BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
Invisible Castle presents a server error, but I'm too excited to wait and try again later. Orokos Roller = 11
Not great, not terrible. Is Orokos an acceptable substitute, Mr. GM, or should I re-roll when IC returns?
Also, do you have a preference for how we present rolls? Just the total? Roll + total modifiers? Roll + each modifier?
The professor jauntily tosses his hip-length crimson cloak back over one shoulder, revealing a sphere he rolls lightly between his palms, as his eyes quickly measure distances between him and the surrounding assailants.
I thought IC was back up, but I guess I was mistaken. Orokos and showing just the final tally are both fine. Is it same to assume you've decided to fight?
(PS Rocks and woods are difficult terrain and provide cover.)
Fritz laughs at the kobold leader's poor common, then unsheathes his short sword.
"Why, that's highway robbery! How unprofessional. Really, if you want to rob someone you shouldn't tell them that's what you want to do... tsk. And no, we will certainly NOT be paying you! To arms! Let's have a go at it! Let them feel the sting of my Saber Tooth!"
Is it poor etiquette for the DM to roll all the PCs' initiatives, as well as the monsters'? In the other PbPs I've looked at, each PC rolled their own initiative, but it seems to me that having the DM roll them all in the post setting up the encounter would streamline things a great deal. It would deprive players of their opening remarks, but maybe they could merge that in with their first action?
Is it poor etiquette for the DM to roll all the PCs' initiatives, as well as the monsters'? In the other PbPs I've looked at, each PC rolled their own initiative, but it seems to me that having the DM roll them all in the post setting up the encounter would streamline things a great deal. It would deprive players of their opening remarks, but maybe they could merge that in with their first action?
[spoiler
My feeling on that is is anything you can do as a DM to streamline PbP gameplay the better. I don't feel like it would hamper my ability to make sarcastic remarks at all.
That's just my two cents
[/spoiler]
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
My opening remarks will merge well with my opening action. We're going to have enough problems with shifty, anything to streamline things would be excellent.
I'm going to go ahead and exercise DM's privilege and do that starting now. Snarky remarks may be made without having to accompany your combat turn. (Immediate Interrupt, Free Action)
If those of you with your character in your sig can add a (+x) {where x= your initiative modifier} at the end, I would appreciate it.
Initiative List Kobold grunts A Kobold Dragonshield A Thaladh Keranth & Fritz Yuriel Firestarter Kobold Slinger A & B Prof. Fighum Thom Kobold Dragonshield B Kobold grunts B
Chanting martial mantras in Draconic, the Kobolds march clumsily out from behind the rocks and advance en masse. Attempting a crude phalanx formation, they move forward in not quite lockstep and thrust as one.
http://4e.orokos.com/roll/10171
Kobold grunts move and make Spear Attacks against Thom, Thaladh, and Yuriel
1d20+5: 9 [1d20=4]
1d20+5: 6 [1d20=1]
1d20+5: 8 [1d20=3]
None connect with their target.
"Idiotsssssss!" Hisses their leader. "What were you trying to hit?" Disenheartened, the Kobolds retreat slightly. Perhaps these travelers will not be such easy prey after all...
Kobold grunts use Shifty to shift as a minor, ending up in J7, K7, & L7.
"Mussst I do everything myssssssself?" the larger Kobold continues, as he advances on the blind swordsman. "How can you miss a creature that cannot sssssssee?" he asks as his swings his sword.
To the Kobold's [strike]ssssurprise[/strike] bewilderment, the blindfolded man in the lead deftly parries the blow with his own blade. A slight smirk can be seen on his lips.
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
"Let battle be joined! Let blood be spilled!" Thaladh leaps past the nearest opponent, seeking a more worthy foe. The critter sees him coming, however, and dodges aside. With a moment of focus, the elf shifts his target to follow his opponent, landing a fearsome blow. The elf laughs, taunting the creature. "You seek to flee the fury of my fists! Best to depart the battlefield entirely!" He punctuates his shout with another blow, striking out at a second opponent, and toppling it.
With the swordmage providing the perfect distraction Fritz rushes in on the Kobold leader, moving to set up a flanking position. He moves toward his opponent slowly, stalking him. Then suddenly he slashes horizontally but it's only a feint! He springs foward halfway through the slash and buries the tip of his Saber Tooth into the kobold!
