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Old 06-11-2012, 10:32 AM   Top  -  End  -  #181
Chambers
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Join Date: May 2010
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Default Re: Guildmage [OOC]

Something else to consider: the sinkhole doesn't affect regular spellcasting that much, but performing a ritual is a more involved process that requires drawing on the ambient energy in an area. With foreknowledge of the overpowering evil, you can modify the ritual to protect yourself from having your psyche stunned, but the sinkhole may interact with a ritual in other unusual ways.

Translation: You can use a ritual here without the effects that you felt when you first sensed the sinkhole, but it will be twisted in some way. The trade off might be worth it; who knows what the sinkhole could show you?
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Old 06-11-2012, 03:32 PM   Top  -  End  -  #182
PChubby
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Default Re: Guildmage [OOC]

On a side note, we forgot to Comrade's Succor to move healing surges around too. Same applies to that ritual too I'm guessing?
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Old 06-11-2012, 04:37 PM   Top  -  End  -  #183
Chambers
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Default Re: Guildmage [OOC]

Did you guys perform Comrade's Succor or forget to? I don't recall it happening. In any case, the effects of the sinkhole on rituals will be individualized for each ritual, but it would apply.
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Old 06-11-2012, 11:25 PM   Top  -  End  -  #184
PChubby
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Default Re: Guildmage [OOC]

We never took the time to perform the Comrade's Succor ritual. Was just 2x checking to see if the same weirdness applied to it too.
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Old 06-14-2012, 09:46 PM   Top  -  End  -  #185
Chambers
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Default Re: Guildmage [OOC]

Critical Hit Damage for the Soldier
Magic Orb +4 (4d6)[9]
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Old 06-15-2012, 07:54 AM   Top  -  End  -  #186
Shadow_Elf
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Default Re: Guildmage [OOC]

Do I post my turns totally independent of the rest of the party? For example, can I just take my next turn now?

And no, no vulnerability is applied if the attack misses.
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Old 06-15-2012, 11:14 AM   Top  -  End  -  #187
Chambers
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Yeah, the combats will resolve independently, so go ahead and post.

I'll leave it up to NecroRebel if Elise is stopped by Riley, but in any case a natural 1 isn't going to break the bones. Also, it's still wearing its armor, unless Riley stripped all the skeletons of their armor and put them in the bag of holding. Not sure, but I think he only got the weapons and shield.
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Old 06-15-2012, 12:27 PM   Top  -  End  -  #188
NecroRebel
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Default Re: Guildmage [OOC]

I think Elise probably stumbled or something that stopped her just as effectively as anything else would; natural 1s tend to be epic fail I was assuming that the ghouls in the main chamber are already aware of us or likely to become aware shortly, so it didn't really matter how much noise we made, and that getting all of our members back together was higher priority than stealth now anyway.

I was going to edit in a "failure" last night, but the forums wouldn't let me.
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Old 06-15-2012, 01:14 PM   Top  -  End  -  #189
PChubby
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Default Re: Guildmage [OOC]

Riley is guessing/hoping the ritual gained the ghouls attention rather than the party itself. Since stealth is second nature to him, he'd try to maintain it in a situation like this. Whether the exchange affects combat or is just flavor, it seems like something Riley would do.

However it's resolved is fine with me.
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Old 06-15-2012, 01:19 PM   Top  -  End  -  #190
Chambers
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The ghouls are headed towards the room you're in; it's the only one with light at the moment (from your torches/light sources), but Riley can still be stealthy.

Also, something for Elise to consider: If she assumes that the bones are somehow the link to wherever Flavius is, she might also think that breaking the connection might mean he can't get back. Not saying that's true or not, but it's plausible for her to think.
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Old 06-15-2012, 07:43 PM   Top  -  End  -  #191
Chambers
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Immediate Interrupt (When Flavius shifts)

Combat Challenge
Attack. (1d20+20)[29] vs AC 31
Hit. (2d8+14)[27] damage and the target falls prone. On a critical hit the target is also dazed (save ends).
Effect. The target is marked and slowed until the end of Corbett's next turn.

Wow. Both of you keep missing each other. Winter's Wrath missed as well, by the way.
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Last edited by Chambers : 06-15-2012 at 07:44 PM.
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Old 06-18-2012, 05:43 PM   Top  -  End  -  #192
Chambers
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Ghouls vs Jarl

Attacks
(1d20+18)[37] vs AC 34
Hit: 6 damage and immobilized (save ends)

(1d20+18)[29] vs AC 34
Hit: 6 damage and immobilized (save ends).
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Old 06-18-2012, 05:49 PM   Top  -  End  -  #193
Chambers
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Mace vs Flavius

Attack: (1d20+20)[37] vs AC 31
Hit: [roll]2d8 + 14[/roll] damage and the target falls prone. On a critical hit the target is also dazed (save ends).
Effect: The target is marked and slowed until the end of Corbett's next turn.
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Old 06-18-2012, 05:53 PM   Top  -  End  -  #194
Chambers
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Default Re: Guildmage [OOC]

Botched the damage roll...and the forum is being a bitch right now.

