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Thread: Acqua Alta Finale Discussion

  1. #661
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    Well wow, talk about slow moving...Umi, for this round can Yrisz permanently move her initiative behind Konstansz's so she can get a little bit more movement out of her turn.

    Konstansz will use both her move and standard actions to carefully move South (as being reckless got a bit scary not some seconds ago).

    Yrisz will carefully do the same as Konstansz moves forward.

    Sound good everybody?
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  2. #662
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    OOC Post #65 for Acqua Alta Finale

    This post complements the sixty-fifth Acqua Alta Finale main post. Players' posts in either thread are due by 11 pm, Tuesday, October 23rd. The next OOC main post will appear by 11 pm, Thursday, October 25th.

    For ease of reference, all characters with an initiative count of less than 10 will have it increased by 10, and I'm going to spread the numbers out a little bit again. I'm going to go by intent, today. I believe it is the intent of the player characters to vacate the bridge, and this is how it's going happen:

    Map: Click image for larger version. 

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    Round Twenty Combat Summary
    Konstansz (Initiative Count 18)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: 11 points of damage
    4 temporary hit points

    No Action: delay turn.

    Konstansz needs to wait for the blockage to clear up in front of her.

    Zephyr (Initiative Count 17)
    Expended: rope, sun rod, Action Point (encounter), Arcane Prodigy (encounter), Escalating Violence (encounter), Flame Spiral (encounter), Life Thane Rage, Savage Growl (encounter), 9 healing surges
    Hands Free: none
    Held: heavy war pick
    Status: non-lethal attacks
    13 points of damage

    Move Action: head east of the far door. (Cost 5; normal - S, 2xSW, 2xS.)

    Standard Action: ready action. (Trigger - an enemy is adjacent to Zephyr. Howl of Fury, targeting enemy.)

    Polon (Initiative Count 16)
    Expended: none
    Hands Free: both
    Held: nothing
    Status: 9 points of damage

    Move Action: step aside. (Cost 2; normal - 2xW.)

    Standard Action: ready action. (Trigger - first sight of anyone who is a threat. Dire Radiance, targeting triggering enemy.)

    Polon is already next to Rogur, but he needs to get out of the doorway.


    Noxias (Initiative Count 15)

    Expended: Action Point (encounter), 4 healing surges, Chill Strike (encounter), Fey Step (encounter), Fireburst, Flaming Sphere, Second Wind (encounter), Shield (encounter)
    Hands Free: one
    Held: staff
    Status: bloodied
    27 points of damage


    Move Action: move behind the vanguard. (Cost 5; normal - 5xS.)

    Noxias, exhausted, moves to a safe-looking spot in the room, away from direct lines of fire.

    End of Turn: Konstansz takes her turn.

    Konstansz (Revised Initiative Count 14)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: 11 points of damage
    4 temporary hit points

    Double Move Action: head slowly across the bridge. (Cost 4; normal - 4xS.)

    Yrisz (Initiative Count 13)
    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


    Double Move Action: carefully follow Konstansz. (Cost 4; normal - 4xS.)

    Yrisz is still behind Konstansz in the initiative count, so she doesn't need to delay.


    Rogur (Initiative Count 12)
    Expended: rope (one 50' length remaining), 1 potion of healing, 7 crossbow bolts, 27 sling bullets, Action Point (encounter), 2 healing surges, Positioning Strike (encounter), Second Wind (encounter), Trick Strike, Trickster's Blade (encounter)
    Hands Free: one
    Held: sling (loaded)
    Status: non-lethal attacks
    9 points of damage

    Free Action: load sling

    Move Action: hide. (Stealth Check)

    Standard Action: ready action. (Trigger - an enemy appears within range. Sly Flourish targeting enemy.)


    Protagonist Results Summary
    Konstansz has cast Starfire (daily).
    Konstansz has spent 2 healing surges.

    Konstanz has taken 11 points of damage.

    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.


    Polon has taken 9 points of damage.


    Rogur has expended 1 potion of healing, rope, 7 crossbow bolts and 27 sling bullets.
    Rogur has spent 1 Action Point (none remaining).
    Rogur has employed Positioning Strike, Second Wind, Trick Strike (daily), and Trickster's Blade.
    Rogur is using non-lethal attacks.
    Rogur has spent 2 healing surges.

    Rogur has taken 9 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.


