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Messages - MartinM

26
Well, this is great. My ability to interact with the physical world is limited at best. Still, first priority; get this poor bugger out of here. Then the others. Then the journal. Then whatever else we have time for. Alright.

I look quickly over the ropes to find a good place to start, then focus my mind and concentrate on pulling the knots free.

[Ghost Hand + Thievery check to free the innkeeper; I'll use my Guidance of the Past encounter power to roll twice on the check. Thievery: 14, 12 + 5 = 19, 17]
27
I pop my head through the storeroom wall to check on the innkeeper.

[How is he bound? Manacles too, or something simpler?]
28
"Oh, proof?  On me?  None," Tarravan says.  "I rely on the word of those better-informed than I.  But think it through.  You're in a better position than us to judge whether your mission appears to be wholly on the up-and-up." 

I laugh out loud. "OK. Wow. Let me get this straight. You enter a foreign country, attack a group of soldiers, and interrogate them, and your justification for this is 'my boss told me their boss is a liar'? And you see no problem here?"

I shake my head, still chuckling. "You military types are hilarious."
29
"You're implying there are different factions within the Karrnathi leadership," I observe. "You think a bunch of soldiers is going to be up on all the latest political intrigue? Really?"
30
Well, that's done it. Good job possibly getting your comrades killed, I guess.

"All right, you lot," I say, quickly uncoiling my whip again. "Leave these three alone, and I won't intervene. Take her alive if you can."

[Minor: draw my whip.
Standard: Ready an action. If anybody attacks Val, Astra, Oleg, or myself, and the attacker is within my reach, I'll attack with Cast the Net.

Attack: 12 + 9 = 21 vs Reflex
Damage: 4 psychic damage, and the target is teleported to E10.

Move->Minor: reactivate my Defender Aura, though I won't use Righteous Radiance on anyone who hasn't attacked non-Pepper party members.]
31
"Huh," I say. "Hi, little fella! What are you doing in here? The birdy inn is next door."

[No actions.]
32
[One would think an angry dinosaur running around would be a pretty good reason not to go outside.]
33
"He's just trying to manipulate you, kid," I say icily. "He has no compassion for the dead. I'm nothing to him; just a thing to be destroyed. You really think the spirit of a horse matters any more in his eyes?
34
[Do you want to be part of the incipient combat encounter?  i.e., should I be including a Mari turn in every round?]

[Yeah. Odds are I'll pass on most of my turns, but if it looks like the fight's going to escalate, or somebody's about to be killed, Mari will intervene at that point.]
35
[Don't know that Mari has any intention of aiding Pepper, but I'm going to roll Initiative just in case I need to do something: 17 + 9 = 26]
36
"You retrained or decapitated," the commander says, his voice and face hard.  "Your status as a crime against God and nature aside, you attacked first."

"Uh, I seem to recall getting a spear jabbed into me before any of us made a move," I interject. "I could have taken a shot at you the moment I was close enough. I didn't. You're the aggressors here, not us."
37
I slowly lower my whip, then coil it up and fix it back into place by my belt. "I'm not their ghost, buddy," I say. "But hurt any of them, and I'll haunt you for the rest of your days. Which won't be many."
38
[Because he's in my defender's aura, A takes two lots of 6 radiant damage; once for attacking Val, once for shifting.]
39
The commander shifts to F6

[Free: Blurred Step, modified by the feat Harrying Step, allows me to teleport to E5 immediately after A's shift. That puts me outside B's aura when my turn begins.

Minor: sustain zone.
Standard: Second Wind; l regain 17 HP, and gain a +2 bonus to all defences.

Save vs. ongoing damage: 19
Save vs. immobilised: 3

Current HP: 22/31, no surges remaining.]
40
That's what hydras are for.
41
"Dispatched?"

Optimists, I guess. Or idiots. "Good luck with that. I'll just keep coming back."
42
When the Batstorm dies down I'm standing behind the pair of them at I7, though completely invisible to them, while they bleed from a multitude of small wounds.

[Might want to add a Stealth check after the teleport; without it, even invisibility doesn't stop people from knowing exactly where you are. Everybody in 4e is incredibly observant by default.

Also, a hit from that power inflicts ongoing 5 damage, and the critical on B will do 27 + 2d6 damage.]
43
[Minor: end Ethereal Retreat.
Move->Minor: sustain zone.
Free: Guidance of the Past: I can roll twice for my next attack and use either result, but if I roll the same number on both dice, I'm dazed until the end of my next turn.
Standard: Valorous Smite on A.

Attack: (10,19) + 9 + 1 [bless] - 2 [aura] = 27 vs Reflex.
Hit: 1 + 3 + 3 [cha] + 1 [enh] = 8 psychic and 5 [bless] radiant damage; A, B and C2 are subject to my Divine Sanction until the end of my next turn (they're all marked, and will take 6 radiant damage if they make any attack that doesn't include me as a target).

No Action: I'll use the daily power on my whip, which adds 3 necrotic damage to my attack, and heals me for 3 HP.

Save vs Immobilise: 9
Current HP: 30/31]
44
The commander, A, rather unsportingly brings his greatsword down upon the vulnerable Mari, doing 17 radiant damage (Martin, adjust for vulnerable and ghost).

[Immediate Reaction: Ethereal Retreat. I spend a healing surge, regain 17 HP, and become invisible until the end of my next turn or until I end the effect as a minor action. While invisible, I can't attack.]

Quote
He then shifts to G6.

[Opportunity Action: Righteous Radiance; A takes 6 radiant damage for shifting while subject to my Defender Aura.]
45
Dio, I'm going to pass on that healing word; possibly Teshi will let you retarget it? Mari's insubstantial to all types of damage except force and psychic, so even after the hits she took from B, she's only down 10 HP. With only two surges, I need to make the most of them. Sorry, I really should have explained this properly earlier.
46
My focus on the enemies in front of me wavers for a moment as I sense an intruder in the spirit world. Someone's trying to be sneaky about it, but the living are usually crude and clumsy here, and this one's no exception. Who...oh. The kid? Huh. Interesting. But it'll keep.
47
Dio, you don't have a multi-target heal or anything planned, do you?  I can spend a surge on Mari's behalf my turn if that helps; got plenty to spare.
I'll drop a couple heals on my next turn--I should have line-of-sight now.

One of the downsides of my ghostly status is that I only have 2 healing surges, so surgeless healing would be preferable. One of the upsides is that, despite my low max HP, my surge value is a fairly ludicrous 17, so right now I don't need any bonuses on top of a surge. So things like Healing Word are best spent on others in this instance.
48
eta: see Rules Compendium p. 106 for the creatures vs enemies distinction; can't screenshot things until new laptop!]

['Creature means a creature of any sort, whether it is an enemy or an ally of the power's user. A power that targets "each creature" treats creatures indiscriminately: it makes no distinction between friend and foe...Certain powers allow their users to place areas of effect but not to choose targets. For instance, an area power that targets "each creature in the burst" requires the user to target each creature in the burst, whether or not the user wants to.'

So yes, Rapid Shot targets everything in a Burst 1.]
49
[HP after ongoing damage: 13/31

Move: stand up.
Minor: sustain zone until the end of my next turn.
Standard: Cast the Net, on A.

Attack: 16 + 9 + 1 [bless] = 26 vs Reflex.
Damage: 1 + 3 [cha] + 1 [enh] = 5 psychic + 5 [bless] radiant damage, and A is teleported to H6.

Save vs ongoing damage: 12]