Hit: (2d8+14)[22]
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Old 06-18-2012, 09:31 PM   Top  -  End  -  #195
Shadow_Elf
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Default Re: Guildmage [OOC]

Dragon's Intercession: Immediate Reaction
(1d20+18)[36] vs. Reflex
Hit: (2d6+6)[14] damage and pushed 2 squares.
Effect: Flavius teleports 5 squares to the roof of the building directly above Exit Area A.
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Old 06-18-2012, 10:00 PM   Top  -  End  -  #196
Chambers
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That'll work. He negates the forced movement but it hits and the teleport works.
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Old 06-18-2012, 10:52 PM   Top  -  End  -  #197
NecroRebel
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Default Re: Guildmage [OOC]

Um. Are there really supposed to be 12 ghouls out there? I thought I remembered there being 6 in the same places where the ones on the right side are now... That seems like a lot of enemies

Hmm... My biggest possible burst is an area 4 if I burn both of my size enhancers. I can't catch more than 6 in a 9x9 area at the moment. Can anyone else shove the ones in the collapsed tunnel back 6? That would let me nuke the whole damned group I could hit 6 of them with a daily, action point, and then hit the other 6 and any who the first strike slid around, but that's not nearly as nice as double-striking all of them at once.
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Old 06-18-2012, 11:13 PM   Top  -  End  -  #198
Chambers
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Default Re: Guildmage [OOC]

That is the correct number of Ghouls. More came out of the tunnels as the first group swarmed.
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Old 06-18-2012, 11:28 PM   Top  -  End  -  #199
PChubby
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Default Re: Guildmage [OOC]

I'm not sure where Riley is relative to the map. -A,9 just off the map seem about right?
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Old 06-18-2012, 11:33 PM   Top  -  End  -  #200
NecroRebel
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I thought that that was probably what happened... And now rereading the IC post I see that that was mentioned. I somehow missed the last sentence of the non-spoilered part.

Rereading the previous posts leads me to believe that I can't actually hit most of the ghouls right now anyway, since the tomb was stated as being as long as the main chamber, the sarcophagi are towards the back of it, and Elise is near them. My longest-ranged spell hits is centered 10 tiles away from me, so foo Poor planning on my part, I guess. I'll just blow them away later.

Edit: Actually, that was referring to the tomb on the surface, not the one we're in now. It's not been stated how bit our current hideaway is from what I see, but it's still probably too big for me to hit the furthest enemies, so I won't even try at this time.

Last edited by NecroRebel : 06-18-2012 at 11:35 PM.
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Old 06-19-2012, 08:54 AM   Top  -  End  -  #201
Chambers
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Riley and Elise were read as still being in the sarcophagi chamber, but its not that far off the map. Assume that a move action will get you on the combat map, and plan from there.

Edit: Both of your actions are good, no worries.
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Last edited by Chambers : 06-19-2012 at 08:59 AM.
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Old 06-19-2012, 01:51 PM   Top  -  End  -  #202
Scylfing
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Default Re: Guildmage [OOC]

Just wondering what our visibility is like for the remainder of the ghouls; would Valen be able to see the nearest two at least?
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Old 06-19-2012, 02:12 PM   Top  -  End  -  #203
Chambers
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It depends on your light sources, What are you all using to see with?
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Old 06-19-2012, 03:21 PM   Top  -  End  -  #204
NecroRebel
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Default Re: Guildmage [OOC]

Dwarves, half-elves, and gnomes all have inherent low-light vision, and you said the fog patches seemed to give off dim light, so Jarl and Elise should be able to see clearly (Flavius could too, but...). I don't remember anyone explicitly starting up a light source other than those that were already in the area, except for the candles from the Last Sight Vision ritual, but with the fog light, Valen and Riley might be able to see that there is something present anyway. It depends on how bright that dim light is.
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Old 06-19-2012, 05:04 PM   Top  -  End  -  #205
Scylfing
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Yeah unfortunately Valen's not using anything to increase his range of vision at the moment, and even the radiant weapon isn't going to do much. I can use Trust in the Guide Star to negate any vision penalties but that would just be for that one attack. I guess unless the fog grants dim light that far away, I may have to just delay until they get closer.
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Old 06-19-2012, 11:00 PM   Top  -  End  -  #206
Chambers
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The dim light from the fog is enough to at least see the ghouls, but unless you get some other light source out everything is going to have concealment.
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Old 06-19-2012, 11:24 PM   Top  -  End  -  #207
NecroRebel
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Oh, I was meaning to ask: does the sinkhole's penalty to radiant attacks affect us down in the catacombs?
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Old 06-19-2012, 11:25 PM   Top  -  End  -  #208
Scylfing
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Whee crit! (assuming one gets in range) ... except it's probably a minion. Well I'll roll extra dice anyway: 37 + (3d6)[9] (+21 more if it moves any closer).

Oh and I didn't forget about the [radiant] penalty, Dire Radiance is also a [fear] power.
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Old 06-19-2012, 11:34 PM   Top  -  End  -  #209
Chambers
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Quote:
Originally Posted by NecroRebel View Post
Oh, I was meaning to ask: does the sinkhole's penalty to radiant attacks affect us down in the catacombs?
Yep. Still in the sinkhole.
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Old 06-21-2012, 09:36 PM   Top  -  End  -  #210
Chambers
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Some quick Acrobatics checks for the two remaining ghouls
(1d20+12)[17]
(1d20+12)[26]
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