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Jenius
05-11-2009, 03:28 AM
Attention Duelists: Combat has started

Current Most recent Combat post can be found Here (http://tasteslikespam.com/showpost.php?p=28213&postcount=54)

For play by post combat or rolls where you don't really want to rp much until you hear the result, post here. For instance if it's your turn and you want to melee the critter or what have you, you can post, "18 vs AC with ability X, does that hit?" and link to the roll. The roll should have a note detailing what ability you're using, because I don't want a "whoops I rolled a 2 it was actually my at will not my daily" shenanigans going on.

I will also post initiative order and say "Van/Cara/Cloney, it's your turn" here.

This is the place where you should put your initiative rolls too.

Cloneysocks
05-11-2009, 08:15 AM
http://invisiblecastle.com/roller/view/2065545/

initiative:
1d20+1 → [18,1] = (19)

Jenius
05-11-2009, 11:14 AM
http://invisiblecastle.com/roller/view/2065545/

initiative:
1d20+1 → [18,1] = (19)

Your rolls have been 14, 12, 16, 18 fyi. For balance sake if you don't get something below 10 in the near future I may fudge them manually :V.

Cloneysocks
05-11-2009, 11:23 AM
Your rolls have been 14, 12, 16, 18 fyi. For balance sake if you don't get something below 10 in the near future I may fudge them manually :V.

Fine by me. Check Reisa's page on IC and you can verify I haven't been fudging them.

Jenius
05-11-2009, 11:24 AM
I know, lucky streeks do happen, it's just that some fights will kinda be anticlimatic if the striker is highrolling the entire time. The brutes surprisingly beat you out in initiative anyways.

Cloneysocks
05-11-2009, 11:26 AM
Well I'll try not to be so magical, then. I hope Van and Cara roll high.

Jenius
05-11-2009, 11:30 AM
Well I'll try not to be so magical, then. I hope Van and Cara roll high.

Don't worry too much about it, it prolly won't come up. I'll probably only raise my eyebrow if you roll 4-5 more numbers like you've been rolling. I was mainly just pointing it out because when I saw that 18 I was like "Has clone ever rolled low yet?" and no, no you hadn't.

Cloneysocks
05-11-2009, 11:32 AM
Hehe, I'm not worried. I'm lucky, why would I be worried?

edit after post below: Oh, that's why.

Jenius
05-11-2009, 11:32 AM
Hahaha after complaining about your rolls I got a 20 after mods for the brute and a 19 after mods for the artillery. (Note that everything of the same type will run on the same initiative roll).

That puts initiative Currently at
Brute 1: 20
Brute 2: 20
Cloney: 19
Artillery 1: 19
Artillery 2: 19

Players win ties.

Jenius
05-11-2009, 11:59 AM
Cara got http://invisiblecastle.com/roller/view/2065766/ which after mods (+0) is 12.

That puts initiative Currently at
Brute 1: 20
Brute 2: 20
Cloney: 19
Artillery 1: 19
Artillery 2: 19
Cara: 12

Players win ties.

Van
05-11-2009, 12:13 PM
Yeah, I go last. http://invisiblecastle.com/roller/view/2065780/ with mods puts me at 5

Jenius
05-11-2009, 02:15 PM
Initiative is now

Cloney - Bloodied
Artillery 1
Artillery 2
Cara
Van
Brute 1
Brute 2

It is Clone's Turn.

Cloneysocks
05-11-2009, 02:37 PM
While I'm bloodied, I have +2 AC and +1 to attack.

Dragonfrost: 1d20+5 → [18,5] = (23) vs Fortitude, 1d8+7 → [6,7] = (13)

http://invisiblecastle.com/roller/view/2065946/
http://invisiblecastle.com/roller/view/2065947/

And yeah, it pushes a single square on impact.