Move to N9
Piercing strike on kobold in M8
dex vs ref
1d20+8: 20 [1d20=12]
1d8+4: 6 [1d8=2]
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Though this may be out of turn, here's my initiative (but you can keep my initiative in the List if you want).
IC is giving me some lip, so I'm using Orokos for this, even though my character was made by Mythweavers.
Yuriel gives a short glance to the Kobold and his cronies and spits in the leader's direction.
Great, Yuriel thought. Of all the monsters in the world, we get ambushed by this motly trash of a group.
Yuriel had no love for Kobolds. They were annoying, stupid and most of all, smelly of all the monsters he'd met on his travels (though he had to admit he ran from most of them; no sense in talking to rotting undead and violent goblins).
"Be careful, people. These Kobolds are sneaky little things. Who knows what they have up their sleeves (not that they had sleeves:P)."
I'm also setting up my Firepulse encounter power as an Immediate Reaction to the first non-minion monster that hits me in melee.
Also posting this for all members to see:
Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it.
Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Fritz's Short sword will be Augmented this way.
Edit: Nevermind, i'lll enchant Powerpuppies, since he's only got fists to pummel them:P
And also:
Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier (+4).
This healing enchantment is for everyone, except for me.
I'm gonna assume I did this last night, before we got ambushed.
Tiamatz, who are you giving the healing buff to? The swordmage I imagine?
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
Care to enchant mah FISTS?
Powerpuppies on
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Light!
Though he sees his allies getting the upperhand over these draconic delinquents, he knows that a strong defense will ensure their victory.
"Thom! Catch!", exclaims Yuriel as he tosses a small vial in the swordmage's direction. The vial lands right beneath Thom's feet, and suddenly bursts into a green blue gas. The gas is quickly absorbed in Thom's armor, and he feels much tougher and resilient.
Yuriel then proceeds to whip out his rod and trusted spear and yells, "You're in for it now Kobold!"
Replace Standard and move for 3 minor actions in total.
Minor: Draw Rod
Minor: Draw Spear
Minor: Cast : Healing Infusion: Resistive Formula on the Swordmage
Healing Infusion: Resistive Formula
You channel the energy of your infusion into your target's armor. providing lasting protection.
Encounter (Special) • Arcane
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitution
modifier (+3).
Number of infusions now: 1 left
So Arkan gets a+1 to AC and can gain temp HP as a free action.
Edit: NEXT UP: Kobold Slinger A+B, Followed by Prof. Fighum
Damnit, thought I had a subscription to this thread, and was wondering why I hadn't got an email ... I'm really sorry folks. I do have an icon made, though I don't have access to that computer until later today.
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
Damnit, thought I had a subscription to this thread, and was wondering why I hadn't got an email ... I'm really sorry folks. I do have an icon made, though I don't have access to that computer until later today.
It's cool...
Mybe TR would put you in on the 2nd round (like you were tailing us or something)
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
Reeling heavily from the buffet of blows, the kobold adjacent to the monk drunkenly retreats and takes cover behind the boulder with his companion slinger. Together, they load their slings, whirl them about their heads and let their missiles fly. One thumps into the wizard, winding him. The other strikes the monk and explodes, coating the boisterous elf in a sticky mess.
Slinger A (bloodied) Minor: Shifty to shift to K4
Move: move to O4 http://4e.orokos.com/roll/10193
Standard: 1d20+6: 18 [1d20=12] vs Monk AC http://4e.orokos.com/roll/10194 dmg = 1d6+3: 4
Special Shot: Gluepot. Target is immobilized (save ends) Slinger B - Standard: 1d20+6: 18 [1d20=12] vs Wizard AC
dmg = 1d6+3: 4
"KEHEHE!" a hissing laughter emerges from the Kobold who fired the Gluepot Shot at the monk. "Cower, foolssss, at the brilliant weaponry of the Kobold Empire! Ssssurrender now, and acknowledge usss as your ssssuperiorsss!"
BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
"They're trying to flank! It's a basic textbook strategic maneuver, used by combatants throughout history. But for it's simplicity, it won't hurt any less if you allow yourselves to become surrounded. You needn't worry, however, for I shan't let them execute their PINCH."
