Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

Mewness

First Post
[sblock=OOC]Coordinates for ravens don't match the position on the map, but they're in blazing starfall range regardless.[/sblock]
Realizing belatedly that he isn't doing a very good job of concealing himself, Scarmiglione draws himself up and takes a deep breath. "SQUAWK!" (The sound is even worse when you hear it up close.) Once again, there's a shower of bluish-white sparks, and the ravens are engulfed in blue flames. "Get back!" he calls to a soldier, retreating himself.

[sblock=actions]Standard: Blazing starfall against storytelling, positioned so that it's superimposed on them. Attack vs reflex, radiant damage: 1d20+8=25 1d4+10=14. 14 damage +vuln (not sure whether that should be +10 for both area vulnerability and radiant vulnerability or just +5), so 19 or 24 damage depending.

Zone on ravens, they take 2 fire if they leave it before EoNT.

Move: to E14.

Minor: move militia at G15 back to A15.

Scarmiglione will take a hit for militia. Just one this round. Then they're on their own.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:39/39, Bloodied:19, Surge Value:9, Surges left:5/7
Action Points: 1
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Second Wind

Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions:

Full sheet: Scarmiglione[/sblock]
 
Last edited:

log in or register to remove this ad


H.M.Gimlord

Explorer
The ravens are a little high, and she doesn't feel like drawing them in just yet. She reaches down and picks up a moss-covered rock lying on the ground next to her feet, "Hey bihdies! Ole Eithal's got summin' foah yew!"

The rock flies right through the swarm lighting harmlessly on the upper portion of the palisade, though she maintains hope that it gets their attention.[sblock=Actions]Minor: Pick up a rock
Standard: Heave the rock at a bird (RBA)
Attack: 1d20+2=Miss
[/sblock]
 

Iron Sky

Procedurally Generated
Return to the Tower, Round 1

The ravens swirl through a massive swath of the battlefield, ripping one of the militia apart and tearing into everyone it swirls past. As it does so, a smaller fragment of the flock darts out at Scarm, doing little damage except for plucking a few feathers.

GM: The Militia and Mason don't technically have turns, so they won't take attacks from the Storytelling while in the aura unless you activate them while they are adjacent to it.


[sblock=Enemy Actions]Rerisen Storytelling of Ravens: Move to G16(1 square up) <take 2 fire damage from Blazing Starfall>. Feasting Ravens: Shift through Eithal, Kaz, Militia 5, Salgyn, Yishim, Militia 6, Toeto, Militia 9, Mason, and Militia 8's squares, end in G20, 1 square up. 24 AC vs Eithal, hit, 8 damage + 2 necrotic, 21 AC vs Kaz, hit, 8 damage + 4 necrotic, 12 AC vs Militia 5, miss, 19 AC vs Salgyn, hit, 7 damage and 1 necrotic, 11 AC vs Yishim, miss, 5 damage + 1 necrotic, 25 AC vs Militia 6, hit, dead*, 22 AC vs Toeto, hit, 8 damage and 3 necrotic, 25 AC vs Militia 9, hit, dead**, 17 AC vs Mason, hit, 7 damage and 4 necrotic, and 16 AC vs Militia 8, hit, dead.
AP: Feasting Ravens: Shift through Yishim, Eithal, Militia 5, Salgyn, Militia 6, and Toeto's squares, end in E19(1 square up). 19 AC vs Yishim, <assuming Yishim uses Shield>, miss, 3 damage + 2 necrotic, 26 AC vs Eithal, hit, 7 damage and 3 necrotic, 14 AC vs Militia 5, miss, 18 AC vs Salgyn, miss, 4 damage + 1 necrotic, 27 AC vs Militia 6, hit, dead*, 21 AC vs Toeto, hit, 9 damage + 3 necrotic.
Darting Flock: 14 AC vs Scarm, miss, 4 damage + 1 necrotic.

*If Salgyn takes 18 damage + 5 necrotic, Militia 6 lives.
**If Toeto takes 9 damage + 4 necrotic, Militia 9 lives.

