Insight's "In the Shadow of Giants" [IC] - Prelude to Danger!

hafrogman

Adventurer
Brant's gaze takes in the wagons, victims and enemies in a sweeping motion. Inventive swear words are sent towards the undead intruders, but otherwise they are dismissed for the moment. With an explosive grunt, he pushes himself to his limit, closing the final gap between himself and one of the flaming figures.

Keeping his axe clear, he barrels into the figure, attempting to knock it down and smother the flames with his cloak.

"Get down!"

[sblock=ooc]Minor: sheath axe.
Move: Mighty Sprint (Move 9, ignore difficult terrain) to R28.
Standard: Endurance 1d20+15 = 29 to extinguish R27.[/sblock]
 

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Insight

Adventurer
OOC: I am going to post a quick update based on the actions up to Eldranth, the first enemy to act in the Initiative Count. If you go after him, you may wait to post actions or alter a posted action based on this. I'll do the same after the second enemy, the Skeletal Haulers, for those of you who go after them in the initiative.

EDIT: Update posted. Please refer to the newest version of the map, 6a, if you have yet to act.
 
Last edited:

ShaggySpellsword

First Post
Gregor approaches slowly, moving in front of the group, sizing up the foes. He falls into a defensive stance, motioning to his allies to form up around him if the skeletons decide to engage.

[sblock=actions]
Move: Move to J34
Move (Standard): Move to G29
Minor: Activate Stalwart Guard (adjacent allies gain +2 shield bonus to AC and Reflex)[/sblock]
 

Insight

Adventurer
OOC: Map update yet again. Please refer to map 6B for the rest of Round 6 actions. Brant, let me know if you wish to change your posted action or go as is.
 


Oni

First Post
While Gregor kept the attackers busy Saben moved to help the people caught on the other side of the undead menace. It was only with immense self-discipline that he was able to move past the first victim he came to, trusting that his comrades would see to them. Skirting a burning wagon he moved quickly and when he came to the pair of burning travelers he dropped his sword and reached into the magic bag he carried. Yanking his bedroll out of the impossibly sized satchel he threw the blanket over one of them and tried to smother flame.

[sblock=actions]

move: move to O27

standard: move to M23 (route: O26, N25, N24, M23)

free: drop sword

minor: retrieve bedroll from bag of holding

Action Point

standard: Heal (1d20+14=25) to put out L22

[/sblock]
 

Insight

Adventurer
PRELUDE TO DANGER!
Crossing the Yoirwood
- Round Seven -

The fire continues to rage upon the two wagons, though our heroes have successfully doused some of the flaming wagon guards and merchants.

A question remains: who is this undead eladrin and what is his vile purpose here?

Seeker continues to move towards the conflagration, moving out from behind cover to see the battlefield in front of him. Seeker is torn in his desire to help the burning figures and battle the undead foes. He first calls out again to the burning figures "Yes, that's it, keep the flames from spreading, don't flail about" the deva shouts, then draws strength from the action and turns to the skeletons, focusing on his orb. The implement glows a soft blue, the colours swirling around in a dizzying pattern as the shadows caused by the flames reach up and try to overcome the malevolent force providing the semblance of unlife on the skeletons.

With few of his spells being well-suited to combat undead, Corrin decides to try to hit the leader with one of the few he has that is. He moves up a little more, and blast of radiant energy leaves the point of his dagger. However, the fires seem to be affecting his aim with spells, and the blast isn't as tightly focused as it should be.

On his left, Gregor and Corrin face off against two attackers. On his right, Brant approaches a still-burning victim of the fire. Amos nods at Brant, 'All yours,' it says.

The Hunter rises up in the half-orc's blood and the world shifts. His eyes focus on the skeleton to Gregor's right. Details become crystalline, pristine - the crackle of fire, the falling warble burning victims' cries, the sense and stench of death from the skeletons, the wind in the trees, acrid smoke, the feel of the turf beneath his feet, his paws, his feet as he circles wide, lip curling back in a snarl.

He gathers himself and charges!

Olcan weaves across Amos' path, circling around wide behind the skeleton to Gregor's left. The wolf's growls and snaps at the skeleton.

Seemingly from nowhere, a dark fey figure, wielding a sickly blade, charges from cover, speeding through the undergrowth, heading roght towards Saben. The fey's blade nearly cuts the paladin, who blocks the unexpected attack with his shield!