His arms wove and weaved before him as he spoke, and the last word received extra emphasis as he thrust his hands forward, one cupping the cloudy orb, the other flat as if pressed against a wall.
Thunderwave against minions at J7 and L7, and also (sorry Arkan) Thom in L8.
If that beats the Fortitude defenses, the minions are dead and Thom takes Friendly fire: 1d6+48 and he may be pushed into M7 or N7 at Arkan's discretion.
If the minions are both dead, I'll also move two forward, to I8. Otherwise I'm staying next to this friendly Genasi.
So, uh, how do you folks feel about a little friendly fire now and then? Let it fly whenever? Only when situationally required? Keep my magic off your hinies if I value my orbing fingers?
Bhow on
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
I note that cover does not apply against AoE spells, such as scorching burst.
My understanding (which may be faulty) is that cover may still apply, but is more situational. For examples, if an enemy is hiding behind a wall, and I drop a fireball next to him, also behind the wall, he gets fried because he has no cover from the explosion (even if he has cover from my position). If the fireball goes off in front of the wall, he would receive the benefit of cover, just as if I had fired an arrow at him.
Allies of the bad guy never grant each other cover from close or area attacks, but environment features may.
Edit: On another note, if you're still looking for ways to streamline our PbP process, I've seen other DMs list the bad guys' defense scores. This allows players to narrate hit/miss in the same post as the attack, and you don't have to post every time someone attacks a monster that was already killed by the previous player.
@ powerpuppies. lol, so you did. Aw well, they are minions anyhow so it's prolly best to leave them to the wizard ^ and focus on something that could take a few hits to drop.
Thom smirked. "You think I'm helpless, eh? Well, boy do you have another thing coming!" he says, sidestepping around the dragonshield before swinging, his blade enchanted with a geas designed to compel the draonshield into blindly walking away from its companions. At the same time, he cast a subtler enchantment onto the dragonshield that might prove useful later.
Using Luring Strike: Shifting before the attack to L9. If it connects, shifting to J10 (and pulling the dragonshield into L9)
25 vs AC is probably a hit, and the damage is 8. A fine start, and a lot better than the other PbP I was in where I didn't connect with a single attack until the 3rd or 4th fight.
This also opens up the dragonshield for flanking from a certain rogue who is now directly behind him. Hint, hint.
Also, marking the Dragonshield with Aegis of Ensnarement.
EDIT:
Also, if you notice on IC that I made a really weird roll (1d80+42) that was me testing to make sure it was working; some people earlier were saying that it's down. It's back up.
Yup, I noticed. So now it's 21 and I got blackjack and I win a million dollars!
I should hit you for that.
Undeterred despite their flagging numbers (due to a well placed burst of arcane aggression from the Professor), Kobolds shift and shimmy about the battlefield, positioning themselves to strike at the more vulnerable looking combatants.
Movement: Kobold Grunts to H9 & O9, Dragonshield to J11. Attacks: Grunt vs Fighum -- 6vsAC MISS
Grunt vs Fritz -- 8vsAC MISS
Dragonshield vs Fighum -- 26vsAC, 6 dmg and Fighum is marked
Dragonshield vs Thum -- 27vsAC, 8 damage and Thom is marked
Or, maybe I'll just do this instead since I can't get CA on this guy I'll just do this...
Fritz's keen battle sense keeps reminding him that he's opened himself to attack from the kobold grunts. He turns to the side and see's one moving in for the attack. With what looks like the grace of an acrobat he dodges the attack. Then with a sly wink he ignores the grunt and moves with his target: the spear wielding kobold who's been shouting orders. Fritz knows that eliminating him will leave the kobolds without leadership and make the archers more vulnerable to attack.
"En garde!" He shouts to draw the kobold's attention.
Fritz immediately moves into a flutter of swordplay, feinting, parrying and positioning himself while waiting for the opening...
Using Duelist's short sword as a minor. Popping an action point as well. Move to N10. Provoking AoA from the minion I think
He knocks a sloppy jab away and then steps inside the spears ideal range. Saber tooth flashes in the light a short quick slash for it's throat.
That's a probing strike dex vs AC
The minor action duelist activation grants me CA ( 8+2=10 ) until the end of this turn so that's actually an 11 but it's a critical failure any how.
Damn.