Yishim, Salgyn, Toeto will take MBAs for starting in the Aura: Beaks and Talons: CRIT vs Yishim: 10 damage and 4 necrotic, NAT1 vs Salgyn, 4 damage taken, 24 AC vs Toeto, hit, 7 damage and 3 necrotic. Note: I already applied the damage for these attacks. If someone can somehow get you out of the aura before the attacks happen, it won't take effect.

And holy crap that's alot of rolling for one enemy![/sblock]

[sblock=Combatants]Rerisen Storytelling of Ravens: E19(1 square up), 26 damage taken
Rerisen Storytelling of Ravens: ?? Max HP, ?? AC, ?? Fort, 17 Ref, ?? Will. Vulnerable 5 Radiant, vulnerable 5 Blast/Burst. 1/2 damage from ranged/melee. MBA - Beaks and Talons: +9 vs AC, 1d4+6 damage + 1d4 necrotic damage, miss: 1/2 damage. Aura 1 - The Storytelling makes an MBA against any creature that starts its turn adjacent to the Storytelling.

Fredrock: J21
Eithal:
I18, 20 damage taken
Kaz: H16, 12 damage taken
Yishim: G20, 11(25) damage taken, +4 AC/Ref
Scarm: E14, 5 damage taken
Toeto: D21, 21(31) damage taken, bloodied
Salgyn: E18, 13(17) damage taken
*Uyanmas: C16

[sblock=Militia]Militia 1: F13
Militia 2: D14
Militia 3: A15
Militia 4: B17
Militia 5: G18
Militia 6: D19
Militia 7: B21
Militia 9: H22
Militia 10: C24
Militia 11: G25
Militia 12: D26
Militia 13: H27
Militia 14: B28
Militia 15: F29
Militia: Minion, 16 AC, 13 Fort, 13 Ref, 11 Will. MBA - Spear: +7 vs AC, 4 damage.
Militia lost: 2[/sblock]

Mason: F23, 9 damage taken
Mason: 43 Max hp, 17 AC, 16 Fort, 15 Ref, 15 Will. MBA: Mallet: +8 vs AC, 1d8+5 damage.
Status Key:
Name: Location, damage, THP, Save ends effect, EONT/SONT effect, Encounter effect[/sblock]

[sblock=Commanding NPCs]As a minor action, you may give the militia or the Mason a command, either a minor, move, or standard action. If they leave the right side of the map, they are out of the fight.

As a free action, you make take the damage for an adjacent Militia or, alternatively, when you take damage, you make make the Militia take it for you.[/sblock]

[sblock=Terrain and Lighting: READ, IMPORTANT]Difficult Terrain: All the gray and/or gray-green rocky areas south of the palisade are difficult terrain. The Palisade squares are all difficult terrain. Squares with wagon debris (B11, I8, and I20 areas) are difficult terrain. N20+ is a 2 square tall cliff face with a palisade atop it(DC 15 to climb).

Light: We'll assume the militia have lanterns so light isn't an issue.[/sblock]
 

Attachments

  • TheTowerRound1.jpg
    TheTowerRound1.jpg
    332.1 KB · Views: 74


Dekana

Explorer
Toeto reels at the assault. She raises her arms and turns away, cowering from the swarm of birds. Her spirit companion appears on the opposite side of the flock and hisses ferociously - his shaman has been hurt! Yishim, also at risk from the swarm, feels himself infused with power by the supernatural vocalization. He leaps away from the ravenous birds and finds himself rejuvenated in the process. Toeto herself takes heart at the appearance of Sprout.

I... I have to be strong...

OOC: Yishim shifts before his turn to I21, avoiding the MBA. He also gains 7 hp from healing.

Militia 9 dies, since Toeto drops if she takes the damage for him. Better him than me.

[sblock=Toeto stats/actions][sblock=actions]Minor: Call Spirit Companion in H20.

Standard: Voice of Battle vs Storytelling hits? Will 14 for 8 psychic damage. Hit or miss, Yishim can shift 2 squares as a free action (I'll say to I21).