In the distance, barely visible to our heroes, a pair of floating, flaming skulls appear in the treeline. One lets loose with a flaming ball of death and the other, a black ray, and each advances, levitating a good six feet above the ground.

Gregor calls to his companions, "That fleshy one has an aura about him that I don't like the look of. Seeker, Corrin, kill 'em from range before we can see what he can do with that axe! Me an' Amos an' Olcan got these two! Those flamin' skulls need some killin' as well."

Too busy calling out suggestions, he is unable to find the perfect footing to slam his hammer and shield into the skeleton distracted by Olcan.

The undead eladrin points his bleeding greataxe at Corrin and, intoning ancient words of unrepentent evil, shoots forth a beam of coruscating red and black energy at the halfling. Corrin, struck dead center in the forehead, can see nothing but blood!

The skeletons get out of the shadowy zone and fire, striking at the dwarf, but missing!

As he pats away the last of his flames on the person beneath him, Brant can only spare a moment to regret that he can't attend to their injuries. But there are other, more pressing matters.

"Hang in there, I'll be back."

He turns away and catches Amos's eye and nods towards the next victim.

He wraps the flaming figure in his cloak again, and tries to extinguish the flames as he did for the last person.

Saben, seeing the quicking before him, intoning words of divine power, points his silvery sword at the vile fey creature and swings his weapon, striking the skittering fey.

[sblock=Initiative Count]
We have some new enemies this round! They were cleverly hidden (and far away).

26. Seeker
24. Corrin (HP 44/70) and is blinded (save ends).
20. Amos (HP 51/69) and is slowed until the end of Amos' turn in Round 8. Olcan (HP 81/94).
18 (+). Quickling Runner takes a -2 penalty to attack rolls until the end of Saben's turn in Round 8.
18 (-). Blackfire Flameskull
17 (+). Gregor (HP 65/87).
17 (-). Eldranth
16. Skeletal Hauler
14. Brant
13. Saben
[/sblock]

[sblock=Actions]
26. Seeker:
- Move Action: Move 6 (I39 -> G35).
- Standard Action: Skill Challenge (Religion; Secondary Skill): SUCCESS! (5/6 vs. 0/0).

*** Spends an Action Point ***
Standard Action: Grasping Shadows centered on G27: Skeletal Hauler (Red): HIT!; Skeletal Hauler (Blue): MISS!; Skeletal Hauler (Red) takes 12 psychic damage and is slowed until the end of its next turn!

Zone of Grasping Shadows (see map): Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed until the end of its next turn. Zone lasts until the end of Seeker's turn on Round 8.

24. Corrin:
- Move Action: Move 4 (I34 -> F30).
- Standard Action: Dazzling Ray against Eldranth: HIT! Eldranth takes 21 radiant damage!

20. Amos:
- Minor Action: Quarry Skeletal Hauler (Blue).
- Move Action: Amos, Move 4 (I32 -> D30); Olcan, Move 6 (G32 -> E27) [flanking with Gregor against Skeletal Hauler (Red)].
- Standard Action: Charge (Bullrush) against Skeletal Hauler (Blue): HIT! Skeletal Hauler (Blue) is pushed 1 (H28 -> I28), taking 6 quarry damage. If Skeletal Hauler (Blue) begins his turn in the flame, he takes 5 fire damage. Amos ends up in H28 and is affected by the Zone of Grasping Shadows, taking 5 psychic damage and is slowed until the end of his turn on Round 8.

*** Amos' charge did not provoke an Opportunity Attack due to an item property. ***

18 (+). Quickling Runner:
- Move Action: Move 6 (B16 -> H21).
- Standard Action: Charge (Melee Basic Attack) against Saben: MISS! Quickling Runner ends up in L22.

18 (-). Blackfire Flameskull:
- Standard Action: Red uses Blackfire Ray against Saben: MISS!; Blue uses Fireball, centered on G30 (burst 3): against Olcan: HIT!, against Amos: HIT!, against Gregor: HIT!, against Corrin: HIT!; each takes 13 fire damage! (Gregor takes 8 fire damage due to resist); the Blackfire Flameskull excluded the Skeletal Haulers from the effect (part of the power).
- Move Action: Red Move 3 (U14 -> U17); Blue Move 8 (C11 -> G19).
- Minor Action: Blue uses Mage Hand to push some flaming debris, expanding the flame area (see map).