    Zephyr has used his length of rope and a sun rod.
    Zephyr has expended Arcane Prodigy, Escalating Violence, Flame Spiral, Life Thane Rage (daily), and Savage Growl.
    Zephyr is using non-lethal attacks.
    Zephyr has spent 1 action point (none remaining).
    Zephyr has spent 9 healing surges.
    Zephyr has taken 13 points of damage.

    Enemy Negative Effects Summary
    #1 is out of combat.

    #2 is dead.


    #4 is cursed.

    #6 is unconscious.


    #7 is dead.

    #8 Tinog is dead.

    #9 is unconscious.


    Enemy Damage Summary

    #1 - out of combat with 51 points of damage

    #2 - slain by 46 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.

    #9 - unconscious with 31 points of damage.

  3. #663
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    Round 21:

    Polon
    Move: 3S1W
    Standard: Dire Radiance Trigger
    Free/Minor: Taunt
    * Dire Radiance *

    * Radiance+Striker *


    Noxias
    Waiting for Zeph to post.

    Dice Result History - [Hide]
    10-22-2012 06:12 PM
    Dire Radiance: 1d20 (11)+ 8 (8) = 19
    Radiance+Striker: 1d6 (3)+ 5 (5)+ 1d6 (2) = 10
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  4. #664
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    Oh no, a dreaded hostage situation, these seldom end well I'm afraid.

    Umi, I checked the Character Forum but didn't see any descriptions of what Konstansz's powers are. Were they posted somewhere else?

    Konstansz turn (partial):
    Move: South, South, South (sorry, I'm kind of vague about how much one square on the wall would equal)
    Standard: To be decided

    Yrisz turn:
    Move: South, South
    Standard: South, South, South, South, South (she will only move three souths if combatants are bursting through the walls or attacks of opportunity are incurred due to enemy placements)

    I do hope that helps people...
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  5. #665
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    Sorry, erasing a mis-post.

    Good luck! To the party members anyway.

  6. #666
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    Hi all,

    Sorry for missing the posting deadline. I'm working something up now for Zephyr and Rogur. Glad to see Rogur's readied action worked out.

    --T

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    I'm going to guess that even a flimsy construction represents a significant barrier to an attempt to attack, so Zephyr will forego the option of attacking through the wall and simply round the corner. He's expecting someone around the wall just out of sight, so he'll be alert to the possibility of a counter-ambush. In addition, he will be as stealthy as he can, to try to gain some element of surprise against the enemies on the other side of the wall.

    Zephyr, Round Twenty One
    Free: None
    Move: Zephyr will move around the corner until he comes within melee range of an enemy, along the path: W, S, Ex4.
    * Zephyr - Stealth - Attack sneaky-like *

    Minor: None
    Standard:
    * Zephyr - Howl of Fury melee vs. AC *
    * Zephyr - Melee damage; All enemies in blast 3 except for target take 3 thunder dmg *

    [EDIT: Target for Howl of Fury: First adjacent enemy]

    Rogur will support Zephyr. Since the hallway is only 5 feet wide, it's not likely he'll be able to get into a flanking position, so he'll continue to provide ranged support.

    Rogur, Round Twenty One
    Free: Reload sling
    Move: (Fleeting Ghost) Move into hallway until he comes adjacent to Zephyr, or until he is adjacent to a square threatened by an enemy, along the path: SW, SW, S, S, S, E
    * Rogur - Stealth - Hide from enemies *

    Minor: None
    Standard:
    * Rogur - Sly flourish ranged vs. AC (incl. +2 for Combat Advantage from Stealth) *
    * Rogur - Ranged damage *
    * Rogur - Sneak Attack damage *

    [EDIT: Target for Sly Flourish: Closest enemy]
    [EDIT 2: Crit! Please add 1d6 thunder damage!]

