see the enemy from our position? And if I attempt to make a ranged attack next round, do I get any attack penalty? and if I do make an ranged attack that hits, can I add my sneak attack? [/sblock]
 

[sblock=ooc]
Are we able to see the enemy from our position? And if I attempt to make a ranged attack next round, do I get any attack penalty? and if I do make an ranged attack that hits, can I add my sneak attack?

Yes, you can see all the enemies from within the bushes, and attack them without penalty. You can apply sneak attack against them if your stealth check beat their passive perception. I'll go ahead and tell you that all of your stealth checks beat the goblins, but nobody beat the archers.
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Tander silently moves into the spot vacated by Woe.
He pauses a moment to touch Atreus on the shoulder and pours life energy into him directly, being careful to dampen the bright white glow that usually accompanies his powers. He then prepares to marshal his divine force against the first enemy that comes within range.

OOC: Healing Word on Atreus heals an extra 5 HP. Move into Woe's spot. Ready attack against first enemy that comes into range (within 5): Sacred flame hits Reflex 22 for 11 damage (does not include bonus/penalties for cover/combat advantage etc). If it hits, Atreus gains 3 tmp hp. Oops, that damage roll should have been 1d6+5, not 1d8+5, so make it 6 damage instead.

[sblock=DM Note]
I've updated stat block below to factor in Amulet of Health.
Updating Wiki now.
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[sblock=Tander Stat Block]
Tander Oaksmith, Human Cleric 1
Passive Perception 14, Passive Insight 19
AC 16, Fort 13, Reflex 14, Will 18
Resist 5 poison
HP 24/24, Bloodied 12, Surge Value 6, Surges 8/8
Speed 5, Initiative +6
Action Points: 1

Current Effects
none

Encounter Powers
Divine Glow
Used Healing Word One
Healing Word Two
Channel Divinity (Turn Undead or Divine Fortune)
Second Wind
Use Action Point

Daily Powers
Beacon of hope
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[sblock=OOC]
ooc: Quick results: Palindrome's magic missile hits. However, Palindrome has used too many actions: getting off Neera is another move action, and he's already used a move and a standard this round. He can drop prone as a minor action, or he can use an AP to get down. Or he can just stay on Neera, which is what I'll assume happens if you don't specify otherwise.

How can dropping prone be a minor action, but stepping off a ledge require a move action? The latter requires less effort than the former.

Neera's only five spaces distant. My character gets six spaces of movement. Couldn't I use the last space of movement to hop off?

If not, I'll stay on Neera.[/sblock]
 

[sblock=on ducking vs. dropping prone]No using the last bit of your move to hop off Neera, because you would be using part of your move, attacking, and then finishing the move. Splitting your move action like that isn't allowed in 4e.

There are two reasons I won't allow stepping off Neera as a minor action.

First, with relatively few exceptions (rogues with deft strike, kobolds, certain monsters, etc.), it's usually not possible in 4e to start your turn hidden, move, attack, and then move back into hiding. Dropping prone behind cover is another exception that some DMs allow (but not all; it's not RAW), but then you're paying a different kind of penalty: sacrificing a later move action, along with potential defense penalties. I'm not willing to create a "hop off the footstool" action that gives an unusual bonus like that without similar penalties.

Second, you've already got yourself an effective +5 bonus to all defenses for this round with a) cleverness, and b) taking a risk of falling and losing part of your action. I think that's plenty, and I'm not really inclined to give more. :)

It stretches verisimilitude, yes, but part of the tradeoff of 4e is that we sacrifice a bit of verisimilitude for extra fun.

Update shortly...
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Round 1, continued

Palindrome steps on Neera's back. She lets out a cry of pain, and wavers slightly, but Palindrome keeps his balance. His spell squarely impacts one of the archers. (ooc: hit, 11 damage to Archer 1)

Round 2

Woe creeps forward in the bushes, ready to spring out. (ooc: make another stealth check, please, if you wish to remain hidden)

Tander invokes divine power to heal some of the wounds Atreus took, then moves forward, ready to smite enemies moving close. (ooc: Atreus spends a surge and heals 11, and is no longer bloodied. Please make another stealth check as well.)