17 (+). Gregor:
- Standard Action: Tide of Iron against Skeletal Hauler (Red): MISS! Skeletal Hauler (Red) is marked.

*** Gregor's condition ends ***

17 (-). Eldranth:
- Standard Action: Uses Blood Blindness against Corrin: HIT! Corrin takes 13 damage and is blinded (save ends).

16. Skeletal Hauler:
Skeletal Hauler (Blue) takes 5 fire damage from the flaming wagon!
- Move Action: (Red) shifts 1 (F28 -> F29). (Blue) shifts 1 (I28 -> H29).

*** (Red)'s shift gives Gregor a melee basic attack against it: 1d20+17=20: HIT! Skeletal Hauler (Red) takes 1d10+8=9 damage! ***

- Standard Action: (Red) uses Slam against Gregor: MISS!; (Blue) uses Slam against Gregor: MISS!

*** (Red) is no longer slowed ***

14. Brant:
- Move Action: Move 2 (R28 -> P28).
- Standard Action: Skill Challenge (Endurance): Success!

*** Skill Challenge is SUCCESSFUL (6/6 vs. 0/0) ***

13. Saben:
- Minor Action: Draws sword.
- Minor Action: Divine Challenge against Quickling Runner.
- Standard Action: Use Enfeebling Strike against Quickling Runner: 1d20+15=24; HIT! Quickling Runner takes 1d8+6=12 damage and takes a -2 penalty to attack rolls until the end of Saben's turn in Round 8.
[/sblock]
 

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Last edited:

renau1g

First Post
Seeker continues to move towards the conflagration, moving out from behind cover to see the battlefield in front of him. Seeker is torn in his desire to help the burning figures and battle the undead foes. He first calls out again to the burning figures "Yes, that's it, keep the flames from spreading, don't flail about" the deva shouts, then draws strength from the action and turns to the skeletons, focusing on his orb. The implement glows a soft blue, the colours swirling around in a dizzying pattern as the shadows caused by the flames reach up and try to overcome the malevolent force providing the semblance of unlife on the skeletons.

[sblock=OOC]
Move - Move 6 squares from I39 to G35
Standard - Skill Challenge - Nature
Religion (1d20 15=30)
AP - Grasping Shadows centered on G27 - Vs Ref (red); Vs. Ref (Blue); Force Damage (1d20 14=30, 1d20 14=17, 1d6 8=13)
Edit: Psychic Damage (1d8+5=7)
Hits Will 30 on red, 17 on blue, for 12 psychic damage & is slowed TENT, anyone who starts in the cloud takes 5 more psychic damage & is slowed TENT(note: damage is wrong from my re-roll, sorry, should be 1d8+8+2 from Gloves)
Minor - n/a
[/sblock]

[sblock=MiniSeeker]Seeker—Male Deva Wizard
Initiative: +12 ; Passive Perception: 20, Passive Insight: 20
Senses:Normal; Resistances:10 Necrotic, 10 Radiant, 5 Fire
HP: 58/58, Bloodied: 29, Surge: 15, Surges left: 7/7
AC: 24*, Fort: 19*, Reflex: 23*, Will: 25*; — Speed:6
*+1 against bloodied foes, +5 against ranged attacks more than 5 away
Action Points: 0, Second Wind: Not Used
Powers -
Phantom Bolts
Cloud of Daggers

Memory of a Thousand Lifetimes
Orb of Imposition
Grasping Shadows
Color Spray
Tomebound Ooze
Shield
Wizard's Escape


Grease
Healing Word
Grasp of the Grave
Taunting Phantoms
Mass Resistance
Orb of Impenetrable Escape +3

[/sblock]
 
Last edited:


drothgery

First Post
With few of his spells being well-suited to combat undead, Corrin decides to try to hit the leader with one of the few he has that is. He moves up a little more, and blast of radiant energy leaves the point of his dagger. However, the fires seem to be affecting his aim with spells, and the blast isn't as tightly focused as it should be.

[sblock=actions]
Minor: none
Move: Move to F30.
Standard: atk with Dazzling Ray; dmg; bonus dmg if Eldranth is at max HPs. (1d20+14=15, 6d6+13=35, 2d6=4) Natural 1 is a MISS, so half damage, which is 19 radiant damage.
[/sblock]
 

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