I'll edit the other after I find out if it hits, but I will spend my second wind too, I think

Jenius
05-11-2009, 02:43 PM
I'd recommend you spend an action point to second wind, because right now you're basically in die from bows health range :V. Artillery goes before healer, but you can do whatever you want.

Also: what is dragonfrost against? You need to say against AC, Will, Reflex, or Fortitude.

Also: You may want to check in this thread whether you hit or miss before you post, then you can rp the entire attack as opposed to merely the windup.

But yeah 23 vs anything on these guys will hit, Brute 1 takes 13, you can feel free to RP him getting nailed by it.

Also: I think dragonfrost pushes or something on hit, so you need to mention that.

Jenius
05-11-2009, 02:48 PM
Your move makes absolutely no sense. You are presently on F13, not H, so you should shift (Not same thing as moving) to G13 if you want to be behind the tank, or you could make a break for the difficult terrain I guess, but moving (as opposed to shifting) will provoke an AoO.

Cloneysocks
05-11-2009, 02:52 PM
Oh. I said shift in the flavor text but not in the OOC.

Jenius
05-11-2009, 04:05 PM
Either you spend it or you don't, don't say you think you will :V. I'm going to assume you spent it to keep things moving.

Also for future reference, state your OOC actions simply and thoroughly(meaning mods, what it's against, if it has additional effects, etc, everything about the attack and your actions).

Artillery is currently going, standby. I'm at work so updates will be sporadic.

Jenius
05-11-2009, 04:38 PM
I think I'm going to swap the order because Van is on and Cara isn't, so

The current Initiative is:

Van - 5/24 Health Bloodied
Cara - 33/33 Health
Brute 1 - Has taken 13 Damage
Brute 2
Cloney - 19/26 Health, Second Wind and Action Point Spent
Artillery 1
Artillery 2

It is Van's turn.

Van
05-11-2009, 05:05 PM
Beacon of Hope attempting to weaken B2: 1d20+4 → [18,4] = (22) vs. Will
Sacred Flame to-hit B1: 1d20+4 → [10,4] = (14) vs. Ref
Sacred flame damage roll: 1d6+4 → [1,4] = (5)

http://invisiblecastle.com/roller/view/2066327/
http://invisiblecastle.com/roller/view/2066332/
http://invisiblecastle.com/roller/view/2066333/

Cara
05-11-2009, 05:10 PM
Is there a map I'm missing?

Edit: I was not logged in, damnit.

Edit: Wasn't reading other thread, this makes a ton more sense.

Jenius
05-11-2009, 05:20 PM
Note that you have to shift first because sacred flame is a ranged attack, unless you want to eat an attack of opportunity from Brute 2, so when I repost the map I'll assumed you shifted to the right, but if you want to go somewhere specific, post before Cara goes.
Edit: Actually due to how Clone moved, you have no way to shift and not provoke an AoO. So I'll just leave you where you are.

Both hit (lol brute's have terrible reflex). Also brute 1 wasn't fleeing, it had been pushed by Clone's attack.

Brute 1 is Bloodied.

Also to reiterate because people can't read, remember to post all your actions here, second wind gives defense boosts so it's relevant that I know it. You don't even realistically need an OOC post in the other thread, bookeeping can go here.

As a side note, you probably shoulda gave those 2 temp hitpoints to yourself, after beacon clone was already topped off. And he has more AC than you so unless he's near death archers are prolly going for your dome.

Cara - 33/33 Health
Brute 1 - Has taken 18 Damage, Bloodied
Brute 2 - Weakened
Cloney - 26/26 Health, 2 temp hitpoints, Second Wind and Action Point Spent,
Artillery 1
Artillery 2
Van - 20/24 Health Second wind and action point spent

It is cara's turn.

Cara
05-11-2009, 05:29 PM
I don't have my PHB at work, I'm assuming I can just do one action and move, correct? Is shifting one square an action that counts for anything?

Cloneysocks
05-11-2009, 05:30 PM
I don't have my PHB at work, I'm assuming I can just do one action and move, correct? Is shifting one square an action that counts for anything?

