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5 posters

    A Darkness at the End of the Tunnel

    Robyo
    Robyo


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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  Robyo Thu Dec 05, 2013 7:11 pm

    Okay, which direction did rocketman last go when he passed over us? Was he leaving the direction of his ship or returning? That info will have an impact on where we can expect he'll land and what path he'll walk.

    We want the kill zone to be where we spring the trap, correct? Do we think Tarros will go for the prisoner? Then that's where his position should be, right in the smack center of the killzone. I would think would be center of the canyon: 1109, or so. Thana too if she wants. Running into the tent or playing dead.

    Daxx's position is fine, but I think he needs more cover. Suggest T'son go in the hollow:1805, or so. He can command that whole quandrent of the map by adjusting around the boulder as needed.

    Also wondering about if any more tusks come down the path from their den. Maybe our tuskbeast should be positioned back there to ward against other potentially snooping beasts. It can also guard the passage from Tarros. Sharn can hang back there as well, as back up.

    Or his postion at the bottom map position is fine too. I guess it all depends on which way we think Tarros will be coming from.

    We want him to think there was a battle. I liked the idea of a blood trail. Just don't think we want him getting too close to Daxx. We won't have much time to sustain the deception.

    Grenade is a good idea too. The smokier the better. He will see and hear it. Might even provide cover. Maybe release them at the bottom of the map.

    I think we could make it look like the Duros was making an escape attempt.

    Thana can be a runner, play dead, or she can hide. Whatever she's comfortable with.
    whit10
    whit10


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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue1/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (1/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  whit10 Thu Dec 05, 2013 7:46 pm

    Daxx can handle himself. I want him to get close to me, it could only take one good swing to bring him down (if not, that's what all the little 'uncivilized' weapons are for)
    navyik
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  navyik Thu Dec 05, 2013 7:54 pm

    It would be difficult to infer from his previous path from whence he might come again. I based the positions on the location of his camp.
    Chris
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    Post  Chris Thu Dec 05, 2013 8:50 pm

    Robyo wrote:Okay, which direction did rocketman last go when he passed over us? Was he leaving the direction of his ship or returning?
    from the first post of this thread

    Chris wrote:
    The party hunkers down to rest and recuperate for 3 hours.  During the 2nd hour they can hear the sound of a small rocket engine flying over the top of the canyon.  It sounds like it is circling the general area of the fight with the Tuskbeast corpses and then flies off to the northeast.
    NE = direction of the ship, according to Duros
    NW = direction of the den, according to Thana

    I really like the planning and attention to detail being put into the ambush, this should make for a fun "mini-boss" fight.  Nothing is set in stone yet, so feel free to reposition and see what it looks like, until everyone is happy and ready.

    A Darkness at the End of the Tunnel - Page 2 Red_ma10

    Tarro says,  "You should choose your graves carefully"  Twisted Evil
    MAS
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  MAS Thu Dec 05, 2013 10:06 pm

    Im not certain why the Duros is so far from Dax. In order to concentrate firepower, and maximize the chance for Sharn to jump the target, we need to move the bait into a single place. As is - I see the target quite possibly flying down and landing/hovering well outside the kill zone.

    I recommend they be co-located at 1109 and 1206 (the most restrictive terrain on the map), and that we position ourselves in a loose circle around the kill zone. Hex 1105 and 1207 actually offer great firing lanes as well, and are worth considering as a kill zone.

    With either plan, Tson will conceal himself at 1605, blaster rifle at the ready, hopefully towards the top of the available elevation.

    - Great planning/ideas from all, and Nice analysis Rob!
    navyik
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  navyik Thu Dec 05, 2013 11:37 pm

    Ok matt, im game. Tent where chris put it the first time. Daxx stays put. Move rakhu to 1310 under the cliff. Should he place some charges?bom 
    MAS
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  MAS Thu Dec 05, 2013 11:43 pm

    Hell yes - along the rim of the canyon...maybe we can knock him out of the air!
    navyik
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  navyik Thu Dec 05, 2013 11:54 pm

    Demo check roll of 13+9=22 to find places i can minimize colapse and maximize directional blasts vs flying targets.
    Chris
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  Chris Fri Dec 06, 2013 12:24 am

    MAS wrote:
    With either plan, Tson will conceal himself at 1605, blaster rifle at the ready, hopefully towards the top of the available elevation.
    At the top of the canyon wall, T'son would be visually exposed to someone flying overhead - does T'son want to make a hide check?

    navyik wrote:Ok matt, im game.  Tent where chris put it the first time.  Daxx stays put.  Move rakhu to 1310 under the cliff.  Should he place some charges?bom
    ok

    navyik wrote:Demo check roll of 13+9=22  to find places i can minimize colapse and maximize directional blasts vs flying targets.
    I took your roll and just positioned some 'explosion' images to represent the charges in places that seemed logical.  With Rakhu's knowledge of Demolitions, he shaped the charge to explode upwards, not into the rocks.

