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).
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.
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.
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.
@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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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
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.
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.
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."
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.
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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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
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.
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.
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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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
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
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.
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.