You can do an attack action, a move action, and a minor action, if you have any minor action powers or sustains. Shifting might be a minor action.

Jenius
05-11-2009, 05:33 PM
Shifting only one square will not provoke an AoO but it does count as your move. In addition to movement and a standard action (likely an attack or a charge) you can use a minor action (not really useful for you at the moment, but later you might second wind or drink a potion or something).

The primary options for you as I see it are to charge B1 (you get a +2 to attack rolls but not damage rolls while charging) and if neccesary, pop an action point to finish him off (action points let you use another standard action), or to go after B2 and try to keep him from attacking halthar on his turn (by using your mark).

Alternatively, and this would be kinda cool, you can Charge B1, shift (to get out of an AoO range), Spend an action point, and Charge B2, so both B1 and B2 are marked (they take penalties if not attacking you) and depending on your roll, you may either kill B1 outright or at least make it so clone can easily finish him off.

This is not 3.5 shifting != 5 foot step and shifting is NOT a minor action.

Cara
05-11-2009, 05:36 PM
That was generally my plan, shift next to him, the temp HP attack, then mark him to try and save the other two.

Jenius
05-11-2009, 05:37 PM
If you shift next to B2 to attack, the only way to reach B1 is by spending an action point and charging, and if you do that you will provoke an attack of opportunity. I'd probably charge both of them and avoid that, but it's your call.

Cara
05-11-2009, 05:44 PM
The first plan actually sounds the best, charge B1, don't use an action point, and try to take him out while marking him.

http://invisiblecastle.com/roller/view/2066399/

Jenius
05-11-2009, 05:50 PM
Why are there multiple rolls? Marks are automatic. You also added your damage roll to your attack roll.
You should format it such that you have it roll 1 dice for 1d20+whatever, then roll a separate roll for damage.

Cara
05-11-2009, 05:50 PM
I have no idea why there is two rolls.

Apparanty that happens when I roll two dice.

Lets try this without two rolls:

http://invisiblecastle.com/roller/view/2066407/
http://invisiblecastle.com/roller/view/2066409/

Jenius
05-11-2009, 06:05 PM
Hits him. This was against B1 right?

Cara
05-11-2009, 06:08 PM
Yeah.

Jenius
05-11-2009, 06:14 PM
He's not dead fyi. You can choose to spend an action point now (if you hit him you'll probably kill him) or to go back and mark the guy on halthar, or you can just post and it'le be their turns.

Van
05-11-2009, 06:16 PM
Jenius, I gain 9 HP from Beacon of Hope as well. I should be at 20 (Start at 5, +6 from Second Wind, +9 from beacon.)

Jenius
05-11-2009, 06:17 PM
Well you still have less health and armor than Clone :V, but modified.

Van
05-11-2009, 06:18 PM
As a side note, you probably shoulda gave those 2 temp hitpoints to yourself, after beacon clone was already topped off. And he has more AC than you so unless he's near death archers are prolly going for your dome.

Didn't know I could target myself with that. It only said "allies" in the power description I looked at

EDIT: Gonna hop in the shower real quick, just in case anything happens soon.

Cara
05-11-2009, 06:21 PM
Sorry for being so bad, I'm at work right now.

Jenius
05-11-2009, 06:24 PM
Didn't know I could target myself with that. It only said "allies" in the power description I looked at

EDIT: Gonna hop in the shower real quick, just in case anything happens soon.

I don't have a book in front of me but if you're right then yes, for some reason oneself does not count as an ally to oneself.

Jenius
05-11-2009, 06:26 PM
Sorry for being so bad, I'm at work right now.

No biggy, This isn't technically schedueled until tuesday evening, I was just hoping we could get in a few rounds of play by post. I'm at work too :V, so if that's it for your turn post in the rp thread so I can start taking turns for the brutes.

Clone think about what you plan on doing cause you'll be coming up in the near future.

