[Adventure] The Paper Chase, Part 2 (Judge: renau1g)

Wild men fall by the handful as the adventurer's counterattack with a vengeance.

Spurred by their efforts (and Alexia's brilliant words) three men with crossbow pop out of the tent and focus their bolts on the big club barbarian. Two bolts draw minor wounds the other is ignored by the rampaging beastman.

The woman with the axe whistles and points to Muzdum, the beast howling as it rushes forward towards the dwarf. It bites the warrior and some foul poison affects Muzdum, leaving him dazed and weak.

"Much better, now where were we? Oh yes, time to die bigguns" she hisses, her axe swinging in rapid succession, but the magical effects from Grys and Alexia send her blows awry.

The bowman creeps through the forest, his arrow flying wide of Orsik, perhaps the goliath's size intimidates his foes?

The large man lets out a bloodcurdling roar as it runs through kal, leaving himself wide open for attack from the deva and Iron Construct. He slams his club wildly into the trio, knocking the head off the summoned creature and sending the avenger to the dirt.

"Youse next elf" he gloats

The man with the staff rushes forward to the edge of the defenses and unleashes a large thorn at Grys, it catches the eladrin in the neck and the pain is incredibly strong from a seemingly small attack.

The other man with the bow stows it and charges at Muzdum after drawing a crude looking blade. His attack fails to penetrate the warrior's defenses though.

[sblock=ooc]
I'm assuming VV meant B2, not Bow 2 as his attack can't reach Bow 2. This kills B2. kal hits Big Club, Grys misses (but the flaming sphere auto damage bloodies the staff wielder), Orsik misses, Mythra kills Club 3 and B4 (again, assume you meant B4 there's no Bow 4 on the map) & Alexia heals.

The crossbowmen (M) fire at Big Club - vs ac (1d20+7=23, 1d20+7=23, 1d20+7=18) two hits for 6 each, 12 damage

*Start of round, bow 1/axe take 5 fire

Monster: moves to E6, Minor: Follow the Trail (until end of encounter Muzdum grants CA to it). Paralyzing bite - vs fort; dmg (1d20+10=28, 2d6+4+1d6=19) hits for 19 + dazed and immobilized TENT (monster)

Axe: Double attack - vs ac (orsik); dmg (1d20+12=22, 2d12+6=19, 1d20+12=13, 2d12+6=23) I forgot -2 from Grys and -2 from Alexia. Both misses...

Bow 1: vs ac (orsik); dmg (1d20+13=16, 2d10+5=15) miss

Big club: Move to J12 (draw OA from Kal, feel free to roll, it won't kill him) - Spinning Club - vs ref (mythra, ID, kal) (1d20+8=24, 1d20+8=28, 1d20+8=21) hits all for dmg (3d8+5=23), except 29 to the Iron Cohort. Dead & Kal is dying

Staff 1: fails to recharge - recharge (1d6=2). move to F16. Thorn Dart on Grys - vs ac (grys); dmg (1d20+11=31, 2d10+3=13) Jeez! Two crits in a row. 23 damage.

Bow 2 - Stow bow (move), draw blade (minor), charge - vs ac (muzdum); dmg (1d20+11=19, 2d6+5=9) even forgetting CA its a miss

save v fire (1d20+2=9, 1d20=5) still burning though.
[/sblock]

[sblock=Unlocked Stats]

Monster: 24 AC; 15/??/18 F/R/W
Axe: 19 AC; 21/??/17 F/R/W
Bow 1: ?? AC; 17/??/?? F/R/W
B: 16 AC; 14/??/?? F/R/W
Staff 1: ?? AC; ??/18/?? F/R/W
Big club: 22 AC; 19/??/?? F/R/W
Club: 17 AC; ??/??/?? F/R/W
[/sblock]

[sblock=Status]