The archers circle clockwise, their bows turning in unison towards Palindrome. With what seems like supernatural precision, their arrows dart simultaneously toward Palindrome, both striking him high in the chest. Palindrome collapses. (ooc: two hits, total damage 25. Ouch! Palindrome is dying, and needs to make a death saving throw on his turn. These guys are only level 2, I swear...)

"Oh gods, the curse! I'm going to rot!" screams Neera, nearly hysterical.

Atreus...

[sblock=initiative and status]

Woe 29/29, total concealment, action readied
Tander 24/24, total concealment, action readied
Archer 1 11 damage
Archer 2 unharmed
Atreus 14/24, total concealment, stealthed against goblins <== You're up
Goblin 1 unharmed
Goblin 2 unharmed
Goblin 3 unharmed
Neera unharmed
Palindrome 0/23, dying, 0 failed death saves

Resources used:
* Tander: Healing Word x1
* Atreus: Surge x1
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[sblock=map]
map004.png

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ooc: whoops, I forgot to move Woe and Tander. Updating map shortly... Edit: ok, as soon as my slow connection finishes uploading the new map, they should be in the right place.
 
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Silently Atreus thanks Tander for his healing and loads another bullet in his sling. Turning to Tander he whispers " We must know if Palindrome is alive and I believe that your the only man whom can save him if his wounds are too deep. Il give ya some coverfire" and Atreus shoots at the closest goblin with as much force he can, hoping that he will hit the goblin

[sblock=Actions]

Stealth check if I still am hidden from the goblins after Tanders healing

Standard Action - Atreus attacks goblin 3 and uses Sly Flourish against it ( and I believe thats a Critical, so thats max damage 6+7=13 ( I am not sure if that maxes the sneak attack damage as well, if I sneak that is)

Move Action - doesn't move

Minor Action - Use a healing potion ( This is unclear since I am not sure if everyone got a healing potion erlier) and if I didn't get a healing potion I do nothing with my minor action

Stealth Check to stay hidden in the bushes

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[sblock=OCC] Are we still running with the +1 to skills/attacks if we post sooner than 24hours after the dm has posted? Since I have not been including them in my rolls. And this doesn't look to well boys, these Archers are killing machines and we have to get rid of them[/sblock]


[sblock=Atreus Stats] Atreus D’torian - Human Rogue 1
Passive Perception 15, Passive Insight 16
AC 16, Fort 12, Reflex 17, Will 14
HP 14/24, Bloodied 12, Surge Value 6, Surges 6/7
Speed 6, Initiative +6
Action Points: 1 Second Wind: Not Used Yet
Powers: Deft Strike, Piercing Strike, Sly Flourish,
Positioning Strike, Blinding Barrage, [/sblock]
 

[sblock=Stealth checks and Potions]Correct me if I'm wrong, of course, but I think both Woe and Tander can remain hidden for now without a new Stealth check, since both fulfilled the requirements on their turn for Remaining Hidden as detailed in the Stealth skill description.
  • Keep Out of Sight: They have retained concealment.
  • Keep Quiet: They have not spoken louder than whispering.
  • Keep Still: They have not moved more than 2 squares during an action.
  • Don't Attack: Their readied actions have not triggered yet.

In other news: Yikes, Karma is out to get Pal! I guess his Superior Cover did little against their elven reroll power. Good thing Woe insisted that P keeps a potion on himself. Neera witnessed that, by the way, so she can "save herself" by pouring it down Pal's throat. She might also be able to activate his Second Wind with a Heal check.

Also, I suggested that Tander or Atreus hold on to at least one of the potions themselves (probably Atreus because Tander's a Lean Mean Healing Machine (TM)) but nobody replied, so I guess technically Woe is still carrying the other 3. If that is the case, Atreus is free to pick one from him.
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