    A Darkness at the End of the Tunnel - Page 2 Fork_i15

    Rob - I left Sharn where he was, since you said either was fine, but just let me know where you prefer to have the wookie, the tuskbeast and don't forget Irwin.  So just to be clear, the expectation would be that Tarro comes from the green arrow direction.  Any additional tuskbeasts would be coming from the blue arrow, if that helps you make a decision.

    Thana isn't crazy about being live bait, she saw what happened to the human mando.  She would prefer to hide, preferably by Sharn who has been acting as her protector and nookie-wookie.  So she will go where ever Sharn ends up.

    I made the icons smaller for those hiding under cover on the floor and larger for those exposed and\or on top of the canyon.

    Everyone please give me either a correction or an "ok" for your current placement.
    navyik
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  navyik Fri Dec 06, 2013 12:43 am

    Rakhu stealth 10+10=20
    whit10
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue1/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (1/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  whit10 Fri Dec 06, 2013 12:54 am

    I'm good
    Robyo
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  Robyo Fri Dec 06, 2013 2:26 pm

    Sharn is fine with the tactical logistics. He will cover the SW and try to catch Tarros in a net if need be.

    Stealth check:
    9+11=20

    Waiting and listening (and sniffing).
    Robyo
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    Post  Robyo Fri Dec 06, 2013 2:37 pm

    Thana can stay in 1013.

    Set the beastie back a bit, in case it goes aggro. I understand it's still in a friendly mood? It is leashed to a boulder with cable from Sharn's dispenser. Doubled-up for strength.

    Irwin will buzz out high over the canyon, doing his best native bird impersonation. He is watching for Tarros.
    Perception:
    4+6=10
    navyik
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    A Darkness at the End of the Tunnel - Page 2 Empty Re: A Darkness at the End of the Tunnel

    Post  navyik Fri Dec 06, 2013 2:47 pm

    When all is set rakhu will drop a frag up the rising path and blast the canyon walls a couple times. Then cover and set for stun on the firelance.
    Chris
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (0/0)
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    Post  Chris Fri Dec 06, 2013 3:39 pm

    Stealth #s

    Daxx = 0
    Sharn = 20
    Rakhu = 20
    Thana = 14

    Irwin Perception = 10

    Can I get a perception check from everyone while we in 'set up' mode?

    just waiting on T'son location confirmation, perception and stealth check




    whit10
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    A Darkness at the End of the Tunnel - Page 2 Left_bar_bleue1/0A Darkness at the End of the Tunnel - Page 2 Empty_bar_bleue  (1/0)
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    Post  whit10 Fri Dec 06, 2013 3:55 pm

    Daxx Perception:

    Roll(1d20)+3:
    18,+3
    Total:21

    Wow! A decent perception roll for once
    Chris
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    Post  Chris Fri Dec 06, 2013 4:05 pm

    whit10 wrote:Daxx Perception:

    Roll(1d20)+3:
    18,+3
    Total:21

    Wow!  A decent perception roll for once
    hmmm.... let's see.... how about -15 for having your face down in the dirt while playing dead?

    Razz 
    whit10
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    Post  whit10 Fri Dec 06, 2013 4:06 pm

    hey, you asked for the roll.

    fine, he doesn't see shit.
    navyik
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    Post  navyik Fri Dec 06, 2013 7:31 pm

    11+9=20
    Chris
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    Post  Chris Fri Dec 06, 2013 7:31 pm

    whit10 wrote:hey, you asked for the roll.

    fine, he doesn't see shit.
    A Darkness at the End of the Tunnel - Page 2 I_just10
    Robyo
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    Post  Robyo Fri Dec 06, 2013 7:36 pm

    Sharn perception:
    7+5=12
    MAS
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    Post  MAS Fri Dec 06, 2013 7:47 pm

    Location OK.

    Perception:
    Result of the throw of dice "1d20 +11" :

    15 + 11 = 26

    Stealth:
    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20
    whit10
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    Post  whit10 Fri Dec 06, 2013 9:14 pm

    doesn't really matter anyway
    Chris
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    Post  Chris Sat Dec 07, 2013 11:48 am

    Chris wrote:
    Stealth #s

    Daxx = 0
    Sharn = 20
    Rakhu = 20
    Thana = 14
    T'son = 20

    Perception:
    T'son = 26
    Daxx = 21
    Rakhu = 20
    Sharn = 12
    Irwin  = 10
    Ok, everyone is set and hiding in position, with Irwin flying high above the canyon

    navyik wrote:When all is set rakhu will drop a frag up the rising path and blast the canyon walls a couple times.  Then cover and set for stun on the firelance.
    Rakhu breaks his cover, throws a frag grenade (by the green arrow), fires a few blaster bolts which bounce harmlessly, though noisily off the rock walls.  Rakhu scampers back into his position.