Grys: 10/49, bloodied
Alexia: 35/53+4thp, immobilized (save ends),
Orsik: 33/48,
Muzdum: 32/62,(until end of encounter Muzdum grants CAto Monster), immobilized & dazed TENT (monster)
kal'Tarron: -3/50, Until end of encounter, and enemy that begins its turn adjacent to me suffers a -2 penalty to AC until end of its next turn, Until end of encounter, gain +5 bonus to athletics checks, +2 Power bonus to speed and to damage rolls, bloodied, unconscious, dying, prone, 0/3 death saves
Mythra: 23/46, bloodied


Enemies:

Monster: -21hp, used paralyzing bite
Axe: -39 hp, marked (Grys), ongoing 5 fire (save ends), -2 penalty to attack rolls TE of my NT.
Bow 1: -28 hp, ongoing 5 fire (save ends)
Bow 2:
Staff 1: Used Spirit Creepers, -42 hp, bloodied
Big club: -73hp, Oath'd, used Spinning Club

[/sblock]
 
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"That hurt ye bastard fuc:)#%$@!" swears the dwarf as he slashes at the bowman, trying to bring him down.

If that hits, knocks the bowman down. Mark his sorry ass.
 


Kill him! Mythra shouts teleporting away and summoning a creature from the abyss; but it turns out more cute and fluffy than anticipated. Like the rest of Mythra's summons so far, proves to be horribly inaccurate at attacking.

[sblock=actions]
Move:Fey Step to G11
Minor:Summon Dretch I12

Standard:Command Dretch to attack Big Club
natural 1
[/sblock]

[sblock=Dretch]
Senses Passive Insight 20, Passive Perception 20
HP 23/23
AC 21; Fortitude 17, Reflex 18, Will 19

If the Dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage.

Symbiosis: While the summoned Dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack.
[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 23/46hp, Bloodied 23, Surge Value 11, Surges 7/9
AC 20; Fortitude 16, Reflex 17, Will 18
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
[/sblock]
 
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Destruction: all alies get +1 to hit vs Axewoman;
Anyone who didn't use +2 power bonus to damage from mending rune can do so still
Axewomanhas vulnerable 2 to all damage, vulnerable 5 to opportunity attacks TENT
if Orsik is damaged by melee attack he gains +1 item bonus to all defenses until START of his next turn


Orsik slams his maul down onto axewoman who manages to interpose her weapon, lessening the impact, but not by much. Small runes swirl around the axewoman settling down on her skin waiting for the next shock to burn her.


[sblock=Actions]
Standard: Word of diminishment vs AC (Axeman); damage (1d20+11=19, 2d6+6+2=12) - effect: vulnerability 2, vulnerability 5 vs OAs
[/sblock]
 
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[sblock=Luinnar]
Any reason you didn't use your move to teleport? You'd have another standard action that way.[/sblock]

[sblock=MetaVoid]
The axe-wielder is a female. A terribly ineffective female, but a female nonetheless. The enemy is not even bloodied, so it certainly won't drop her :). You should probably include the rider effect from the power[/sblock]
 


Alexia's pale feature turn paler as she witnesses the assault on her comrades. "Um, Orsik? Your restorative talents are required back here," she calls out nervously while drawing energies from her foes and redirecting some of it into her allies.

She then looks down at the spirits clinging to her legs. "Be at rest, dead ones," she murmurs, and they release her.

[sblock=Actions]Virtue of Valor: Ren, could kal's OA bloody Big Club? Because if it can, and does, then I'll send the 4 thp to him. Otherwise they go to Grys for bloodying Staffy there.
Standard: Vicious Mockery Staffman if I can see him, otherwise go for Axe. "Hits" Will 16 (17 vs Axe) for 7 psychic damage, more if vulnerable from Orsik, and he (or she, depending) takes a -2 penalty to attack rolls TE of my NT.
Action Point: Vicious Mockery Big Club. Hits Will 25 for 12 psychic damage, and he takes a -2 penalty to attack rolls TE of my NT.


Save vs immobile. Finally! Sheesh.