1d20+9;1d8+4;2d8+3 → [1,9] = (10)
1d20+9;1d8+4;2d8+3 → [6,4] = (10)
1d20+9;1d8+4;2d8+3 → [5,4,3] = (12)
Unfortunately someone left a horseshoe on the road and fritz stubs his toe on it. Cursing under his breath he catches his balance and springs back at the kobold in what he hopes to be a much more deadly, if somewhat less well planned attack.
Torturous strike Enc power
dex vs AC
2d6+4+3 (brutal scoundrel adds my str mod)
1d20+10;1d6+7;2d8+3 → [10,10] = (20)
1d20+10;1d6+7;2d8+3 → [3,7] = (10)
1d20+10;1d6+7;2d8+3 → [8,6,3] = (17)
Yay! that looks like a hit I hope. The third roll is Sneak attack damage since I have CA.
illgottengains on
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
Yup, I noticed. So now it's 21 and I got blackjack and I win a million dollars!
I should hit you for that.
Undeterred despite their flagging numbers (due to a well placed burst of arcane aggression from the Professor), Kobolds shift and shimmy about the battlefield, positioning themselves to strike at the more vulnerable looking combatants.
Movement: Kobold Grunts to H9 & O9, Dragonshield to N8. Attacks: Grunt vs Fighum -- 6vsAC MISS
Grunt vs Fritz -- 8vsAC MISS
Dragonshield vs Fighum -- 26vsAC, 6 dmg and Fighum is marked
Dragonshield vs Thum -- 27vsAC, 8 damage and Thom is marked
Fighum did kill both minions with that blast. Map will be up eventually, don't let that stop you if you're ready to act.
NEXT: Thaladh
THEN: Fritz
(NorthGuard, you're going in after Yuriel.)
You forgot Dragonshield's movement from L12, or was that a range attack?
Also, weren't the 2 minions from J7 and L7 not killed by Bhow?
Also, Arkam, how did you shift toJ10 if you shifted to L9 then shifted again?[don't you mean K10?]
Yuriel sees Fighum being flanked from his right side. "Blasted Kobolds! I'll show you just how dangerous an ignored Genasi can be!". Yuriel moves carefully next to the kobold's side. Summoning the arcane powers trapped within his spear, he thrusts and pierces the kobold on the shoulder. The arcane energies are released from the weapon, and encompass them with a blue arcane mist, making his allies more powerful.
"I'm not done yet!", Yuriel exclaims as he quickly disconnects his spear from the kobold. Yuriel summons his Firesoul heritage and wreathes the spear in an arcane fire. He then pierces the kobold near the beast's ribcage and releases the fury of the flame, making the kobold writhe in flame for a few seconds. This flame then floats to Yuriel's companions and engulfs Thom's scimitar and Fighum's Orb in flame, yet remain strangely cool to the touch of the weapon's users.
"Don't fret people, I've merely enhanced your weapons and fire-based spells to give more of a 'kick' to these kobolds! But use it wisely; it doesn't last for too long!"
Move Action: Shift to J10 (since Thom's in K10[Assumption] and the DragonShield's in J11 [assumption]) Standard Action: Magic Weapon (at-will) (+8 vs AC)
(1d20) + 8 = 24; (1d8)+5 normal damage= 9 normal damage; Spend action Point: Burning Weapons (encounter) (+7 vs AC)
(1d20) + 7 = 20; (1d8)+5 fire damage = 7 fire damage;
So Fighum and Thom gain a +1 to attack rolls and +3 to damage rolls (Magic Weapon) and all allies within 2 squares of me (Fighum and Thom again) can deal +3 extra fire damage with weapon or fire attacks (Burning weapons). Both end at the end of my next turn.
BTW: Does the damage bonus from Magic weapon and Burning weapons stack for my allies?
Posts
Not great, not terrible. Is Orokos an acceptable substitute, Mr. GM, or should I re-roll when IC returns?
Also, do you have a preference for how we present rolls? Just the total? Roll + total modifiers? Roll + each modifier?
The professor jauntily tosses his hip-length crimson cloak back over one shoulder, revealing a sphere he rolls lightly between his palms, as his eyes quickly measure distances between him and the surrounding assailants.
(PS Rocks and woods are difficult terrain and provide cover.)
Save some kobolds for me! I want to pew pew with the BOOM!