Minor: Healing Spirit on Toeto for surge + 5 and Yishim for 7 (no surge).[/sblock][sblock=Spirit's Shield OA]Toeto can take OAs through her spirit companion if an enemy adjacent to it moves without shifting. The power is At-Will, +6 vs Reflex, 4 damage, and Effect: one ally within 5 squares of the companion regains 5 hp (8 if adjacent to the SC).[/sblock]Toeto - Female Lizardfolk Shaman 3
Initiative +3, Senses: Insight +5, Perception +10; low-light vision
HP 21/38; Bloodied 19, Surge Value 9, Surges 8/10
AC 18; Fortitude 16, Reflex 14, Will 17
Speed 5
Action Points 0

Conditions

Powers
Call Spirit Companion, Protecting Strike, Spirit's Shield, Voice of Battle
Certain Threat, Healing Spirit x2, Lizardfolk Recovery, Speak with Spirits, Spring Renewal Strike
Hungry Spirits Totem, Protective Roots, Spirit of the Healing Flood

Notes
Any ally adjacent to Toeto's spirit companion regains +3 additional hit points when he or she uses second wind or when Toeto uses a healing power on him or her.

[sblock=Spirit Companion rules]The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 11 or more damage from a single blow, and Toeto takes 6 damage. It is otherwise unaffected by attacks. It uses Toeto's defenses.
  • It cannot be flanked and it does not grant flanking.
  • It can move 5 squares whenever Toeto takes a move action. It is not affected by difficult terrain.
[/sblock]
[/sblock]
 
Last edited:

Mewness

First Post
[sblock=OOC]Maybe Kaz can pull it out of everyone's faces with abjure undead. G15-I17 perhaps?[/sblock]
"Out of the way," Scarmiglione says to a man who is not in his way, but who promptly runs. "SQUAA--aargh, something caught in my--" Coughing noisily, he runs daringly close to the huge cloud of ravens and makes a noise that is possibly even worse than the squawking. The high, ragged "SQUEEEEEE" is, perhaps, what a few thousand giant fingernails might sound like scraping against a few thousand blackboards. Ribbons of blue-white light balloon from the kenku's beak, winding around the swarm and destroying any birds they contact.

[sblock=actions]Standard: blazing starfall, superimposed on the unkindness. 1d20+8=10 1d4+10=14 miss, but creates the zone (2 fire damage if it leaves the zone before EoNT)

Move: to D18

Minor: militia at F2 leaves map.

AP: wave of light on unkindness (up a square so as not to nail Yishim of course). Vs reflex, radiant damage: 1d20+8=26 2d6+10=17 is 17 +5 radiant +5 blast = 27 radiant and -2 AC until EoNT[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:39/39, Bloodied:19, Surge Value:9, Surges left:5/7
Action Points: 0
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Second Wind

Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions:

Full sheet: Scarmiglione[/sblock]
 

Xeterog

Explorer
That's a lot of ravens! Fredrock exclaims as he moves to engage the mass of birds, tearing a large hole in the midst of them with the strength of his blows.

[sblock=actions]
move: to H20
Standard: :close:Bull's Strength using 2 PP to make it a blast 3. Hit for 10+5 = 15 damage
AP standard: do it again. Hit for 10+5 = 15 damage.
Minor. Move a millita next to me but not next the swarm, if possible.

Will take damage for militia even if it drops me
will use battle resilience on 1st attack on me.
[/sblock]

[sblock=Fredrock]
Will take damage for militia even if it drops me

Fredrock Hammersmith - Male Dwarf Battlemind, level 3
Passive Perception: +15, Passive Insight: +20 Senses: Low-Light
Init +0, Speed:5
AC:21, Fort:16, Reflex:16, Will:18
HP 41/45, Bloodied:22, Surge Value:11, Surges left:11/13
Action Points: 0/1, Power points 0/4
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link

Item powers
deathscarred boon link
Dwarven Scale armor link

:melee:MBA +7 vs AC, 1d10+4 (brutal 2)
:ranged:RBA -0 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
Last edited:

Luinnar

First Post
Foul creature, this one shall bring you to your eternal rest once and for all! Kaz shouts. He runs at the ravens, and he axe starts to glow with divine energy, with a flash, both Kaz and the Storyteller teleport to spot nearby.