Cara
05-11-2009, 06:27 PM
Take the turn.

Jenius
05-11-2009, 06:28 PM
Take the turn.

What?

You still need to post in the RP thread, I can't do anything until you do :V. You succefully hit brute 1, you moved to him, but I can't go for the brutes till you're done going yourself.

Jenius
05-11-2009, 08:43 PM
Cloney - 26/26 Health, 2 temp hitpoints, Second Wind and Action Point Spent,
Artillery 1
Artillery 2
Van - 14/24 Health Second wind and action point spent
Cara - 24/33 Health, 4 temp hitpoints
Brute 1 - Has taken 28 Damage, Bloodied
Brute 2

It is now Clone's Turn.

Cloneysocks
05-11-2009, 09:10 PM
I cast dragonfrost against the second brute.
7 to attack vs. Fort, 11 frost damage and pushes 1 square if it hits.
http://invisiblecastle.com/roller/view/2066624/
http://invisiblecastle.com/roller/view/2066625/

and shift one square to the left.

I'd give a description but I'm on the run and don't have much time

Jenius
05-11-2009, 09:11 PM
7 vs fort is a massive miss. Brutes by nature have high AC and Fort, low Reflex and Will.

Jenius
05-11-2009, 09:27 PM
Van - 3/24 Health, Bloodied, Second wind and action point spent
Cara - 24/33 Health, 4 temp hitpoints
Brute 1 - Has taken 28 Damage, Bloodied
Brute 2
Cloney - 26/26 Health, 2 temp hitpoints, Second Wind and Action Point Spent,
Artillery 1
Artillery 2

It is now Van's Turn.

Van
05-11-2009, 10:17 PM
Healing Strike against Brute 2: 1d20+4 → [4,4] = (8) vs. AC
That should be hitting, so the damage is 2d10+3 → [7,9,3] = (19)

I'll target myself with the Healing surge granted. Surge grants 6 HP, +4 bonus from healing strike, and a +5 bonus from Beacon of Hope. So 15 HP regained.

http://invisiblecastle.com/roller/view/2066684/
http://invisiblecastle.com/roller/view/2066686/

Healing word for 1d6=5 + surge + 9 = 20.

Jenius
05-11-2009, 10:41 PM
Cara - 24/33 Health, 4 temp hitpoints
Brute 1 - Has taken 28 Damage, Bloodied
Brute 2
Cloney - 26/26 Health, 2 temp hitpoints, Second Wind and Action Point Spent,
Artillery 1
Artillery 2
Van - 23/24 Health, Second wind and action point spent

It is now Cara's Turn.

http://tasteslikespam.com/attachment.php?attachmentid=144&d=1242096385

Cara
05-12-2009, 08:03 PM
Crushing surge rolls:

http://invisiblecastle.com/roller/view/2068207/

Yaus critical hit.

Crushing surge and mark him. Don't go if I drop him, I charge over (action point) to the other one, provoking an AoO, then swing again whie marking him.



http://invisiblecastle.com/roller/view/2068210/
http://invisiblecastle.com/roller/view/2068212/

Jenius
05-12-2009, 08:14 PM
Crit obviously hits, you kill him as he had like 5 life and your crits do well over that.

1 is a miss, anyone's opinion on fumbles?

Jenius
05-12-2009, 08:29 PM
Cloney - 26/26 Health, 2 temp hitpoints, Second Wind and Action Point Spent,
Artillery 1
Artillery 2
Van - 23/24 Health, Second wind and action point spent
Cara - 22/33 Health, 4 temp hitpoints, action point spent grants combat advantage
Brute 2

Because of BRV cheese in heroic Cara actually only took 2 damage :V.