    --T
    Last edited by Palpatim; 10-24-2012 at 07:52 AM. Reason: Specified targets of attacks

    Dice Result History - [Hide]
    10-24-2012 07:48 AM
    Zephyr - Stealth - Attack sneaky-like: 1d20 (12)+ 2 (2) = 14
    Zephyr - Howl of Fury melee vs. AC: 1d20 (4)+ 10 (10) = 14
    Zephyr - Melee damage; All enemies in blast 3 except for target take 3 thunder dmg: 1d12 (5)+ 5 (5) = 10
    Rogur - Stealth - Hide from enemies: 1d20 (18)+ 11 (11) = 29
    Rogur - Sly flourish ranged vs. AC (incl. +2 for Combat Advantage from Stealth): 1d20 (20)+ 9 (9)+ 2 (2) = 31
    Rogur - Ranged damage: 1d6 (4)+ 7 (7) = 11
    Rogur - Sneak Attack damage: 2d8 (5,6 = 11)

  8. #668
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    Nox, Rd 21

    Nox will move E,E,E and S to the doorway and attack around the corner. Unless Zeph and Rogur move farther into the hallway then he will stand behind Rogur and provide more ranged support.

    * Scorching Burst targeting 1 square behind the lead bad guy *

    * Fire *

    Dice Result History - [Hide]
    10-24-2012 02:24 PM
    Scorching Burst targeting 1 square behind the lead bad guy: 1d20 (10)+ 6 (6) = 16
    Fire: 1d6 (4)+ 6 (6) = 10
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  9. #669
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    (Typing is going to be a bit suspect for a few days as I'm working with one hand at the moment. Dear drivers of the world, look both ways before gunning into traffic, there might be something crunchy in front of your car like a bike! Thanks to a well timed safety roll I got very lucky and am only quite sore.)

    So it looks like we will be bringing the fight to the ginger, not a bad idea in a hostage situation (usually). This should make the rest of Konstansz's actions easy to guess at as it is unlikely for the fight to spill over into the entry room unless somebody (I'm again thinking rather gingery here) beats down a wall (though I think he may well have other things to hit).

    So barring enemy visibility, I'm thinking Konstansz will us her standard to move: SW, W, SW, S (and S again as long as nobody is already taking up that square).

    If an enemy is visible at the beginning of her standard action, then she will do something a bit more dramatic.

    How does that sound?

    Be well!
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  10. #670
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    OOC Post #66 for Acqua Alta Finale

    This post complements the sixty-sixth Acqua Alta Finale main post. Players' posts in either thread are due by 11 pm, Saturday, October 27th. The next OOC main post will appear by 11 am, Monday, October 29th.

    The combat's heating up again.

    Thank you for pointing out Konstansz's missing character sheet, Ithelryn. I had forgotten. I might not have it ready in time for the next posting period, but extrapolating from her prior behavior, she's fond of Eldritch Blast.

    Map:
    Click image for larger version. 

Name:	NewField1-21.JPG 
Views:	51 
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    Round Twenty-One Combat Summary

    Zephyr (Initiative Count 17)
    Expended: rope, sun rod, Action Point (encounter), Arcane Prodigy (encounter), Escalating Violence (encounter), Flame Spiral (encounter), Life Thane Rage, Savage Growl (encounter), 9 healing surges
    Hands Free: none
    Held: heavy war pick
    Status: non-lethal attacks, bloodied
    28 points of damage

    Move Action: enter the corridor. (Cost 3; normal - W, S, E.)
    #3's immediate reaction (trigger - an enemy moves within sight) shoot. (Ranged Basic Crossbow at distance 1 vs. AC - automatic miss. #3's initiative count is set to 11.)
    #4's immediate reaction (trigger - an enemy moves within sight) shoot. (Ranged Basic Crossbow at distance 2 vs. AC -
    critical hit. Zephyr is bloodied by 15 points of damage. #4's initiative count is set to 10.)

    This is a good place to note that characters cannot take opportunity actions on their own turns.

    Standard Action: attack with a Howl of Fury. (Melee Pick vs. AC - misses.)

    Polon (Initiative Count 16)
    Expended: none
    Hands Free: both
    Held: nothing
    Status: 9 points of damage

    Move Action: position himself in the room. (Cost 4; normal - 3xS, W.)

    Standard Action: ready action. (Trigger - first sight of anyone who is a threat. Dire Radiance, targeting triggering enemy.)

    Noxias (Initiative Count 15)

    Expended: Action Point (encounter), 4 healing surges, Chill Strike (encounter), Fey Step (encounter), Fireburst, Flaming Sphere, Second Wind (encounter), Shield (encounter)
    Hands Free: one
    Held: staff
    Status: bloodied
    27 points of damage


    Move Action: move to the doorway. (Cost 4; normal - 3xS.)

    Standard Action: attack around the corner. (Scorching Burst. Area Burst Fire at distance 3 vs. Reflex -
    hits #3 for 10 points of fire damage; misses #4.)

