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#926 Wed Aug 31, 2011 11:55 am
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Registered: Oct 2008
Posts: 4627
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OOC: Sure, but that would be a standard action improvised weapon attack. We could even say that it is blind (SE). Of course, it might not be considered honorable. I reiterate: this is meant as honorable, one-on-one combat. Trying to be clever with the rules here does not fit in with that. And even if something DOES work, it might be considered bad form enough that the Wordbearers won't like you even if you do win.
Also, as far as it not being "fair" for some of you, keep in mind that the hobgoblins and goblins have powers that feed off of allies, or hit multiple enemies, and some even have healing. So, it does balance out._______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#927 Wed Aug 31, 2011 12:17 pm
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Registered: Jun 2009
Posts: 3164
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OOC: I am ready to start if nobody has anything else. This seems fun!
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#928 Wed Aug 31, 2011 12:22 pm
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Registered: Sep 2009
Posts: 1238
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OOC: OK, if Jon wants to start, go for it. Josh, I don't think anyone is complaining about the rules. We're just trying to make certain we understand things while trying to soften up your position
As Kurvilis volunteers to take the first match, Sentinel looks on intently, his fist clenched tightly. _______________ Sentinel - Warforged Shielding Swordmage (Eberron) Allena Walmond - Human Paladin of Amaunator (Forgotten Realms) Variel - Elf Beastmaster Ranger Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
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#929 Wed Aug 31, 2011 12:51 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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As Sentinel gazes across the circle, he is able to determine that the leader, Yeraa, will fight first. Kurvilis and Yeraa both step towards their respective entrances to the circle.
OOC: Well, like I said, I won't be posting the first round until tomorrow. Unless there is disagreement, I will assume Kurvilis is first, and the rest of the order for you guys is as flexible as you want it. Also, if you want you can roll Kurvilis' initiative now, or you can wait until I post the map._______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#930 Wed Aug 31, 2011 12:54 pm
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Registered: Jun 2009
Posts: 3164
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OOC: I was not saying that Kurvilis should go first, just that I didn't have any other questions. Sorry if that came across wrong.
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#931 Wed Aug 31, 2011 12:56 pm
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Registered: Oct 2008
Posts: 4627
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OOC: Well, like I said, I will assume Kurvilis is first unless otherwise noted. Yeraa is going first regardless. Here is what the map looks like, you will be entering from the south and the Wordbearers from the north. I will make cut out the excess and add the letters and numbers to it before we start.
 _______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light « Last edit by Josh on Wed Aug 31, 2011 12:58 pm. »
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#932 Wed Aug 31, 2011 1:01 pm
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Registered: Jun 2009
Posts: 3164
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OOC: Given Yeraa going first, does it make more sense for Kurvilis or Khav? Yeraa is rangy presumably, with a wand.
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#933 Wed Aug 31, 2011 1:05 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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OOC: You can also see that she is carrying a bastard sword and wearing chainmail. I should have mentioned that, although you did ask for Arcana info.  _______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#934 Wed Aug 31, 2011 2:03 pm
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Registered: Oct 2008
Posts: 4627
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OOC: Apparently, I was wrong, and I did have enough time to set up the map today. I still doubt I will be able to do anything else until tomorrow, but you can at least see more and decide who is fighting first, and possibly have that person roll initiative. When you enter the ring, you will have to move at least to row 10 before starting. Also, I put in generic information about the Wordbearers you haven't learned anything about. Feel free to roll and learn more.
Bout 1: Yeraa vs. Unknown
Yeraa:
Unknown:
Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 40/40, 7/8 surges (1 AP)
Kurvilis: 36/36, 7/8 surges (1 AP)
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)
Wordbearer Condition:
Yeraa: fighting in Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Goblin with Skull on Head: fighting in unknown Bout, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4
- The Amalorkar:
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Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.
Meditation
Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.
Mitigation
Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.