It is now Clone's turn.

http://tasteslikespam.com/attachment.php?attachmentid=145&d=1242174442

Cloneysocks
05-12-2009, 11:22 PM
I move over to C 9 and cast Lightning Breath so as to include A1 in the blast. Until the end of my next turn, or until I stop spending minor actions to sustain it, anyone attacking me in melee takes 5 lightning damage and is pushed back one square.

http://invisiblecastle.com/roller/view/2068457/
Attack 14 vs. Reflex

http://invisiblecastle.com/roller/view/2068458/
21 lightning damage if it hits

Jenius
05-12-2009, 11:27 PM
14 vs reflex is a fail, I was doing better playing as you, I woulda bloodied them on your turn :V.

Anyways the archers attacked you and did 5 damage so it'le be Van's turn after I'm done posting shit.

Van
05-12-2009, 11:37 PM
Heading to E10, then Charging.

To hit - 1d20+4+2 → [15,4,2] = (21)
Damage - 1d10+3 → [10,3] = (13)

Nice

http://invisiblecastle.com/roller/view/2068476/
http://invisiblecastle.com/roller/view/2068471/

Van
05-13-2009, 03:29 PM
Purchasing a Heavy Shield for 10g, as well as 5 sets of crossbow bolts for 5g (forget to get them in the beginning :V). I'll edit the character sheet for the new setup

Jenius
05-15-2009, 01:22 AM
New Encounter:

Initiative:
Cara: Health 27/33, poisoned
Clone: Health 21/26, prone, poisoned
Van: Health 19/24, prone, poisoned
Spider 1:
Spider 2:
Spider 3:

Note that cara's health is 27 and not 28 because cara took 5 from the initial attack, got 4 temp hitpoints, then took 5 from the poison for a total of 10-4=6 damage.

Clone's health will likewise be 5 points less on his turn.

It is now Cara's turn

Van
05-15-2009, 01:24 AM
Jenius, before you go on with the encounter (I have to get to bed):

Cara and myself, being Dwarves, have natural improved saves against poison and we also automatically make a save to prevent being knocked prone. I'm not sure if you included these into your roles, but it just seemed a bit off that all of use were knocked prone and poisoned. I could of course be mis-reading some rules.

Jenius
05-15-2009, 01:27 AM
Jenius, before you go on with the encounter (I have to get to bed):

Cara and myself, being Dwarves, have natural improved saves against poison and we also automatically make a save to prevent being knocked prone. I'm not sure if you included these into your roles, but it just seemed a bit off that all of use were knocked prone and poisoned. I could of course be mis-reading some rules.


The power knocks prone, though you're right you do get to save. I just rolled and Cara saved and you didn't, so cara is technically not prone. Though realistically, since cara is probably going to just stand there and punch the spider in the face, being prone doesn't effect much.

Your saves against poison are only on your turn, so basically save ends on 5 or better for you while it's 10 or better for clone. You can't however, avoid taking 5 damage at least once per poison.

Cara
05-15-2009, 01:27 AM
Uhh, yeah. Move, Pull out weapon, smack them with InvgStrike or whatever, mark it, S3.

http://invisiblecastle.com/roller/view/2071108/
http://invisiblecastle.com/roller/view/2071109/

Also, how does save end works? I think I'm doing it wrong.

http://invisiblecastle.com/roller/view/2071110/

EDIT: SANE

http://invisiblecastle.com/roller/view/2071113/

Jenius
05-15-2009, 01:33 AM
That hits and you also save (though it's 1d20+5 for dwarves, not +23, you don't use fort)

Cara
05-15-2009, 01:34 AM
Also, shift one square to B3.

Jenius
05-15-2009, 01:41 AM
Initiative:
Clone: Health 16/26, prone, poisoned
Van: Health 19/24, prone, poisoned
Spider 1:
Spider 2:
Spider 3: Has taken 8 damage is marked
Cara: Health 27/33, 4 temp hitpoints

It is now Clone's turn

http://tasteslikespam.com/attachment.php?attachmentid=150&d=1242366831

Cloneysocks
05-15-2009, 01:56 AM
I'll cast Tearing Claws, (http://invisiblecastle.com/roller/view/2071118/) - do I really need to roll damage? (http://invisiblecastle.com/roller/view/2071119/)

And I shift up and to the right one square.

http://invisiblecastle.com/roller/view/2071120/
and fail my save

Jenius
05-15-2009, 02:03 AM
Productive turn :V.