    I used Polon's attack roll for Noxias's second attack roll, which is modified to 17. If you want to attack the walls, floor, and ceiling too, I'll let you.

    Konstansz (Initiative Count 14)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: shadow walk
    11 points of damage

    4 temporary hit points

    Double Move Action: enter the room and move to the doorway. (Cost 7; Shadow Walk - 3xS, SW, W, 2xS.)

    Modified move to not end in an occupied square.

    Yrisz (Initiative Count 13)
    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


    Double Move Action: take up the corner of the room. (Cost 7; normal - 7xS.)

    Rogur (Initiative Count 12)
    Expended: rope (one 50' length remaining), 1 potion of healing, 7 crossbow bolts, 27 sling bullets, Action Point (encounter), 2 healing surges, Positioning Strike (encounter), Second Wind (encounter), Trick Strike, Trickster's Blade (encounter)
    Hands Free: one
    Held: sling (loaded)
    Status: non-lethal attacks
    9 points of damage

    Move Action: follow Zephyr into the corridor. (Cost 5 - normal; 2xSW, 3xS.)

    Rogur is technically using Fleeting Ghost, but Stealth Checks in plain sight generally have no effect.

    Standard Action: attack the nearest enemy with a Sly Flourish. (Ranged Sling at distance 2 vs. AC - critical hit. Rolls 2 on a 1d6 for 15 points of damage to #3, bloodying him.)

    #3 (Initiative Count 11)
    Expended: 4 quarrels
    Held: crossbow
    Status: bloodied
    31 points of damage

    No Action: delay turn.

    #4 (Initiative Count 10)
    Expended: 12 quarrels, Tag the Prey
    Held: crossbow
    Status: cursed

    Minor Action: reload.

    Move Action: step around corner. (Cost 1; shift - S.)

    Standard Action: shoot at Noxias, taking careful aim. (Ranged Crossbow -2 at distance 3 vs. AC - hits. Noxias is downed by 9 points of damage.)

    #3 (new Initiative Count 9)
    Expended: Archery Commander, Inspiring Word, 1 healing surge, 5 quarrels
    Held: crossbow (loaded)
    Status: Archery Commander effect
    17 points of damage

    Free Action: reload.

    Minor Action: Inspiring Word. (Targeting self. Spends a healing surge, regains 14 hit points, and is no longer bloodied.)

    Move Action: step back. (Cost 1; shift - E.)

    Standard Action: fire at Zephyr. (Archery Commander. Ranged Crossbow at distance 2 vs. AC - hits. Zephyr is downed by 23 points of damage. For the rest of the encounter, #3 and his allies within 2 squares will not provoke opportunity attacks when making ranged attacks.)

    Free Action: reload.


    Protagonist Results Summary
    Konstansz has cast Starfire (daily).
    Konstansz has spent 2 healing surges.

    Konstansz is walking in shadow.
    Konstanz has taken 11 points of damage.

    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 prone.
    Noxias is dying.
    Noxias has spent 4 healing surges.
    Noxias has taken 36 points of damage.


    Polon has taken 9 points of damage.


    Rogur has expended 1 potion of healing, rope, 7 crossbow bolts and 27 sling bullets.
    Rogur has spent 1 Action Point (none remaining).
    Rogur has employed Positioning Strike, Second Wind, Trick Strike (daily), and Trickster's Blade.
    Rogur is using non-lethal attacks.
    Rogur has spent 2 healing surges.

    Rogur has taken 9 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.


    Zephyr has used his length of rope and a sun rod.
    Zephyr has expended Arcane Prodigy, Escalating Violence, Flame Spiral, Life Thane Rage (daily), and Savage Growl.
    Zephyr is using non-lethal attacks.
    Zephyr has spent 1 action point (none remaining).
    Zephyr is prone.
    Zephyr is dying.
    Zephyr has spent 9 healing surges.
    Zephyr has taken 51 points of damage.

    Enemy Negative Effects Summary
    #1 is out of combat.

    #2 is dead.


    #4 is cursed.

    #6 is unconscious.


    #7 is dead.

    #8 Tinog is dead.

    #9 is unconscious.


    Enemy Damage Summary

    #1 - out of combat with 51 points of damage

    #2 - slain by 46 points of damage

    #3 - 17 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.