1d20+4: 21 [1d20=17]
Fritz laughs at the kobold leader's poor common, then unsheathes his short sword.
"Why, that's highway robbery! How unprofessional. Really, if you want to rob someone you shouldn't tell them that's what you want to do... tsk. And no, we will certainly NOT be paying you! To arms! Let's have a go at it! Let them feel the sting of my Saber Tooth!"
[spoiler
My feeling on that is is anything you can do as a DM to streamline PbP gameplay the better. I don't feel like it would hamper my ability to make sarcastic remarks at all.
That's just my two cents
[/spoiler]
If those of you with your character in your sig can add a (+x) {where x= your initiative modifier} at the end, I would appreciate it.
Initiative List
Kobold grunts A
Kobold Dragonshield A
Thaladh Keranth & Fritz
Yuriel Firestarter
Kobold Slinger A & B
Prof. Fighum
Thom
Kobold Dragonshield B
Kobold grunts B
Chanting martial mantras in Draconic, the Kobolds march clumsily out from behind the rocks and advance en masse. Attempting a crude phalanx formation, they move forward in not quite lockstep and thrust as one.
Kobold grunts move and make Spear Attacks against Thom, Thaladh, and Yuriel
1d20+5: 9 [1d20=4]
1d20+5: 6 [1d20=1]
1d20+5: 8 [1d20=3]
"Idiotsssssss!" Hisses their leader. "What were you trying to hit?" Disenheartened, the Kobolds retreat slightly. Perhaps these travelers will not be such easy prey after all...
"Mussst I do everything myssssssself?" the larger Kobold continues, as he advances on the blind swordsman. "How can you miss a creature that cannot sssssssee?" he asks as his swings his sword.
http://4e.orokos.com/roll/10172
1d20+7: 18 vs AC of 20
Thom is marked by the Dragonshield.
To the Kobold's [strike]ssssurprise[/strike] bewilderment, the blindfolded man in the lead deftly parries the blow with his own blade. A slight smirk can be seen on his lips.
MAP
NEXT: Thaladh & Fritz
Open the Gate of Battle v kobold slinger J5: 1d20+9 13 3d8+1d6+5 17
Elven accuracy: Elven Accuracy Reroll: 1d20+9 24 3d8+1d6+5 23
Centered Flurry of blows: 4 damage to nearby grunt at K7, killing it.
Piercing strike on kobold in M8
dex vs ref
1d20+8: 20 [1d20=12]
1d8+4: 6 [1d8=2]
IC is giving me some lip, so I'm using Orokos for this, even though my character was made by Mythweavers.
1d20 +0 (0 Dex Mod) = 7 :x
Yuriel gives a short glance to the Kobold and his cronies and spits in the leader's direction.
Great, Yuriel thought. Of all the monsters in the world, we get ambushed by this motly trash of a group.
Yuriel had no love for Kobolds. They were annoying, stupid and most of all, smelly of all the monsters he'd met on his travels (though he had to admit he ran from most of them; no sense in talking to rotting undead and violent goblins).
"Be careful, people. These Kobolds are sneaky little things. Who knows what they have up their sleeves (not that they had sleeves:P)."
Also posting this for all members to see:
Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it.
Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Fritz's Short sword will be Augmented this way.
Edit: Nevermind, i'lll enchant Powerpuppies, since he's only got fists to pummel them:P
And also:
Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier (+4).
This healing enchantment is for everyone, except for me.
I'm gonna assume I did this last night, before we got ambushed.
Though he sees his allies getting the upperhand over these draconic delinquents, he knows that a strong defense will ensure their victory.
"Thom! Catch!", exclaims Yuriel as he tosses a small vial in the swordmage's direction. The vial lands right beneath Thom's feet, and suddenly bursts into a green blue gas. The gas is quickly absorbed in Thom's armor, and he feels much tougher and resilient.
Yuriel then proceeds to whip out his rod and trusted spear and yells, "You're in for it now Kobold!"
Minor: Draw Rod
Minor: Draw Spear
Minor: Cast : Healing Infusion: Resistive Formula on the Swordmage
Healing Infusion: Resistive Formula
You channel the energy of your infusion into your target's armor. providing lasting protection.
Encounter (Special) • Arcane
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitution
modifier (+3).
