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Old 06-01-2012, 01:01 PM   Top  -  End  -  #271
Ridai
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Default Re: [4E] Harken Unto Harken [OOC]

I'll pass, I'm in enough games right now and something reduced to pure gameplay isn't really appealing to me at this point, especially with high lethality and low level (and stupid item rarity rules).
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Old 06-01-2012, 01:50 PM   Top  -  End  -  #272
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

While definitely not a fan of rarity rules, I've taken them up because centralizing Rares, which are incredibly OP for their cost/level, forces me to. This is generally the only material restriction so far as they relate to the game (you're allowed 2 Uncommons and I can't think of any L1 Uncommons).

High lethality/pure gameplay is the idea though. I can definitely understand not being interested in this kind of game. Even on my part, the hosting is something of an experiment with the format, rather than done out of an established appreciation for 4e PvP; I figured I'd give it a try since I'm intrigued by this particular implementation.
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Old 06-01-2012, 02:43 PM   Top  -  End  -  #273
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Default Re: [4E] Harken Unto Harken [OOC]

I would, but I have enough low-level games going on myself as well. Looking for more paragon and above games to play.
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Old 06-03-2012, 04:29 AM   Top  -  End  -  #274
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

Hm, 20 squares to reach the refugees being attacked, and a speed of 5.

I think Argius may be a little late to the party yet again. Still, I'm glad to see going nova doesn't instantly end combat.

Hope Barases can help.
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Old 06-03-2012, 10:31 AM   Top  -  End  -  #275
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

Are the barn doors open, providing line of sight and effect to the area inside?

Emberlyn should probably go first, running if necessary to open the doors (if closed) so she has line of sight to the mobs (using magic missile if she ran to effectively ignore the -5 attack penalty), then I can use Direct the Strike after moving to have her magic missile the minion.
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Old 06-03-2012, 12:39 PM   Top  -  End  -  #276
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

Hey guys, I am going to be crazy busy the next couple of days at work, so I won't be posting as frequently as normal. If it my turn and I haven't gone in a 24 hour period, someone can go for me and do a at-will or something, just to keep the game going.
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Old 06-03-2012, 03:33 PM   Top  -  End  -  #277
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

Quote:
Originally Posted by Surrealistik View Post
Are the barn doors open, providing line of sight and effect to the area inside?
Both sets of door, west and north, are open wide. Only the wagon would block sight.
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Old 06-03-2012, 05:19 PM   Top  -  End  -  #278
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

@Paperscrap
Removing the Battle standard is a standard action (to make it cost for enemies to pick up, I guess). My guess is it's going to be stuck there until the end of the encounter.
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Old 06-03-2012, 05:51 PM   Top  -  End  -  #279
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

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Originally Posted by Celtic_D&Der View Post
Hey guys, I am going to be crazy busy the next couple of days at work, so I won't be posting as frequently as normal. If it my turn and I haven't gone in a 24 hour period, someone can go for me and do a at-will or something, just to keep the game going.
Thanks for the warning, Celt. We'll keep you moving.
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Old 06-03-2012, 06:20 PM   Top  -  End  -  #280
Paperscrap
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Default Re: [4E] Harken Unto Harken [OOC]

If that's the case, I'm just going to leave it! I don't really see it being all that necessary right now anyways.
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Old 06-03-2012, 09:29 PM   Top  -  End  -  #281
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

@ Paperscrap:

While it doesn't matter in the case of the minion, your magic missile actually does 9 force damage (2 + enhancement bonus + Int mod).

And yeah, it's not terribly important that we retrieve the Standard just yet, but if anyone can spare an action that's not otherwise better used, go for it.
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Old 06-03-2012, 10:46 PM   Top  -  End  -  #282
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

Did you go yet, Garithak? I saw an entry but not any definite action.
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Old 06-03-2012, 11:09 PM   Top  -  End  -  #283
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

Well, not much I can do but a couple of moves lol
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Old 06-04-2012, 12:49 AM   Top  -  End  -  #284
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

Quote:
Originally Posted by WaffleLord View Post
Did you go yet, Garithak? I saw an entry but not any definite action.
Naw, was instructing Ember ICly, and posted my actions just now.

Sorry I didn't respond earlier; went out today.
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Old 06-04-2012, 05:14 AM   Top  -  End  -  #285
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

I've gone back a few times through this thread, but haven't found the appropriate skill check for identifying these creatures/their abilities. I assume they're supposed to be unique to this setting (part of the mystery), but even after stripping plot specific knowledge, metagame info could be useful (defenses, attacks, etc.).

In case knowing the skill check would itself cause a problem (since it hints at origins), I'll provide the roll and let Waffle add the modifier "behind the screen."