- Features of the Area
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Illumination: Bright light
Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
Rubble: These squares of loose rock and gravel are difficult terrain.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#935 Wed Aug 31, 2011 2:14 pm
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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Khav looks around at his surroundings and tries to remember anything else he can about hobgoblins and goblins that might help. Nature (24H) (1d20+9+1=19)OOC: My only preference on opponents is I do NOT want to face the warcaster. Khav's lowest defense is will, so I'd rather not face a spellcaster if possible._______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#936 Wed Aug 31, 2011 2:29 pm
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Registered: Oct 2008
Posts: 7786
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Lan senses Khav's disquiet as he stares at the hobgoblin that looks like he and Kurvilis might understand each other's subjects of passion. He taps Khav on the should, shooting him a half-smile. "Don't worry. Fight clean. And remember that honor is more important than winning."OOC: Lan's best defense is WILL, so I could go against the warcaster. However, an arcane character might just as easily attack mostly reflex, or even fortitude, in which case Lan would be toast and Khav would be better off._______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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#937 Wed Aug 31, 2011 2:34 pm
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Registered: Jun 2009
Posts: 3164
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OOC: Kurvilis is fine going against whoever. If I get a good initiative roll, I should be able to survive a tough melee guy. If not, it might be his weakest area.
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#938 Wed Aug 31, 2011 3:58 pm
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Moderator
Registered: Sep 2009
Posts: 1238
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OOC: Sentinel's defenses are AC 22, Fort 15, Reflex 16, and Will 16. He can try to deal with whomever, but he could potentially lock down someone using ranged attacks with a booming blade, WLR combo. Enemy takes BB damage if they shift away for their ranged attack. Fighting the leader would also make sense, given that she is also a sword wielding magic user._______________ Sentinel - Warforged Shielding Swordmage (Eberron) Allena Walmond - Human Paladin of Amaunator (Forgotten Realms) Variel - Elf Beastmaster Ranger Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
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#939 Wed Aug 31, 2011 4:38 pm
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Member
Registered: Sep 2010
Posts: 378
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"Either of those hobgoblin soliders or even Govaan or Tikulti. I'll move fast and shoot quick. If I get the draw on them, I can win." offers Geen. « Last edit by DasachTra7 on Wed Aug 31, 2011 8:05 pm. »
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#940 Wed Aug 31, 2011 7:34 pm
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Registered: Jun 2009
Posts: 3164
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OOC: So have we decided on an order? Given the throwing enemies out of the ring for a win, I think Kurvilis should be one of the first two or so, so that he is almost guaranteed to go twice. Sentinel's AC should win a melee fight with the win condition of hitting and not being hit in a round. Khav and Geen should be able to out-damage and kill things. I think we should be ok, all in all.
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#941 Wed Aug 31, 2011 8:12 pm
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Registered: Oct 2008
Posts: 7786
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OOC: Lan will be last or against the WILL attacking enemy, whatever you guys would like._______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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#942 Wed Aug 31, 2011 9:00 pm
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Registered: Jun 2009
Posts: 3164
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OOC: Ok. Well, I will let Gary decide whether Khav or Kurvilis heads into the first match.
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#943 Wed Aug 31, 2011 9:11 pm
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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OOC: Go ahead. I'll go second. We don't need to keep the same order in the second round, I think._______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#944 Wed Aug 31, 2011 10:27 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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OOC: Gary is right, you can change order the second round._______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#945 Wed Aug 31, 2011 11:19 pm
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Registered: Oct 2008
Posts: 4627
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"Are you ready?" Yeraa asks across the circle. She steps forward and waits as Kurvilis steps to the edge of the ring. Both step forward 10 feet and Yeraa gives the same honor salute as you saw in Ashurta's Tomb.
OOC: Go ahead and roll Kurvilis' initiative. If you roll mid-level or higher, go ahead and take your turn (I rolled Yeraa's but would rather not tell you exactly what it is).
