[Adventure] The Paper Chase (Judge: renau1g)

Antithetist

First Post
kal'Tarron dashes forwards towards the nearer of the corpses. As he advances, he raises his fingers in the horned gesture and spits out the draconic phrases you heard last time. As he nears the corpse, he draws back his axe. The blade is sheathed in fire. Blood drips from his hands as he swings the flaming blade at the corpse. On contact, the fire billows out, surrounding the corpse, burning it's flesh. After the swing, the flames surround the corpse, licking out as though they are looking for more targets. kal'Tarron ignores the winged abomination hanging above his head, for now.

Baracus moves into the room and spots a target, he rushes forward towards the corpse and tries to bull rush the creature over. As he gets close, though, the stench of the putrid corpse assails his nostrils and puts him off his swing.

Serris moves forward, and raises his spear against the enemy. "Get him!"

Energized by Serris' power flowing through him, kal'Tarron takes another powerful swing at his target, and the corpse explodes in a sudden burst of noxious gases and vile fluid. kal'Tarron reels, caught in the blast.

The remaining zombie shambles and lurches its way away from Baracus, giving him a free swing. It lobs another chunk of putrifying flesh at kal'Tarron, hitting him this time with a wet smack and a cold stab of necrotic force that leaves him weakened.

The injured flyer wings its way into the deep shadows that still shroud the east wall, and in its place two more of the abominable things come shrieking out of the darkness. One of them swoops at kal'Tarron, along with the one that was clinging to the pillar above him, which now dives at him from the other side. Both rake at him with filthy claws, but neither succeeds in injuring him.

The other dives at Mythra, who dodges adroitly only to be nearly bowled over as yet another of the flapping undead comes diving down upon him from its lurking-place in the far corner of the room.


[sblock=OOC]c 1 hits 0 hp after the Ire Strike and explodes in Burst 1, hitting kal'Tarron. 1d20=7+? = hit vs Fort. 2d6+3=9 Necrotic damage.

c - Move to B1, provoking an AO from Baracus at -5 due to its aura. If this attack hits and stops it moving then I'll edit the map naturally. Mote of Corruption on kal'Tarron. 1d20=13+? = hit vs. Ref. 2d6+3=13 Necrotic damage, and kal'Tarron is weakened (save ends).

rw - regeneration fails to function due to radiant damage taken last round. Flies off into the darkness at the east end of the room.

rw 1 - regeneration fails to function due to radiant damage taken last round. Charges kal'Tarron, attacking from b6 (one square vertically up). 1d20=6+? = miss vs. AC.

rw 2 - appears from the darkness in the east, charging kal'Tarron and attacking from d8 (one square vertically up). 1d20=2+? = miss vs. AC.

rw sb - appears from the darkness in the south west, charging Mythra and attacking from f5. 1d20=4+? = miss vs. AC.

rw sb 1 - appears from the darkness in the east, charging Mythra and attacking from f7. 1d20=15+? hit vs. AC. 2d6+3+1d8=12 damage.[/sblock]

[sblock=Map]
attachment.php


(kal'Tarron should also be showing as bloodied, sorry about that)[/sblock]

[sblock=Combatants]c -0 hp
c 1 - dead
rw -37 hp, bloodied
rw 1 -10 hp
rw 2 -0 hp
rw sb -0hp
rw sb 1 -0hp

Orsik 45/45 hp
Grys 39/39 hp +2 thp
kal'Tarron 20/44 hp, bloodied, weakened (save ends)
Serris 45/45 hp
Baracus 50/52 hp
Mythra 9/38 hp, bloodied, weakened (save ends)[/sblock]

[sblock=OOC]Players' turn. Baracus has an OA to roll on c 1.[/sblock]
 

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Cleverusername

First Post
As the corpse moves away from him, Baracus' fist punches out and he tries to grab the putrid corpse.

[sblock=OOC]
OA - vs ac; damage (grappling strike OA) (1d20+13=23, 1d6+8=12) hits AC 23 for 12 and the movement's stopped and he's grabbed TENT.

I'll wait until I find out if that hits before posting rest of turn.

[/sblock]

[sblock=Stats]

Baracus[Sblock=stats]
Male Human Fighter 4
Medium natural humanoid
Initiative +3; Senses Passive Insight 14, Passive Perception 14
HP 350/52hp, Bloodied 26, Surge Value 13, Surges 7/11
AC 22; Fortitude 23, Reflex 16, Will 16
Speed 5
Action Points:0
Second Wind:Not Used

Powers:
At will:
Grappling Strike
Knockdown Assault
Dual Strike

Encounter:
Takedown Attack
Slamming Rush
Forceful Drag


Daily:
Villain's Menace
Dwarven Scale Armor +1

[/Sblock][/sblock]
 

KarinsDad

Adventurer
"Serris, move quick. I need your spot." Grys shouts.

[sblock=Everyone]
Grys delays until he sees if Serris moves or not.