Knowledge Check: (1d20+2)[18] + appropriate knowledge skill.
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Old 06-04-2012, 05:40 PM   Top  -  End  -  #286
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

Quote:
Originally Posted by Sierim View Post
I've gone back a few times through this thread, but haven't found the appropriate skill check for identifying these creatures/their abilities. I assume they're supposed to be unique to this setting (part of the mystery), but even after stripping plot specific knowledge, metagame info could be useful (defenses, attacks, etc.).
Actually the DM is supposed to let you know which skill it is that you need to figure that stuff out. I.e., religion, nature, arcana......those 3 are the most common types. Each monster has a different check, usually.
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Old 06-04-2012, 06:09 PM   Top  -  End  -  #287
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

That's true in most cases, but as I said, such information may not be appropriate in this context. These creatures are intentionally mysterious, and knowing the required check gives insight as to their origins (which may not be appropriate just yet).
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Old 06-04-2012, 10:47 PM   Top  -  End  -  #288
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

I was indeed going for the the mysterious. When they encountered the first batch at the campsite, I allowed any skill check they cared to try. I was trying to give them the feel that these were new things never seen before, that they would have to draw conclusions based on observations and previous experiences rather than factual knowledge. This time around, they had the measure of the beasts and were identifying the "personalities" of their attacks (brutes, lurkers, minions). Some things they've gleaned in the past that you now recognize:

By all appearances, they are filthy, soiled people: elves and humans. But there’s something…wrong…about them. They move almost normally, but with a fevered passion. When they run, it’s at full speed. When they are still, they are as statues. They have a feral, hunting look to them, with barely contained mania. Judging by their blood streaked faces and ragged nails, they have been out in the wild for a while, forging for whatever they can catch be it animal or people.(AC 19, FORT 19, REF 18, WILL 17, claw attacks, grab, jump attack)

There is no enscrollment here, no currently active spells controlling them. The stench of chaos is on them. This much chaos on any normal mortal would drive them to a frenzied level of madness.(feed on grabbed characters)

The Harkenwold is not known for lycanthropes or undead attacks, but there was a time when stories of demonic incursions were in fashion. Tales of battle with demons who would possess people and use them as puppets were told to great reception for nearly a decade until they fell from the public favor.(they have a touch of demonic chaos to them)


@Ridai: No enemy action until count 13, so you can go ahead.
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Old 06-05-2012, 05:44 AM   Top  -  End  -  #289
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

Ooh, thanks. Lots of fun to be had in terms of RP with that info.
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Old 06-06-2012, 12:47 AM   Top  -  End  -  #290
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

When initiative gets to "bad guys", give me a pause so I can determine if anyone acts visibly on that mark. Thanks.

Celt: Are you able to access the Combat Tracker or should I keep initiative on my posts?
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Last edited by WaffleLord : 06-06-2012 at 12:50 AM.
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Old 06-06-2012, 10:10 AM   Top  -  End  -  #291
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

Quote:
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Celt: Are you able to access the Combat Tracker or should I keep initiative on my posts?
Yeah, I can access it, thanks! Oh, crazy week is pretty much done, gotta pick up stuff, but should be back to normal posting this afternoon and beyond.
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Old 06-08-2012, 10:08 AM   Top  -  End  -  #292
Sierim
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Default Re: [4E] Harken Unto Harken [OOC]

So our only visible enemy ran upstairs? I know that the grass outside isn't going to burst into flames from attacks, but will this rickety barn when Emberlyn goes to town?
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Old 06-11-2012, 01:15 PM   Top  -  End  -  #293
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

So I take it Lynn is irredeemably dead?
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Old 06-11-2012, 01:49 PM   Top  -  End  -  #294
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

Lynn is beyond your abilities to help, I'm afraid.

As far as Emberlyn's pyrotechnics are concerned, her nova targeted enemies only so I decided there wouldn't be extra flames to catch other things. Now if an ongoingly damaged person moves adjacent to flammables then, yes, conflagration.

RULING: "Targets enemy" - safe, unless adjacent (save)
"Targets creature" - trouble
"Ongoing fire damage" - trouble, if adjacent
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Old 06-11-2012, 02:48 PM   Top  -  End  -  #295
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

Is it me, or is the map messed up a little? Everything seems shifted down. Or the map has shifted up.....when I look at it, anyway.
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Old 06-11-2012, 03:23 PM   Top  -  End  -  #296
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

The map is not locked in place and therefore can be moved. Is there a way to lock that layer? Anyone? Anyone?
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Old 06-11-2012, 03:55 PM   Top  -  End  -  #297
Ridai
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Default Re: [4E] Harken Unto Harken [OOC]

Nope, no way. That service simply wasn't made to be used like that.

edit: Also, I find it funny that Malikar was twidling his thumbs while Lynn was killed.

Last edited by Ridai : 06-11-2012 at 03:56 PM.
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Old 06-11-2012, 04:06 PM   Top  -  End  -  #298
WaffleLord
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Default Re: [4E] Harken Unto Harken [OOC]

Malikar seems VERY reluctant to leave Ilyana's side. As if he cares of no one else's fate but hers.
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Old 06-13-2012, 10:29 AM   Top  -  End  -  #299
Surrealistik
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Default Re: [4E] Harken Unto Harken [OOC]

Call of Challenge is a close burst 3, so it needs line of effect to subject enemies to your Divine Sanction unlike say Valorous Smite, which just requires enemies to be within 3 squares of you, regardless of line of effect.

In short, if there are interposing barriers that break line of effect (like the ceiling) you can't Sanction the crazy.
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Old 06-13-2012, 10:38 AM   Top  -  End  -  #300
Irish Musician
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Default Re: [4E] Harken Unto Harken [OOC]

I would say the spirit of the power is that they hear the challenge, and therefore the "power" of the Call is put into the sound of his voice, or roar, and that it would reach them.
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