Number of infusions now: 1 left
So Arkan gets a+1 to AC and can gain temp HP as a free action.
Edit: NEXT UP: Kobold Slinger A+B, Followed by Prof. Fighum
Mybe TR would put you in on the 2nd round (like you were tailing us or something)
Move: move to O4
http://4e.orokos.com/roll/10193
Standard: 1d20+6: 18 [1d20=12] vs Monk AC
http://4e.orokos.com/roll/10194 dmg = 1d6+3: 4
Special Shot: Gluepot. Target is immobilized (save ends)
Slinger B - Standard: 1d20+6: 18 [1d20=12] vs Wizard AC
dmg = 1d6+3: 4
"KEHEHE!" a hissing laughter emerges from the Kobold who fired the Gluepot Shot at the monk. "Cower, foolssss, at the brilliant weaponry of the Kobold Empire! Ssssurrender now, and acknowledge usss as your ssssuperiorsss!"
MAP
NEXT: Prof. Fighum
then Thom
Minions haven't moved from last posted map (but k7 is dead).
Kobolds south of road haven't moved.
Is this correct?
Do the rocks block line of sight/effect?
Rocks provide cover but do not block line of sight or effect.
I note that cover does not apply against AoE spells, such as scorching burst.
His arms wove and weaved before him as he spoke, and the last word received extra emphasis as he thrust his hands forward, one cupping the cloudy orb, the other flat as if pressed against a wall.
Minion @ J7 Thunderwave: 1d20+4+1 15
Minion @ L7 Thunderwave: 1d20+4+1 25 Ooooooo!
Thom @ L8 Thunderwave: 1d20+4+1 23
If that beats the Fortitude defenses, the minions are dead and Thom takes Friendly fire: 1d6+4 8 and he may be pushed into M7 or N7 at Arkan's discretion.
If the minions are both dead, I'll also move two forward, to I8. Otherwise I'm staying next to this friendly Genasi.
So, uh, how do you folks feel about a little friendly fire now and then? Let it fly whenever? Only when situationally required? Keep my magic off your hinies if I value my orbing fingers?
My understanding (which may be faulty) is that cover may still apply, but is more situational. For examples, if an enemy is hiding behind a wall, and I drop a fireball next to him, also behind the wall, he gets fried because he has no cover from the explosion (even if he has cover from my position). If the fireball goes off in front of the wall, he would receive the benefit of cover, just as if I had fired an arrow at him.
Allies of the bad guy never grant each other cover from close or area attacks, but environment features may.
Edit: On another note, if you're still looking for ways to streamline our PbP process, I've seen other DMs list the bad guys' defense scores. This allows players to narrate hit/miss in the same post as the attack, and you don't have to post every time someone attacks a monster that was already killed by the previous player.
Fritz keeps a close eye on the tides of the battle, preparing counterattack plans and strategies into the near future of the tempestuous melee.
'We must focus on the archerers! Everything else will be easy pickings with out their support!"
TunnelRunner, I can jump in if we can find a way to make it work, or join later depending on whatever you prefer...
Keldan's Initiative
1d20+0: 3 [1d20=3]
What an appropriate roll for me!
http://4e.orokos.com/roll/10241
It looked like you rolled your initiative for me, so if it's my turn I'll post my action.
Also Bhow as long as you fling fire spells in my area I'm fine, since I resist 5 fire. I love being a Genasi
Next up:Thom / On Deck:Kobold Dragonshield B and Kobold grunts B
25 vs AC is probably a hit, and the damage is 8. A fine start, and a lot better than the other PbP I was in where I didn't connect with a single attack until the 3rd or 4th fight.
This also opens up the dragonshield for flanking from a certain rogue who is now directly behind him. Hint, hint.
Also, marking the Dragonshield with Aegis of Ensnarement.
EDIT:
Also TR, could you please reduce the map (say by 25-50%) in size, they're quite large.
Also, I like the idea where you could post the enemies' defenses for us to work with (see if we hit them etc.)
Edit: Also Arkan, you got +1 to ac thanks to me (see my previous post).
...Sorry, that was terrible.
Undeterred despite their flagging numbers (due to a well placed burst of arcane aggression from the Professor), Kobolds shift and shimmy about the battlefield, positioning themselves to strike at the more vulnerable looking combatants.