I'll modify your new position on the map briefly. It's currently Van's turn, I'll be playing for him so first I get up from being prone, then because his movement is moved up and he can't shift I guess I'll just melee the spider. Sacred flame would trigger an attack of opp which would be kinda bad. Surprisingly it hits (rolled a 15+ mods is enough to hit obv obv) for 4+3 = 7 damage.

(Neither dwarves nor clerics are proficient with shields I just realized, so it's still the +1 damage from wielding warhammer as a 2handed wep)

He then proceeds to save on his poison save. Good job halthar.

In a moment spiders will be going.

Jenius
05-15-2009, 02:12 AM
Also clone I just realized you couldn't have shifted because you had to spend your move on getting up.

Ugh, the spiders had some lucky rolls, S1 and spider three both gnaw on cara succesfully. Spider three takes a bite out of halthar. For damage, spider 1 hit cara for 10, then spider three hit cara for 7, though -4 on both of those puts it at 6 and 3 respecitvely, so still under 10 damage. You are re-poisoned though.

Spider two hit halthar for only 6, but their bites re-apply poison. Map and post are upcoming, but meanwhile cara can think of what to do.

Initiative:
Cara: Health 17/33, poisoned
Clone: Health 16/26, poisoned
Van: Health 13/24, , poisoned
Spider 1:
Spider 2: Has taken 7 damage
Spider 3: Has taken 8 damage is marked

It is now Cara's turn

Also: http://tasteslikespam.com/attachment.php?attachmentid=151&d=1242368283

Cara
05-15-2009, 02:29 AM
Posion: http://invisiblecastle.com/roller/view/2071130/

Use a healing surge, mark the one on the with my encounter power, allowing Clone to shift two squares away.

http://invisiblecastle.com/roller/view/2071136/

Fuuuuuuuuck

Jenius
05-15-2009, 02:34 AM
Unfortunately that's a double failure.

Note for clone: you can use one of your blast attacks to hit both S1 and S3, but S1 has cover from you due to the pillar, so it's -2 on that attack roll. Other than that, it's clone's turn.

Initiative:
Clone: Health 11/26, poisoned bloodied, +2 ac from dragon thingy
Van: Health 13/24, , poisoned
Spider 1:
Spider 2: Has taken 7 damage
Spider 3: Has taken 8 damage is marked
Cara: Health 17/33, poisoned
It is now clone's turn

Also: http://tasteslikespam.com/attachment.php?attachmentid=151&d=1242368283

Jenius
05-15-2009, 02:46 AM
Clone: PHB 271 if you doubt me, multiple attack rolls but one damage roll.

Cloneysocks
05-15-2009, 02:46 AM
I shift up and right, then cast Lightning Breath.
vs. Reflex
Spider 3:http://invisiblecastle.com/roller/view/2071141/
Spider 1:http://invisiblecastle.com/roller/view/2071142/ (-2 cover)
Damage:
http://invisiblecastle.com/roller/view/2071143/

And anything that tries to hit me takes 5 lightning damage and gets shoved back a square.

Jenius
05-15-2009, 03:04 AM
Don't forget to roll your save, I rolled it for you but I got a 6 so let's pretend I didn't and you roll it yourself :V.

That hit's spider 3 misses spider 1, bloodies spider three(1 life left >_<). Van's go.

He takes 5 from poison dropped to 8 and becoming bloodied. Healing strike's Spider 2 and hits for 10 damage (bloodying spider 2) and he spends the surge on himself, gaining 10 life putting him at a reasonable 18. He successfully saves against poison, he healing word's cara for 8+surge = 16

Keep in mind that even when out of combat, you spend surges to heal.

