Mal Malenkirk
First Post
Initiative - Leyra,Nathan,Barrion,Garrick,Mirage,Dagran,Badguys (1d20+6=24, 1d20+3=9, 1d20+4=19, 1d20+11=14, 1d20+7=14, 1d20+5=24, 1d20+6=10)
[sblock]Everybody gets to act before the badguys except Nathan.
You have passed a milestone; gain one AP. You have scavanged 3 potion of resist cold 5 from the previous fight. Distribute as you see fit.
Hum, somehow I forgot to place Barrion. he's at Y24
The dam isn't on the map. It's several hundred yards east. The grey structure you see act as both a bridge (stairs are on the side in light grey) and as a mechanism to redirect part of the water in the two waterways that go south and north.
The black block on the northern part of the structure is the control mechanism that lowers a grate with small openings. It restricts the flow of water but not so fast that you will get flooded before you have the time to order the dam to shut down or restrict the water at the source. In this case, the grate will prevent the bags from moving upstream. The control panel also includes flare to signal the dam to shut down water but it's a long process.
You have 3 rounds to activate the lever on that panel before the packs move. If you fail, you can still win the fight and go fish the packs later, but the lost time will result in enough damage that you won't get quite as joyous a party when you come home...
The grey wall surrounding the waters are dikes. You can stand on top of them. It's a DC 18 climb and takes a single move action.
The ground is more elevated away from the dike and it's a slope downward as you move toward it. If you are within two square of it, you have no line of sight on anything beside the dike wall. If you are between the two double lines, you can see above the dike and can target someone flying or even standing on the other side of the channel (such as the chillborn zombies, but they have cover). If you are even farther away, you are high enough to see behind the other dike wall.[/sblock]
[sblock=stats]
Flameskull
Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Refl ex 23, Will 21
Immune disease, poison; Resist 10 fi re, 5 necrotic; Vulnerable 5
radiant
Currently stands 2 square above the ground. Can't make attacks of opportunity.
Angel
Senses Perception +6
Angelic Presence Attacks against the angel of valor take a –2
penalty until the angel is bloodied.
HP 88; Bloodied 44
AC 24; Fortitude 22, Refl ex 20, Will 19
Immune fear; Resist 10 fire, 10 radiant
AoO= +13 vs AC ;1d8+6
Bay attention to the bolded part. Everyone has -2 on any attack against the Angel until bloodied. Mirage and Leyra, note the resistance.
Legionnaire (actually Legion Devils, that information will become evident on first contact).
Senses Perception +4;
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 18, Refl ex 17, Will 17; see also squad defense
Resist 5 fire
AoO =
+11 vs. AC; 5 damage.
Squad Defense
The legion devil grunt gains a +2 bonus to its defenses when
adjacent to at least one other legion devil. Remember that one. If you attack while they have a body adjacent, every defences ae at +2
Chillborn
Senses Perception +3;
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fire, 5 radiant
AoO +11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper
All the non zombies have also quaffed a resist 5 cold potion.[/sblock]
[sblock]Everybody gets to act before the badguys except Nathan.
You have passed a milestone; gain one AP. You have scavanged 3 potion of resist cold 5 from the previous fight. Distribute as you see fit.
Hum, somehow I forgot to place Barrion. he's at Y24
The dam isn't on the map. It's several hundred yards east. The grey structure you see act as both a bridge (stairs are on the side in light grey) and as a mechanism to redirect part of the water in the two waterways that go south and north.
The black block on the northern part of the structure is the control mechanism that lowers a grate with small openings. It restricts the flow of water but not so fast that you will get flooded before you have the time to order the dam to shut down or restrict the water at the source. In this case, the grate will prevent the bags from moving upstream. The control panel also includes flare to signal the dam to shut down water but it's a long process.
You have 3 rounds to activate the lever on that panel before the packs move. If you fail, you can still win the fight and go fish the packs later, but the lost time will result in enough damage that you won't get quite as joyous a party when you come home...
The grey wall surrounding the waters are dikes. You can stand on top of them. It's a DC 18 climb and takes a single move action.
The ground is more elevated away from the dike and it's a slope downward as you move toward it. If you are within two square of it, you have no line of sight on anything beside the dike wall. If you are between the two double lines, you can see above the dike and can target someone flying or even standing on the other side of the channel (such as the chillborn zombies, but they have cover). If you are even farther away, you are high enough to see behind the other dike wall.[/sblock]
[sblock=stats]
Flameskull
Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Refl ex 23, Will 21
Immune disease, poison; Resist 10 fi re, 5 necrotic; Vulnerable 5
radiant
Currently stands 2 square above the ground. Can't make attacks of opportunity.
Angel
Senses Perception +6
Angelic Presence Attacks against the angel of valor take a –2
penalty until the angel is bloodied.
HP 88; Bloodied 44
AC 24; Fortitude 22, Refl ex 20, Will 19
Immune fear; Resist 10 fire, 10 radiant
AoO= +13 vs AC ;1d8+6
Bay attention to the bolded part. Everyone has -2 on any attack against the Angel until bloodied. Mirage and Leyra, note the resistance.
Legionnaire (actually Legion Devils, that information will become evident on first contact).
Senses Perception +4;
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 18, Refl ex 17, Will 17; see also squad defense
Resist 5 fire
AoO =
+11 vs. AC; 5 damage.
Squad Defense
The legion devil grunt gains a +2 bonus to its defenses when
adjacent to at least one other legion devil. Remember that one. If you attack while they have a body adjacent, every defences ae at +2
Chillborn
Senses Perception +3;
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fire, 5 radiant
AoO +11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper
All the non zombies have also quaffed a resist 5 cold potion.[/sblock]
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