[sblock=actions]
Minor: Oath Storyteller
Move:H19
Standard: Sequestering Strike Crit. Crit extra damage (high crit) 1, reroll because of brutal weapon, 6. 29+6=35/2 = 17 damage. Storyteller is teleported to I15 (upper left square) and is 0 squares up. Kaz teleports to I14.


[sblock=stat block]
Kaz Male Elf Avenger 3, bloodied
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low Light
AC:20, Fort:14, Reflex:15, Will:16
HP: 28/40, Bloodied:20, Surge Value:10, Surges left:5/9
Action Points: 1
Basic Attack Battlecrazed Executioner's Axe+1, +5 vs AC, 1d12+2 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Aspect of Might
Battlecrazed Executioner's Axe +1
Deathscarred boon


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)
Can shift through difficult terrain (wild step)
[/sblock]
[/sblock]
 

pacdidj

First Post
OOC: Not sure how tough these storytellings are, so here goes. Stirring Shout daily burned. Any ally who hits it before the end of the encounter regains 5 HP. Should help a little to offset those MBAs.

Also, [MENTION=60965]Iron Sky[/MENTION], the next time we enter combat in a natural environment, I'd like to use Salgyn's Nature Sense daily, which replaces his init modifier with his nature skill (+9) and grants everybody +4 to all defenses for the first round of combat.


Reeling from the barrage of birds, Salgyn shakes his head to clear it, then barks a quick command to his horse, "Back Uyanmas! You cyannot help against these burds, but fair winds will help us much..."

Hoisting his scimitar above his as he steps back, the half-elf cries out, "Shoodah!," and as he does so a blustery gale rises, reinvigorating him as it blows past before slamming into the fell flock. "Fear not to strike the burds friends," Salgyn calls to his allies, "Healing winds vill protect you."

[sblock=Actions/Stat block]Free= Virtue of Valor = If anyone bloodied the storytelling during their turn, Salgyn grants them 4 THP.

Start=Takes the 4 damage from the Storytelling's MBA

Minor=Move Uyanmas to D6-E7

Minor= :close:Majestic Word on self, healing 15 HP and sliding to F17

Standard= :ranged:Stirring Shout (will) vs. Storytelling = hits 27 Will for 9/2 = 4 damage, and until the end of the encounter any ally that hits the storytelling regains 5 HP.

End=

[sblock=stat block]Salgyn Khovalyg - Half-Elf Bard (Shaman) 4
http://l4w.wikia.com/wiki/PC:Salgyn_Khovalyg_(pacdidj)
Conditions: none
Passive Perception: 15, Passive Insight: 21, Init: +3
AC: 19, Fort: 16, Reflex: 15, Will: 19
Speed: 5
HP: 41/43, Bloodied: 21, Surge Value: 10, Surges left: 7/10
Action Points: 1, Milestones:
:bmelee:Basic Atk: Harmonic Songblade Scimitar +4 vs AC, 1d8 dmg
:branged:Ranged Basic Atk: none
At Will:
Staggering Note, War Song Strike, Call Spirit Companion, Virtue of Valor Versatile Chainmail
Encounter:
Twin Panthers, Dissonant Strain, Claws of the Eagle, Spirits Fangs, Majestic Word, Majestic Word, Words of Friendship, Second Wind
Daily:
Stirring Shout, Speak with Spirits, Nature Sense, Harmonic Songblade, Spring Renewal Totem
Combat notes:

Uyanmas - Riding Horse
HP: 36/36; AC: 14, Fort: 15, Ref: 13, Will: 10
Speed: 10
:bmelee:Basic Atk: Kick +4 vs. AC, 1d6+4 dmg
Combat notes: [/sblock][/sblock]
 

Remove ads

Top