Attacks: Grunt vs Fighum -- 6vsAC MISS
Grunt vs Fritz -- 8vsAC MISS
Dragonshield vs Fighum -- 26vsAC, 6 dmg and Fighum is marked
Dragonshield vs Thum -- 27vsAC, 8 damage and Thom is marked
http://invisiblecastle.com/roller/view/2257326/
http://invisiblecastle.com/roller/view/2257330/
NEXT: Thaladh
THEN: Fritz
(NorthGuard, you're going in after Yuriel.)
NEXT: Fritz
Then: Yuriel
You should distinguish them, call 'em "Dragonshield A/B" and put an A or a B on them on the map.
Fritz's keen battle sense keeps reminding him that he's opened himself to attack from the kobold grunts. He turns to the side and see's one moving in for the attack. With what looks like the grace of an acrobat he dodges the attack. Then with a sly wink he ignores the grunt and moves with his target: the spear wielding kobold who's been shouting orders. Fritz knows that eliminating him will leave the kobolds without leadership and make the archers more vulnerable to attack.
"En garde!" He shouts to draw the kobold's attention.
Fritz immediately moves into a flutter of swordplay, feinting, parrying and positioning himself while waiting for the opening...
He knocks a sloppy jab away and then steps inside the spears ideal range. Saber tooth flashes in the light a short quick slash for it's throat.
The minor action duelist activation grants me CA ( 8+2=10 ) until the end of this turn so that's actually an 11 but it's a critical failure any how.
Damn.
1d20+9;1d8+4;2d8+3 → [1,9] = (10)
1d20+9;1d8+4;2d8+3 → [6,4] = (10)
1d20+9;1d8+4;2d8+3 → [5,4,3] = (12)
Unfortunately someone left a horseshoe on the road and fritz stubs his toe on it. Cursing under his breath he catches his balance and springs back at the kobold in what he hopes to be a much more deadly, if somewhat less well planned attack.
dex vs AC
2d6+4+3 (brutal scoundrel adds my str mod)
1d20+10;1d6+7;2d8+3 → [10,10] = (20)
1d20+10;1d6+7;2d8+3 → [3,7] = (10)
1d20+10;1d6+7;2d8+3 → [8,6,3] = (17)
Yay! that looks like a hit I hope. The third roll is Sneak attack damage since I have CA.
Also, weren't the 2 minions from J7 and L7 not killed by Bhow?
Also, Arkam, how did you shift toJ10 if you shifted to L9 then shifted again?[don't you mean K10?]
Yuriel sees Fighum being flanked from his right side. "Blasted Kobolds! I'll show you just how dangerous an ignored Genasi can be!". Yuriel moves carefully next to the kobold's side. Summoning the arcane powers trapped within his spear, he thrusts and pierces the kobold on the shoulder. The arcane energies are released from the weapon, and encompass them with a blue arcane mist, making his allies more powerful.
"I'm not done yet!", Yuriel exclaims as he quickly disconnects his spear from the kobold. Yuriel summons his Firesoul heritage and wreathes the spear in an arcane fire. He then pierces the kobold near the beast's ribcage and releases the fury of the flame, making the kobold writhe in flame for a few seconds. This flame then floats to Yuriel's companions and engulfs Thom's scimitar and Fighum's Orb in flame, yet remain strangely cool to the touch of the weapon's users.
"Don't fret people, I've merely enhanced your weapons and fire-based spells to give more of a 'kick' to these kobolds! But use it wisely; it doesn't last for too long!"
Standard Action: Magic Weapon (at-will) (+8 vs AC)
(1d20) + 8 = 24; (1d8)+5 normal damage= 9 normal damage;
Spend action Point: Burning Weapons (encounter) (+7 vs AC)
(1d20) + 7 = 20; (1d8)+5 fire damage = 7 fire damage;
So Fighum and Thom gain a +1 to attack rolls and +3 to damage rolls (Magic Weapon) and all allies within 2 squares of me (Fighum and Thom again) can deal +3 extra fire damage with weapon or fire attacks (Burning weapons). Both end at the end of my next turn.
BTW: Does the damage bonus from Magic weapon and Burning weapons stack for my allies?
Also Next Up: Keldan(AKA Northgaurd)
Not certain as I'm not looking at the power right now, but I doubt it.