Initiative will look like this after spiders go (I already factored in poison damage cara)
Initiative:
Cara: Health 28/33, poisoned
Clone: Health 11/26, poisoned bloodied, +2 ac from dragon thingy
Van: Health 18/24,
Spider 1:
Spider 2: Has taken 17 damage bloodied
Spider 3: Has taken 24 damage is marked bloodied

Jenius
05-15-2009, 03:09 AM
On spider's turn, spider 2 hits Van for 6 and repoison's him, spider 1 misses Cara, and spider 3 hit's cara for 5 (so essentially one when you factor in the temp hitpoints you gain).

Initiative:
Cara: Health 27/33, poisoned
Clone: Health 11/26, poisoned bloodied, +2 ac from dragon thingy
Van: Health 12/24, bloodied
Spider 1:
Spider 2: Has taken 17 damage bloodied
Spider 3: Has taken 24 damage is marked bloodied

It is Cara's go

http://tasteslikespam.com/attachment.php?attachmentid=152&d=1242371872

Cara
05-15-2009, 03:23 AM
Posion:

http://invisiblecastle.com/roller/view/2071150/

Wow I'm awesome

Tide of Iron against Spider 2, pushing it back and marking it. I won't move into the space occupied by it though.

http://invisiblecastle.com/roller/view/2071152/
http://invisiblecastle.com/roller/view/2071153/


Also, kill that spider next to you please Clone.

Jenius
05-15-2009, 03:25 AM
You save against poison but sadly barely miss the spider.
It's clone's go and nothing has changed about the board. Roll you poison save before your turn because you forgot to last time. You'll be at 6 health if you fail but 11 if you succeed.

Cloneysocks
05-15-2009, 03:34 AM
I'll shift up, so neither of the top two spiders have cover from me, and cast Burning Spray against them.
vs. Reflex
spider 3: http://invisiblecastle.com/roller/view/2071157/
spider 1: http://invisiblecastle.com/roller/view/2071158/
damage: http://invisiblecastle.com/roller/view/2071159/
and I spend an action point to use a healing surge, after I do all these things (so they get +1 attack, not included in the rolls)

Jenius
05-15-2009, 03:37 AM
A miss on spider 1 (it's a miss with or without cover but I think how cover is depicted in the phb would still have that be cover), spider 3 is however, slain.

Jenius
05-15-2009, 03:48 AM
Because clone seemed to miss my message about rolling for the poison save, I rolled for him and got 12, which is a successful save, so he didn't take 5 damage on his turn.

Van's turn, takes 5 damage from poison, 14+2 = 16 vs ac is a hit (this is how little you missed it by cara :'() for 9 damage which is a kill on spider 2.

He then uses his second healing word on himself for 6+4=10 to go up to 17, and shifts down to A2.

On the sole spider's turn, he gnaws on Cara for 8 damage, poisoning her.

Cara is asleep so this will be continued in the morrow, meanwhile wait on incoming map and such.

Jenius
05-15-2009, 03:54 AM
Initiative:
Cara: Health 18/33, poisoned
Clone: Health 19/26, +2 ac from dragon thingy Has lightning shield on
Van: Health 17/24,
Spider 1

It is Cara's go

Cara
05-15-2009, 10:19 AM
Posion: http://invisiblecastle.com/roller/view/2071490/

Tide of Iron to the spider, have it marked.

http://invisiblecastle.com/roller/view/2071491/
http://invisiblecastle.com/roller/view/2071492/


I think it dies.

Jenius
05-15-2009, 12:12 PM
21 is a hit and 14 will bloody it but no one has hit this spider yet so no it's not dead :P.

Also poison saves are done at the end of your turn so stop doing them at the start :V.

Jenius
05-15-2009, 12:14 PM
Also do you push/follow spider?