    A Darkness at the End of the Tunnel - Page 2 Fork_i16

    The canyon is quiet, save for a few disgruntled squawks from nearby carrion birds frightened by the noise.

    Overhead Irwin circles the area in a lazy circle, as if surfing a thermal from the canyon.

    The party waits.....

    And waits.....

    and waits.....

    After what seems like a long time, though probably only 10-15 minutes, Irwin gives his signal chirp that something is approaching.  Within moments, T'son hears the distant roar of a small engine approaching from above the canyon.  By the time Daxx and Rakhu hear the engine noise, T'son can see a single, armored figure flying low over the top of the canyon, approaching your position from the NE (direction of the Mando ship).

    Any actions?
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    Post  whit10 Sat Dec 07, 2013 11:59 am

    enhance ability for Daxx

    Roll(1d20)+9:
    18,+9
    Total:27

    +6 to Dex, -3 vitality. 63/66
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    Post  navyik Sat Dec 07, 2013 12:14 pm

    readied action to fire on target in range of 10m.cyclops 
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    Post  Robyo Sat Dec 07, 2013 1:14 pm

    Total Defense
    navyik
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    Post  navyik Sun Dec 08, 2013 12:30 am

    bounce 
    Chris
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    Post  Chris Sun Dec 08, 2013 11:05 am

    study let me know if you want to interrupt at some point  study

    Within moments an armored figure appears flying on a jet pack.

    A Darkness at the End of the Tunnel - Page 2 Jetpac11

    First he hovers above the canyon at roughly the position of the grenade explosion.  He floats back and forth over the area, as if looking for something.  



    Next he seems to notice the tent.  He flies above the canyon to ~1206 and pulls out his rifle when he sees the body of Daxx.  He spins quickly in the air, searching for a target.
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    Post  Robyo Sun Dec 08, 2013 12:48 pm

    If he doesn't come down, it will be up to the snipers to shoot him down. That, and trigger the charges when he gets within range.
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    Post  navyik Sun Dec 08, 2013 3:07 pm

    How high? In range of charges?
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    Post  Chris Sun Dec 08, 2013 4:11 pm

    navyik wrote:How high?  In range of charges?
    He is still flying above the rim of the canyon, about 5m over the top.

    He is within the blast range, but it wouldn't be a 'direct hit', more like 1/2 damage\splash range.  He would need to come down and\or move closer to one of the charges.  If you read pg 137, in the caption box, it talks about explosive charges, their ability to be shaped (which you did) and their effective blast radius of 2m, not including the vertical shape you gave it, which is removing any damage in the southern hemisphere of the blast.  In other words, it goes 2m all around and 2m up, in a semi-sphere.  

    Here is his placement on the map, like I said, about 1206

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    Post  MAS Sun Dec 08, 2013 8:09 pm

    Sorry for the delay - I was in the air all day.


    He is not yet in the kill box - hold on!

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    Post  navyik Sun Dec 08, 2013 9:39 pm

    Yes, waiting for better opportunity.
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    Post  Chris Sun Dec 08, 2013 11:21 pm

    I am impressed with your patience, I thought you were going for it.  

    The Mandalorian continues to fire just his right jet and slowly spin in the air for another moment, surveying the scene below him.  The party can hear muffled groans and cries coming from the tent as the Duros struggles against his binders and kicks about.

    The Mandalorian notices this and lands at 1006, which provides him partial cover vs the ground below him at the tent.  He is watching the tent, covering it with his rifle, as he reaches for something on his utility belt........

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    Post  MAS Sun Dec 08, 2013 11:38 pm

    I recommend NOW - we've got great firing angles and if he takes off again hes in range of several charges - who's got the first shot?
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    Post  whit10 Sun Dec 08, 2013 11:49 pm

    hold on a sec'... did we go an additional round? Daxx had one more buff if so. (I only ask since our target seemed to move again and everybody else had declarations)
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    Post  navyik Mon Dec 09, 2013 12:09 am

    I'm ready to fire when josh is buffed...
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    Post  navyik Mon Dec 09, 2013 12:30 am

    Perception 8+9=17 to see what he pulls from his belt before i shoot?
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    Post  Chris Mon Dec 09, 2013 12:46 pm

    whit10 wrote:hold on a sec'... did we go an additional round?  Daxx had one more buff if so.  (I only ask since our target seemed to move again and everybody else had declarations)

    I know the forum pace can be confusing, sorry.  Several rounds have passed, so let me try to sum up the action in terms of rounds, so we can count your buff duration.

    Rakhu throws the grenade and runs back to his hiding place

    Round 1
    T'son sees Mando approaching, others hear him
    everyone sets their Overwatch
    Daxx buffs

    Round 2
    Chris wrote:study let me know if you want to interrupt at some point  study

    Within moments an armored figure appears flying on a jet pack.

