6 Eagle Down (Judge : Garyh)

Kama'zer slices through the guard on her left before shifting a step forward and concentrating on the guard to her right next.

[sblock=Actions/Stat block]Start= n/a
Minor= n/a
Standard= Basic melee attack at F9 Guard AC16 (1d20+8=22, 1d8+4=12)
Move= Shift to F10
End= n/a
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 4
Passive Perception: +13, Passive Insight: +13
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 32/41, Bloodied: 20, Surge Value: 10, Surges left: 9/9
Action Points: 1, Second Wind: not used
Powers-
Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon
Lead the Attack, Exalted Armor, Cloak of Resistance, Shield of Bashing
Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat[/sblock][/sblock]
 

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[sblock=ooc]
Not to step in the way of Rping, but Callen is also blasting the dogs with fire.
I never said I wouldn't protect you Callen. You're actually doing something useful. ;)

If Mri'Thas had an establish dog phobia, there wouldn't be an issue. However, there hasn't been a single word, in game or OCC, about it until he didn't want to get close to the pack. If he were truly phobic, I'd have expected to hear about those horrible undead dogs after we won. In fact he was calm enough to put on a light show for 7 rabbits moments later.[/sblock]
 

[sblock=ooc] If Mri'Thas had an establish dog phobia, there wouldn't be an issue. However, there hasn't been a single word, in game or OCC, about it until he didn't want to get close to the pack. If he were truly phobic, I'd have expected to hear about those horrible undead dogs after we won. In fact he was calm enough to put on a light show for 7 rabbits moments later.[/sblock]

[sblock=OOC]OK, I see it the other way as Mri'thas is too prideful to admit that he is afraid of hounds so it WOULD be in character for him not mention anything and I would recommend that Ts'iri continues to urge on Mri'thas until he snaps out of it[/sblock]
 

Soldier moves to attack the turret that 7 rabbit attacked and then he whacks it with his axe.

[sblock=Details]
Move Action:move into melee with the south turret IE the same turret that 7 rabbit attacked and also Soldier tries position himself so he has cover against the other turret if he can
Standard Action:Crushing Surge against turret(hit AC 23 for 8 damage, and south turret is marked and Soldier gains 8THP)
Minor Action:N/A
[/sblock]

[sblock=Soldier stat Line]Soldier- Male Warforged Fighter 2
Passive Perception: 13, Passive Insight: 13
AC:19, Fort:17, Reflex:12, Will:14 -- Speed:5
HP:50/50,+8THP Bloodied:25, Surge Value:12, Surges left:13/13
Initiative +2, Action Points: 1, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow, Warforged Resolve, Lasting Threat, Boundless Endurance, Frost Weapon
[/sblock]
 

[sblock=OOC]
OK, I see it the other way as Mri'thas is too prideful to admit that he is afraid of hounds so it WOULD be in character for him not mention anything.
If this was true then why say something now? Why not so proud now?
"I hate canines. Death and alive ones alike!"
However he said nothing like this in the last fight. Not a word about dogs. (not even OCC that I remember) I'm sorry but it seems a bit convenient to bring up a new fear after the fact with 0% background. I've tried seeing it from his point of view but if it was me, I'd at the very least have given a hint/clue of things to come.

This is no different than my saying I'm an expert blacksmith only after it becomes important in the adventure without saying a word about it and not having anything about it in my background. If I did, I'd expect someone to call me on it.

I would recommend that Ts'iri continues to urge on Mri'thas until he snaps out of it
I have a better plan. My initiative dropped to right before the dogs because of my delay. So I'll move out of the way and let the dogs maul him. If they keep attacking him in melee, he'll be forced to attack it in an effective way. :p[/sblock]
 

Soldier moves to attack the turret that 7 rabbit attacked and then he whacks it with his axe.

[sblock=OOC]The turrets are on a rail , hanging from the ceiling 4 square from the floor (as mentioned in Status). They are out of melee reach.

We can replace that with a handaxe throw (I see you had three so should have two left).

handaxe (1d6+4=5)

And no THP. But the turret is marked and 7 Rabbit thanks you very much!
[/sblock]
 
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[sblock=OOC-shift]
And I assume you shifted and not slided
Yeah, a shift.

I should say I'm not upset that Mri'Thas isn't attacking the dogs with thunderwave. Having a new phobia come out of the blue as the reason does. I'm also not happy that he's picked the least damaging attack he could make. Given the option of #1 a 1/2 damage attack, #2 a normal damage attack (attacking something inside) and #3 a normal attack +10 he's doing #1. If he's not going to help kill the dogs, he might as well do effective damage to the bad guys inside.[/sblock]
 

The turret smakced by soldier's handaxe makes a wheezing sound. It moves east on it rails and blasts Soldier, powerful bolt piercing the steel sheath that served as his skin.

The North turret is just as successful against Kama'Zer and suddenly the warlord is trouble. The dwarf moves back into firing position and shoots again, hitting Kama'Zer in the shoulder. She can barely stand! Another guard rushes past the dwarf and engage Kama'Zer with the help of his companion, they both assault the weakened githyanki and lay her down.

Seeing the warlord on the ground, the cultist risks himself in the hall and then perform a quick spellcasting. A shadowy tentacle suddenly appear next to 7 Rabbit and Soldier. It lashes at Soldier and entangles him, draining the warrior of his life.

Outside, the dogs keep hounding Tsi'Ri, snapping at her heels. Rounding the corners of the asylum, more guards come into sight. Things are getting hot.

[sblock=Actions]
South Turret vs Soldier
vs Soldier AC 19 (1d20+8=27, 2d8+3=14, 1d20+8=26, 2d8+3=14) 2 hits! 28 hp! I roll like a demon with these things.

North Turret vs Kama'Zer
vs Kama'Zer (1d20+8=26, 2d8+3=9, 1d20+8=23, 2d8+3=13) A demon, I tell you! 22 hp of damage.

Well over average for my first 8 attacks with the turrets...

Bolter vs Kama'Zer
vs Kama'Zer AC 20 (1d20+8+2=28, 1d10+2+1d6=9) hit for 9. Huh ho.

2 guards vs KamaZer
vs AC 20 (1d20+7=20, 1d20+7=23) 2 hits, dying

Tentacle vs Soldier
vs Soldier ref 13 (1d20+8=14, 1d6+2=4) hit, grabbed, necrotic damage

vs AC 18 (1d20+13=16, 1d8+5=8) miss
[/sblock]


[sblock=Status]
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 47/72

South Turret (N13) : 25/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10], +2 from fate of the void on next attack
Kama'Zer: -7/41 [9/9] dying
Soldier: 18/50 [13/13) Bloodied, grabbed
Tsi'Ri: 40+9 /40 [10/10]

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
[/sblock]
 
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