Bout 1: Yeraa vs. Kurvilis
Yeraa:
Kurvilis: 36/36, 7/8 surges (1 AP)
Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 40/40, 7/8 surges (1 AP)
Kurvilis: 36/36, 7/8 surges (1 AP)
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)
Wordbearer Condition:
Yeraa: fighting in Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Goblin with Skull on Head: fighting in unknown Bout, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4
- The Amalorkar:
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Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.
Meditation
Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.
Mitigation
Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.
- Features of the Area
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Illumination: Bright light
Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
Rubble: These squares of loose rock and gravel are difficult terrain.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light « Last edit by Josh on Wed Aug 31, 2011 11:20 pm. »
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#946 Thu Sep 01, 2011 7:36 am
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Moderator
Registered: Jun 2009
Posts: 3164
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OOC: Viktor, what is Kurvilis' initiative with Lan's bonus?
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#947 Thu Sep 01, 2011 7:48 am
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Moderator
Registered: Jun 2009
Posts: 3164
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OOC: Never mind?
Kurvilis easily seizes the initiative on his opponent 1d20+7=27 27 not including Lan or 24h
OOC: Really would have liked that crit for the battle though.
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#948 Thu Sep 01, 2011 9:53 am
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Moderator
Registered: Oct 2008
Posts: 4627
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Kurvilis gets the drop on Yeraa.
OOC: Lan's bonus for everyone is +2. And with the 24hr bonus, you are actually at +3 now, so you rolled 30.
Bout 1: Yeraa vs. Kurvilis
=> Kurvilis: 36/36, 7/8 surges (1 AP)
Yeraa:
Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 40/40, 7/8 surges (1 AP)
Kurvilis: 36/36, 7/8 surges (1 AP)
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)
Wordbearer Condition:
Yeraa: fighting in Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Goblin with Skull on Head: fighting in unknown Bout, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4
- The Amalorkar:
-
Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.
Meditation
Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.
Mitigation
Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.
- Features of the Area
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Illumination: Bright light
Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
Rubble: These squares of loose rock and gravel are difficult terrain.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#949 Thu Sep 01, 2011 10:01 am
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Moderator
Registered: Sep 2009
Posts: 1238
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OOC: That's so fast, I think he should get to shoot twice._______________ Sentinel - Warforged Shielding Swordmage (Eberron) Allena Walmond - Human Paladin of Amaunator (Forgotten Realms) Variel - Elf Beastmaster Ranger Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
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#950 Thu Sep 01, 2011 10:21 am
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Moderator
Registered: Jun 2009
Posts: 3164
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Kurvilis raises his hands, force streaming from his small body, the hobgoblin leader flying backwards, and out of the ring.
beguiling strands (24h) (history success) (1d20+10+1+2=31) Beguiling strands vs Yeraa. Kurvilis is at +12 history, so that check is automatic, for +2 attack. Hits WILL 31 for 6 psychic damage, and pushing Yeraa 6 squares (3 for power, +1 for orb expertise, +2 for enchantment apprentice) and out of the ring
-  Kurvilis
- Male Gnome Mage 4
- Passive Perception: 12, Passive Insight: 12
- AC:18, Fort:14, Reflex:17, Will:16 - Speed:5
- HP:36/36, Bloodied:18, Surge Value:9, Surges left:8/8
- Action Points: 1
- +5 saves vs. illusion
- Powers
- Light/Mage Hand
- Phantom Bolt
- Beguiling Strands
- Magic Missile
- Fade Away
- Grasping Shadows (Charm of Misplaced Wrath – Book)
- Shield (Spectral Image – Book)
- Icy Rays (Shock Sphere – Book)
- Ghost Sound
- Suggestion
- Second Wind
- Phantom Chasm (Sleep – Book)
- Crystal Orb of Nimble Thoughts (Encounter)
- Feedback Cloth Armor (Daily)
- Healing Potion
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