I'd like to pre-set Skald Armor's immediate interrupt. If an adjacent enemy targets me with a melee attack, I'd like the attack to target the attacker, if this is possible. I am also pretty much out of healing at this point, besides Virtue of Valor. Just letting you all know.[/sblock]

[sblock=mini stat block]Alexia Madgearu - Human Bard 6
Initiative: +3 | Passive perception: 20 | Passive Insight: 20
AC 21 | F 17 | R 17 | W 19
HP: 35/53+4 | Bloodied: 26 | Surge value: 13 | Surges: 9/10
Speed: 5 | Languages: Common, Dwarven
AP: 0 | Second Wind: not used
MBA: +13 vs AC, 1d8+4, +2d6 on crit
Powers: Cutting Words, Guiding Strike, Vicious Mockery
Blood Drain, Majestic Word (0/2), Words of Friendship
Inspiring Refrain, Dissonant Strain
Stirring Shout, Satire of Bravery
Inspire Confidence, Ode to Sacrifice
Performer's Longsword, Skald's Chainmail

Conditions:[/sblock]
 
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"Orsik. A little help here." Grys shouts as he catches his breath and moves the sphere to re-burn the staff wielder.

[sblock=Actions]
Move: Move Sphere to E16
Standard: Second Wind
Minor: Sustain Sphere

+2 to all Defenses

Staff1 takes 11 damage at the start of his turn.

If Axe attacks anyone other than Grys, he is at -2 to hit and Grys will use an Immediate Interrupt to lower the damage by 6.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions: 4 temp hit points (maybe)???, +2 to all Defenses
Adverse Conditions:
Initiative: +4
Passive Insight: 14 Passive Perception: 19
Senses: Low Light Vision
HP 22/49
Bloodied 24
Surge Value 12; Surges Per-Day 8/8
AC 23 Fortitude 15 Reflex 19 Will 18 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Used

Powers:
At will:
Scorching Burst
Sword Burst
Familiar Harrier
Ghost Sound
Light
Mage Hand
Presidigitation

Encounter:
Fey Step
Aegis of Shielding
Flame Cyclone
Fire Shroud

Daily:
Flaming Sphere
Lingering Lightning
Swordmage's Decree

Trained: 9 Athletics, 9 Endurance, 9 Perception, 9 Stealth

Untrained: 4 Acrobatics, 12 Arcana, 2 Bluff, 2 Diplomacy, 4 Dungeoneering, 4 Heal, 12 History, 4 Insight, 2 Intimidate, 4 Nature, 8 Religion, 2 Streetwise, 4 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte
Eladrin Soldier

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic Cloth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
[/sblock]
 

PROTECTION:
Allies adjacent to Orsik gain DR 2;
every ally withing 5 gains +1 all defenses TENT
axewoman is vulnerable 2 (5 against OAs)


"Coming! Archers, focus on the woman! Now! Muzdum, I need you to hold the line here, as soon as you're able."

Orsik moves closer, but his scale proves too much hindrance and he only manages to come behind Grys.
"Everyone, in few heartbeats, I'll call upon my blood and protect everyone from harm for a time. And I'll focus on the big one."He draws a rune in the air and it flies over downed kal'Tarron, hovering for a second before erasing the last hit from history of the universe. It then explodes landing small slivers of power on the defenders.

"Kal, focus on the staff wielder, get out of big ones reach!"

OOC: this is my last healing not counting dailies, except for minor wake up call healing 3hp, so please keep safe! Get out those APs!


[sblock=Finishing the turn]
Move: J 9 (provokes from Axewoman, if hit, gain +1 AC)
Minor: Rune of Mending on kal'Tarron - every ally within 5 squares gains +1 all defenses TENT Orsik - axewoman is still vulnerable
[/sblock]


[MENTION=54810]renau1g[/MENTION], this is the rest of the turn, thank you for allowing it
[MENTION=2011]KarinsDad[/MENTION], Grys may want to wait for Orsik next turn, I'll go in, hit, then use stone's endurance (giving everyone adjacent DR 5) you may then go around to flank so we bring the beast down (or better yet, mark it and let me handle it you just prevent some damage)

[MENTION=91452]rb780nm[/MENTION], kal is healed, check this backward post :)
 
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