Initiative:
Clone: Health 19/26, +2 ac from dragon thingy
Van: Health 17/24
Spider 1: has taken 14 damage
Initiative:
Cara: Health 27/33, poisoned

It is Clone's go

Van
05-15-2009, 12:19 PM
Did a Spider ever miss?

Also, that encounter was fucking brutal. 5 damage every turn, in addition to normal attacks? That's messed up, man.

Jenius
05-15-2009, 12:23 PM
Spiders missed a couple of times but their opening attacks were against reflex, your reflex scores are 10, 11 (clone's isn't 12 because he can't use a light shield), and 13 respectively. They basically autohit on that. Their attacks against AC are only so so, but the positioning you guys had basically constantly gave combat advantage to each spider against cara and van, so it was -2 on each of your AC's the entire time.

Their normal damage is pitifully small, using weapon dice and +damage that's less than the dmg recommends, but I felt poison balanced that out because it's essentially +5 damage on a hit and if you're unlucky like clone, it did a decent amount of damage over time.

Also keep in mind that ultimately, it cost each person 1-3 surges each, which is actually not really that bad. None of you popped dailies and clone didn't really need to use that action point. Actually I guess clone used a daily but his daily is so mediocre that it doesn't really matter.

If it was really brutal someone woulda chugged a potion.

But really the main difficulty came in how the encounter was triggered, they had combat advantage the opening round because no one did a perception check on the webs, and your positioning was absolutely terrible.

Cara
05-15-2009, 01:08 PM
Also, yeah, I pushed.

Jenius
05-15-2009, 01:44 PM
Did you shift after it?

Also in the future please use squares, I realize pushing only goes one direction here but it's good practice and makes me have to post less confirmations.

Cara
05-15-2009, 02:14 PM
Yeah, sorry about that. Shift and push, to get clone better LOS.

Cloneysocks
05-15-2009, 09:29 PM
I advance two squares to the left and Dragonfrost the last spider.
vs Fort: http://invisiblecastle.com/roller/view/2072162/
damage: http://invisiblecastle.com/roller/view/2072165/ cold
if I still need to save vs. poison: http://invisiblecastle.com/roller/view/2072170/

sorry for the delay

Jenius
05-15-2009, 09:41 PM
14 vs fort is a hit, also note that the spider was pushed by cara so you don't need to move and I will assume you don't. Spider takes lethal damage and dies.

Cara
05-15-2009, 11:11 PM
HP totals? Do I lose 5 from poison?

Jenius
05-16-2009, 04:06 AM
You saved against poison, that's just copy/pasting gone wrong.

Also you really should be keeping track of your own hp, I mainly note it for my own reference. The dm shouldn't have to wipe your ass in addition to everything else I do :V. But the final values are just as above:

Clone: Health 19/26, 6 surges
Van: Health 17/24, 5 surges
Cara: Health 27/33 11 surges

Cara
05-16-2009, 04:16 AM
Mainly I was wondering if the posion magically vanished from those poisoned when the spider went down.

Jenius
05-16-2009, 06:04 AM
I was thinking that on the offchance someone was still poisoned (dwarfs are all but immune to being poisoned for more than one turn) I'd just have it carry over to the next fight or something. But no one is so it didn't come up.

Cloneysocks
05-16-2009, 02:10 PM
Can someone with a decent wisdom score give this room a twice-over?

Jenius
05-16-2009, 03:03 PM
If you mean you want Van to do a perception check I can but I'm not a dick enough to trap the same room twice. I'd just suggest either you or cara go search the rags/bones and then continue progressing.

Cloneysocks
05-16-2009, 03:05 PM
Cara already tried to do that, but we got attacked before we found out the results. Can we find out now?

Jenius
05-16-2009, 03:10 PM
I was posting after you moved but before cara did so basically assume anything that happened in between didnt actually happen. That's why cara was on the left side of the room and not the right when the battle started. But to move things along you can note that you found a key and nothing else :V.