    First he hovers above the canyon at roughly the position of the grenade explosion.  He floats back and forth over the area, as if looking for something.  

    Daxx buff -1

    Round 3
    Chris wrote: Next he seems to notice the tent.  He flies above the canyon to ~1206 and pulls out his rifle when he sees the body of Daxx.  He spins quickly in the air, searching for a target.

    Daxx buff -2

    Round 4

    Chris wrote:

    The Mandalorian continues to fire just his right jet and slowly spin in the air for another moment, surveying the scene below him.  The party can hear muffled groans and cries coming from the tent as the Duros struggles against his binders and kicks about.  

    Daxx buff -3

    Round 5
    Chris wrote:
    The Mandalorian notices this and lands at 1006, which provides him partial cover vs the ground below him at the tent.  He is watching the tent, covering it with his rifle, as he reaches for something on his utility belt........

    Daxx buff -4





    Josh, I am sorry if you feel like you missed a chance to act, I honestly just assumed that you wouldn't be taking any actions since you were "playing dead" and taking any action would make you seem to be alive.  I have tried to give everyone multiple chances for actions, by pausing the Mando at each step along the way.  Each round is only 6 seconds long and a full turn (duration of EA) is only 1 minute.  To be honest, most of the above actions would probably take more than 6 seconds each, but I am trying to break it down into rounds\actions.

    navyik wrote:Perception 8+9=17 to see what he pulls from his belt before i shoot?

    something small, round and metal

    Let's just go ahead and roll initiative at this point, since people want to start acting. The guys with Readied Overwatch actions will get to act in the surprise phase, before the actual combat round starts.
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    Post  MAS Mon Dec 09, 2013 12:59 pm

    Initiative-

    Result of the throw of dice "1d20 +3" :

    17 + 3 = 20
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    Post  whit10 Mon Dec 09, 2013 1:05 pm

    Chris, I had previously stated that I was going to buff during the 'playing dead part'. In truth, the only other thing I wanted to do, before combat started anyway, was to make a Battle Mind roll. It didn't really seem to get broken into separate rounds so that's why I asked. Can I have the Battle Mind roll?

    Initiative:

    Roll(1d20)+6:
    13,+6
    Total:19
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    Post  Chris Mon Dec 09, 2013 1:39 pm

    whit10 wrote:Chris, I had previously stated that I was going to buff during the 'playing dead part'.  In truth, the only other thing I wanted to do, before combat started anyway, was to make a Battle Mind roll.  It didn't really seem to get broken into separate rounds so that's why I asked.  Can I have the Battle Mind roll?

    I probably should have broken it down into separate rounds, but it seemed to be flowing nicely, my bad. I am trying to be easy-going, but I honestly feel like I have given everyone a couple chances to act or set readied actions.

    Read over the sequence of events again, the Mando had not yet arrived onto the map nor was he within visual range the first time you buffed up with EA. So you are correct that you were playing dead at that point, but there was nobody around to see you take your action.

    Go ahead and make your roll, but it would have to have been done in the 2nd round, potentially before the Mando took his turn and entered the map. So EA is at -4 rounds and BM at -3 rounds.



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    Post  whit10 Mon Dec 09, 2013 2:12 pm

    very well. It was a mistake on my part as well, I should have let you know that I was planning on doing it earlier.

    Battle Mind:

    Roll(1d20)+7:
    13,+7
    Total:20

    hmm. lucky? 13 again. -5 to vitality, +3 to attacks

    Daxx's Vitality: 58/66
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    Post  navyik Mon Dec 09, 2013 2:38 pm

    Init: 3+5=8
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    Post  whit10 Mon Dec 09, 2013 9:30 pm

    In case anyone misses it due to the threads being farther down the page... something is amiss with the World of Darkness page and the Strongholds one too.
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    Post  MAS Mon Dec 09, 2013 10:14 pm

    Do NOT click on any of the links that have been posted, we have been hacked. They all seemed to have names relating to tools or software, and are by "ardee" or some such. Just dont click the links in the posts and all should be fine.

    UPDATE - threads deleted. Everyone keep an eye open so we can get rid of anything new that pops up.
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    Post  Robyo Tue Dec 10, 2013 7:18 am

    Sharn initiative:
    0+18=18
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    Post  Chris Tue Dec 10, 2013 9:44 am

    Initiative:

    T'son 20
    Daxx 19
    Sharn 18
    Mando 11
    Rakhu 8


    Surprise Round !

    T'son is up
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    Post  MAS Tue Dec 10, 2013 10:38 am

    Blaster rifle attack -

    Result of the throw of dice "1d20 +4" :

    18 + 4 = 22

    DMG if hits:

    Result of the throw of dice "3d8" :

    4 + 4 + 6 = 14

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