Note: If everyone but Serris delays their actions until after Grys (although you could probably post them right away and just let Antithetist know that you are delaying), then Grys should do more damage this round. If people do not delay, then Grys might do less damage. And, if Serris could attack an already wounded foe, that would be better as well. Grys does more damage against foes that are not wounded.
[/sblock]

[sblock=Actions]
These actions assume that Serris moves. If he doesn't, then Grys will do some other set of actions.

Move: Fey Step to D6
Standard: Fire Shroud on rw1, rw2, rw sb 1, and rw sb in that order
Minor: Aegis of Shielding on rw sb

At end of round, Keke is no longer invisible, but he is still outside where Grys left him last round.

Fire Shroud vs. Fort on rw1 17 (w/ Combat advantage), rw2 26, rw sb 1 12, and rw sb 16, 8 damage on rw1, 11 damage on the rest, anyone hit takes 5 Ongoing Fire damage

Well, that was a crappy set of rolls. ;)
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions:
Adverse Conditions:
Initiative: +3
Passive Insight: 13 Passive Perception: 18
Senses: Low Light Vision
HP 39/39
Bloodied 19
Surge Value 9; Surges Per-Day 5/8
AC 22 Fortitude 14 Reflex 18 Will 17 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Not Used

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

Encounter:
Fey Step
Aegis of Shielding
Sword of Sigils
Fire Shroud

Daily:
Flaming Sphere

Trained: 8 Athletics, 8 Endurance, 8 Perception, 8 Stealth

Untrained: 3 Acrobatics, 11 Arcana, 1 Bluff, 1 Diplomacy, 3 Dungeoneering, 3 Heal, 11 History, 3 Insight, 1 Intimidate, 3 Nature, 7 Religion, 1 Streetwise, 3 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte

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

Antithetist

First Post
As the corpse moves away from him, Baracus' fist punches out and he tries to grab the putrid corpse. He succeeds in holding the zombie fast, though he can do nothing to stop it from making its attack on kal'Tarron.

[sblock=OOC]C is 12 hp down and immobilized in A4.[/sblock]
 


Luinnar

First Post
[sblock=ooc]
Sorry, thought it was our turn.

Shouldn't rw and rw1 be dazed still (until Mythra acts)? (remember daze grants combat advantage)[/sblock]
 

Antithetist

First Post
[sblock=OOC]
Shouldn't C be in A3 where it started its move towards B1?
[/sblock]

[sblock=OOC]Actually its position in A3 on the map is erroneous, sorry, that's confusing. :p It was in A4 at the start of its move, as you can see if you check the last map.[/sblock]


[sblock=ooc]
Sorry, thought it was our turn.

Shouldn't rw and rw1 be dazed still (until Mythra acts)? (remember daze grants combat advantage)[/sblock]

[sblock=OOC]You're right, sorry. Those two are indeed still dazed.[/sblock]
 

rb780nm

First Post
[sblock=actions]
Back when c1 died, kal'Tarron receives Blessing of Vengeance (+11 temp hp)

This round

delayed to after grys.



minor - apply oath of emnity to rw1
standard - avenging echo on rw1: Avenging echo on RW1, with oath and bloodclaw extra damage. (1d20+10=12, 1d20+10=25, 1d12+6+6=23)

25 vs AC, does 16 damage (I take 2 hp damage) (forgot about the weakened when I rolled)

roll to save: save vs weakened (1d20=7), failed[/sblock]

Filled with the anger of Balinor at these foul creatures, kal'Tarron is energized as he slays one. He then turns and swears another oath, this time at one of the winged abominations perched above him. The avenger then swings his axe at the winged corpse, slashing deeply into its foul flesh - but is blow is weakened by the effects of the attacks he has suffered and is not as strong as it might have been.

In the path of his axe, there is a bloody radiance, sparkling and surging, wrapping him in a protective field of radiant energy
 
Last edited:

Luinnar

First Post
OOC: Delaying until after Grys.

Mythra smirks at the undead near him and uses his Eladrin powers to teleport safly behind Orsik. He then uses the chance to catch his breath.

[sblock=actions]
Move: Fey Step to J5
Standard: Second Wind

Weakened save failed. (used the last roll to be fair).
[Sblock=stats]
Male Eladrin Wizard 4
Medium natural humanoid (Fey)
Initiative +3; Senses Passive Insight 19, Passive Perception 19
HP 18/38hp, Bloodied 19, Surge Value 9, Surges 3/9
AC 17; Fortitude 15, Reflex 16, Will 17
all +2/second wind
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:0

Powers:
At will:
Chilling Cloud
Winged Horde

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Grasping Shadows
Color Spray
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Tome

Conditions: Weakened



[/Sblock][/sblock]
 
Last edited:

Antithetist

First Post
[sblock=OOC]If you're delaying to make sure Grys gets combat advantage against the enemies, there's no need for that. He went before you last turn, and has therefore yet to get the benefit of your TENT effect - so he'll get it this turn. Everyone else went after you, while the enemies were dazed, last turn, so they won't be dazed during their turns this round.

Think this is the way that posting-order action resolution and TENT effects are handled according to Mal's combat rules, which seem pretty widely used around here; in any case it seems the simplest method of making sure that you can't double up (or gimp yourself) on TENT effects just by posting before or after people in the next round.[/sblock]
 

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