OOC Post #55 for Acqua Alta Finale
This post complements the fifty-fifth main post in the Acqua Alta Finale thread. Players' posts in either thread are due by 11 pm, Tuesday, September 18th. The next OOC main post will appear by 11 pm, Thursday, September 20th.
For most of the summer, even after my long trip ended, we've been chugging along at the rate of about one combat round a week. What I would prefer to see, especially when we're having the longest combat of the adventure right now, is two combat rounds a week.
I realize this may be a difficult goal at the present time, and I've been hesitant to bring it up, partly because I have some concerns regarding my own ability to accomplish this. I perceive three options:
- Keep to the status quo: combat rounds are finished when they are finished, with an emphasis on wrapping them up within one week's time.
- I, the DM, take responsibility for advancing combat one round per posting period. This means that I am the one who resolves any ambiguity in the PCs' actions. It is a "hard" approach in that, no matter what, one combat round will be produced every posting period. I am far from infallible, so this is going to create situations where the characters aren't necessarily behaving the way you intend them to, and they'll sometimes be hurt for it. In essence, the combat will become more error-prone and dangerous.
- You, the players, take responsibility for advancing combat one round per posting period. This means very quick turnaround when I have questions about how to interpret your actions. It is a "soft" approach in that, if I cannot get the answers I need, a combat round may not necessarily be finalized within a posting period. This method will require a greater investment of time on your behalf.
There is always, of course, the unforeseen fourth option that you are free to suggest. I am willing to consider all options, including the first one. I am bringing this up to see where the rest of you stand.
While I may consider it, one thing I do not feel I will be able to do, especially not now, is to increase my own time investment. While I already make multiple posts in a posting period, I will not hold myself to making multiple "official" ones, and I cannot really shorten my posting period or promise to post early in that period. The best I can do is try to keep on top of your posts and ask questions as soon as they come to me. Sometimes (often, actually) I don't realize that I don't understand until I see the situation that leads up to that turn in the combat.
You push open the door and look around. There is the sound of commotion, possibly of fighting, too, but you cannot quite place where it is. Somewhere below you, in any case. Beyond the door is a staircase leading down to a lower level. You and Polon hastily head downstairs.
Because you are not going stealthily, you will be automatically found within two turns unless you join the party first. Make two more Perception Checks. If you get 10 or higher on the first one, you will head directly towards the party's location. If you fail the first check, but get 10 or higher on the second, you will head towards the party's location after taking a little more time to orient yourself properly. If you fail both checks, you will be intercepted by other inhabitants of the building you're in.
Round Fifteen Combat Summary
Konstansz (Initiative Count 18)
Expended: Starfire, 2 healing surges
Hands Free: one
Status: 11 points of damage
4 temporary hit points
Start of Turn: Konstansz is no longer shadow walking.
Minor Action: curse Tinog. (Warlock's Curse at distance 2. Tinog is cursed.)
Standard Action: cast Eldritch Blast at #8. (Ranged Rod vs. Reflex at distance 2 - hits. Tinog takes 16 points of damage and is bloodied.)
Yrisz (Initiative Count 18)
Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), Second Wind (encounter), 5 healing surges
Hands Free: one
Held: holy symbol (worn), mace
Status: non-lethal attacks, #4's quarry
13 points of damage
No Action: delay turn.
I just noticed that Yrisz's specified movement for next round takes her through the wall on the first step. She will need to move south one square and then east one square to go through the open door enter the corridor where the stairs are.
Rogur (Initiative Count 7)
Expended: 1 potion of healing, 7 crossbow bolts, 26 sling bullets, Action Point (encounter), 1 healing surge, Positioning Strike (encounter), Trickster's Blade (encounter)
Hands Free: none
Held: sling (loaded), short sword
Status: non-lethal attacks, flanking Tinog with Noxias, marked by Tinog
4 temporary hit points
Minor Action: draw sword.
Move Action: knight's move behind Tinog. (Cost 2; normal - S, SE. Rogur is now flanking Tinog with Noxias.)
Tinog's Opportunity Interrupt (trigger - Rogur left a threatened square) ram his shield into Rogur and take a high cut with his longsword. (Distracting Attack. Melee Heavy Blade vs. AC +4 - automatic miss. Rogur is marked.)