    #9 - unconscious with 31 points of damage.
    Last edited by Umiushi; 10-26-2012 at 02:28 AM.

  11. #671
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    Holy cow, Ithelryn, I'm glad you escaped with only an injured extremity! Let us know if you need to pass off Konstanz for the duration of your rehabilitation.

    Umiushi, my intent for Rogur was to use Fleeting Ghost to "maintain" his hidden status as he made his attack. With that clarification, does that regain his extra 11 points of Sneak Attack damage?

    As far as combat goes, it sounds like we can pay our way out of this, and if it's reasonable enough, I'm thinking we take it. Zephyr's got the party's funds, but he's out of it, and Rogur is never particularly interested in a fight if he can weasel his way out of one.

    For this round, Zephyr will make his saving throw vs. becoming a dead person, and Rogur will negotiate with the gang members and try to grant Zephyr his second wind. If that's not allowable, he'll use the same roll to try to Stabilize the Dying. That's a higher DC, so I'm not exactly sanguine about his chances, but we'll see how it goes.


    Zephyr, Round Twenty Two
    No Actions
    * Zephyr - Death Saving Throw *


    Rogur, Round Twenty Two
    Free: Talk to gang members
    Standard: Heal Check on Zephyr
    * Rogur - Heal - Grant Second Wind OR Stabilize the Dying *


    --T

    Dice Result History - [Hide]
    10-26-2012 07:29 AM
    Zephyr - Death Saving Throw: 1d20 (19)
    Rogur - Heal - Grant Second Wind [B]OR[/B] Stabilize the Dying: 1d20 (3)+ 2 (2) = 5

  12. #672
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    * Step away from the light, Nox! *


    Polon will drag Nox out of way, toward the north. And whisper to Rogur such that no enemies can hear him. If that is not possible then I'll forego the speaking action.

    Polon grants +1 to Rogur's diplomacy.

    EDIT: I don't know if Polon know's Rogur's name, but we'll just say he was observant, or maybe a really good guesser. Umi, if I should have that alternate character ready sooner rather than later please message me and let me know. Thanks!
    Last edited by Malk0lm; 10-26-2012 at 02:15 PM.

    Dice Result History - [Hide]
    10-26-2012 02:06 PM
    Step away from the light, Nox!: 1d20 (14)
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  13. #673
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    Hay Palp, do we have any more of our earlier healing potions? If we had three, I think perhaps yes, if we had two then definitely not. I have those vials I off took off of somebody (I'm a little too doped out on vicidien to clearly remember who) that looked hopeful. They weren't weaponized I remember, so I might have Z slurp one and see what happens. Though I should check my notes to see if Z even has healing surges left for a healing potion. Yrisz keen doctor eye may well distinguish if he does....oh, my notes say he has HS two to spare for the day.

    Yes Palp, please feel free to take K for this round. Do something aggressive please, those are a lot of bad guys and our butchers bill is starting to get expensive for this fight...

    Oh god, my drug addled head just realized that N is down too (if you thought I could miss details before)...Just to let everybody know, I have no true healing available to me this round (unless those do prove to be healing potions), but Yrisz does start with a base Heal skill of 11, which will probably help!

    Yrisz Action:
    Move NW, W (or W,W so she's base to base with N)
    Standard Action: Stabilize N
    * Noxias, stay with us! *

    Minor: Pulls the maybe healing potion out of her pack.

    Dice Result History - [Hide]
    10-27-2012 01:28 AM
    Noxias, stay with us! : 1d20 (11)+ 11 (11) = 22
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  14. #674
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    Sorry about the delay, I am back in action.
    Konstanz will curse and eldritch blast number three if he still stands when it is her turn. Otherwise she will step to get a clear shot and blast number four.

    She is a bit of a one trick pony isn't she? Sometimes she eldritch blasts when she sneezes.

    * blast to hit *

    * damage *

    Dice Result History - [Hide]
    10-27-2012 12:35 PM
    blast to hit: 1d20 (14)+ 7 (7) = 21
    damage: 1d10 (7)+ 1d6 (6)+ 6 (6) = 19

  15. #675
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    Welcome back, Cutopia. It's good to have you again. I know you want to jump back in immediately, but there are two considerations you should make. The first is the wall between Konstansz and the two crossbowmen, effectively blocking her line of sight. The second is the tenuous parlay that is occurring between the two sides right now.

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