Standard Action: make a Positioning Strike against Tinog. (Melee Light Blade vs. Will - hits with a roll of 18 modified to 28. Tinog takes 10 points of damage.)
Tinog's Immediate Interrupt (encounter trigger - attacked by an enemy with combat advantage) Tinog faces off with Rogur while warding any attack from Noxias with his shield. (No Opening. Tinog does not grant combat advantage for this attack.)
Catch Oneself (trigger - Tinog is about to fall from forced movement) Tinog saves vs. falling and falls prone in his square instead of sliding NE.
Noxias (Initiative Count 5)
Expended: Action Point (encounter), 4 healing surges, Chill Strike (encounter), Fey Step (encounter), Fireburst, Flaming Sphere, Second Wind (encounter), Shield (encounter)
Hands Free: one
Status: bloodied, #1's quarry
27 points of damage
Move Action: Fey Step past the door. (Cost 5; teleport - 4xS, SE. Noxias is no longer flanking Tinog.)
Standard Action: cast Scorching Burst. (Area Burst centered on the square immediately NE of Tinog; Fire vs. Reflex targeting Tinog and #1 - hits Tinog and rolls 14 modified to 20, hitting #1; Tinog and #1 take 12 points of fire damage. Tinog is slain. Noxias and Rogur are no longer marked.)
Fate of the Void (trigger - a cursed enemy is slain) Konstansz gains +1 to one of her rolls.
Minor Action: close the door.
Passive Perception: Noxias notices someone's presence behind the door in the building across the narrow, outside walkway.
I will target Scorching Burst appropriately this time, as there was insufficient time between my answer to your inquiry and the end of your posting period.
#8 Tinog (Initiative Count 4)
Expended: javelin (dropped), No Opening (encounter)
Held: large metal shield, longsword
Status: prone, dead
38 points of damage
#1 (Initiative Count 3)
Expended: Begin the Hunt
Held: two spears
Status: 22 points of damage
Minor Action: designate quarry. (Rogur is now #1's quarry. Noxias is no longer #1's quarry.)
Standard Action: Twin Strike. (Two attacks. Melee Spear vs. AC - both hit. Rogur loses his temporary hit points and takes 14 points of damage.)
Hunter's Quarry (round trigger - #1's quarry took damage from a hit) Rogur takes an additional 5 points of damage.
PC Results Summary
Konstansz has cast Starfire (daily).
Konstansz has spent 2 healing surges.
Konstanz has taken 11 points of damage.
Konstansz sees the Fate of the Void.
Konstansz has 4 temporary hit points.
Noxias has spent 1 Action Point (none remaining).
Noxias has cast Chill Strike, Fireburst (daily), Flaming Sphere (daily), and Shield.
Noxias has used Fey Step, and Second Wind.
Noxias is bloodied.
Noxias has spent 4 healing surges.
Noxias has taken 27 points of damage.
Rogur has expended 1 potion of healing, rope, 7 crossbow bolts and 26 sling bullets.
Rogur has spent 1 Action Point (none remaining).
Rogur has employed Positioning Strike, and Trickster's Blade.
Rogur is using non-lethal attacks.
Rogur is #1's quarry.
Rogur has spent 1 healing surge.
Rogur has taken 19 points of damage.
Yrisz has used a sun rod and 2 healing potions.
Yrisz has spent 1 Action Point (none remaining).
Yrisz has cast Channel Divinity, Cure Light Wounds (daily), and Exacting Utterance.
Yrisz has used two Healing Words and her Second Wind.
Yrisz is using non-lethal attacks.
Yrisz is #4's quarry.
Yrisz has spent 5 healing surges.
Yrisz has taken 13 points of damage.
Enemy Negative Effects Summary
#4 is cursed.
#6 is unconscious.
#7 is dead.
#8 Tinog is dead.
Enemy Damage Summary
#1 - 22 points of damage
#3 - 6 points of damage
#6 - unconscious with 49 points of damage
#7 - slain by 10 points of damage
#8 - Tinog was slain by 38 points of damage.