24 - 4e style

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]
 
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Leyra

[SBLOCK=OOC]Potions should go to Dagran, Garrick and Nathan, I think.[/SBLOCK]

Leyra, able to see the whole parade on the other side from her elevated position, readies her bow and fires an arrow, that is cracking with lightning, over the channel. After the warning shot, she heads towards the bridge.


OOC: Ranged Basic Attack vs. L (AA6) miss;
Move to AF20.
 

"Come on! Quickly!" Garrisk races towards the bridge hurling a shuriken at the angel as he did so. Unfortunately the range was just too long and, combined with the aura from the devilish creature, his aim was way off.

The throwing star whirled across the water before looping back to his hand.

Suddenly he realised his mistake. "Don't stop to attack! Move, move, move! Get to that grate!"

[sblock=OOC]Unfortunately I had already rolled the attack before remembering you can do a double move. :eek:. Move to AD21: Sly Flourish @ +10: IC rolled 3 {as usual :.-(}[/sblock]
 

Barrion moves forward, forcefully, but not wildly, knowing that leaving himself open to their attacks on the open span wouldn't do anyone any good. He channels magical energy into his sword, activating the warding spells he has inlaid there.

As he steps up onto the bridge, he gets a good look at the angel, and mutters a curse under his breath.

[sblock=ooc] Move twice to AH16. Use my swordmage warding multi-class ability; Minor Action to curse the Angel. I moved far enough to get concealment.

[sblock=my stats]Initiative +4

Hit Points 51/56
Temporary HP 0
Healing Surges 8/8

Action Points 1
Milestones 1

Concealment: -2 to attacks.
Armor Class 20 (23 swordmage warding)
Fortitude 16
Reflex 18
Will 20

OA :bmelee: +2 Pact Sword +11, 1d8+5

Passive Perception 12
Passive Insight 12

[SBLOCK=Power Tracker]Second Wind
Fey Step
Witchfire
Otherwind Stride
Ethereal Stride
Fey Switch

Dread Star
xCrown of Madness
xSwordmage Warding

Cape of the Mountebank
Pact Longsword
Feyleaf Vambraces[/SBLOCK][/sblock][/sblock]
 

"Well, that's a little more than I expected...", Dagran mutters under his breath. he then starts working his short legs faster than they have a right to move. "For Undhill!" he cries, drinking down the potion he hopes will keep the chill out of his bones, and hoping he can tough out anything that angel dishes out.
[sblock=actions]Minor: Drink Resist Cold Potion.
Move: Run (7) to AH17.
Standard: Run (7) to AH10..
AP: Move 5 to AI6.
Special: First attack that hits more than 8 hp, I use Unbreakable to reduce the attack by 8 hp. I grant combat advantage. Yay.[/sblock]
 
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[sblock=OOC]I think a round of applause or extra exp or something similar for Dagran's heroic effort. Bravo Sir dwarf!

And certainly a burial worthy of a great hero![/sblock]
 

Mirage moves quickly onto the bridge where he'll acquire a position to hold off the enemy at range.

[sblock=ooc]Move: to AE20

Standard: Move to AI15

Minor: n/a
[/sblock][sblock=stats]Initiative +7

Hit Points 44/49
Temporary HP 0
Healing Surges 8/8

Action Points 1
Milestones 1

Armor Class 19
Fortitude 16
Reflex 19
Will 19

OA :bmelee: Dagger +5, 1d4-1

Passive Perception 14
Passive Insight 19

Character Sheet

[sblock=Power Tracker]General:
Surges 8/8
Second Wind
Action Point

Encounter:
Infernal Wrath
Grasping Shadows
Maze of Mirrors


Daily:
Phantom Chasm*/Sleep
Phantasmal Terrain*/Featherfall
Phantasmal Assailant*/Fireball
Invisibility/Disguise Self*


Item:
Orb of Imposition
Orb of Impenetrable Escape/Phantom Soldier[/sblock][/sblock]
 

http://dc34.4shared.com/download/71963540/25158cb1/Dam3.jpg?tsid=20081117-185613-7cae23ce

Dam3.jpg


The Angel swoops down silently, circle the dwarf and attacks violently with a flurry of his sword and dagger.

(Not a charge, +2 combat advantage)
Blade Fury (1d20+15=31, 1d8+6=14, 1d20+15=32, 1d4+6=8)

Both attacks land solidly but the undomitable dwarf shakes some of the damage (Unbreakable, absorb 8 point out of the 22)

The lumbering zombies obey the shrill orders of the flying skull and urches toward Dagran. He feels the cold but this time he is prepared and his potion absorb the worst of it.

The Legionnaire moves toward the stair in discipline fashion. Upon closer inspection, they aren't humans. Their horns aren't adornment for their helmet after all... Their otherwordly nature is made plain when two of the legionnaire teleports short distance to avoid the bottleneck created by Dagran and form a line separating him from his comrade.

-''Devils! Not very powerful one, but this is getting worse by the minute.'' says Control One.

With all this positionning, though, only one can get a clean attack, charging up the stairs.

Charge (1d20+12=17) (Forgot to add +2 for combat advantage but still a miss)

The flaming skull hovered closer to its allies and let lose a powerful ray of green energy and singe Dagran.

Flaming ray (1d20+12=18, 2d6+6=11) vs reflex 16

Relevant status

Dagran: 41/66
 


"I got you Dagran!"

As soon as Dagran flips the switch, Barrion reappears where he was standing, the dwarf now standing on the bridge.

Nearly surrounded, Barrion explodes in arcane energy, striking the devils and the angel nearly on top of him, and reappears a little ahead of Mirage, back on the bridge. Looking back, Barrion realises that all of his foes avoided the worst of the blast.

Barrion then levels his blade at the devil in front of him, cursing him.

[sblock=ooc]
Delay my turn until after Dagran flips the switch and finishes his turn (or finishes himself?)

Move Action: Fey switch; Dargan and I switch places.

Standard Action: Otherwind Stride. vs. Angel Fort 22; vs. AH 6 Fort 20; vs. AH 7 Fort 20; Damage on hit: Damage (with potential extra damage on Angel) (1d20+7=12, 1d20+9=17, 1d20+9=18, 1d8+6=12) I miss everyone, but I still teleport to AH14.

Minor Action: Curse the Legion Devil at AH 14

[sblock=My Stats]Initiative +4

Hit Points 46/56
Temporary HP 0
Healing Surges 8/8

Action Points 1
Milestones 1

Concealment (-2 to attacks)
Armor Class 20 (23-Swordmage Warding)
Fortitude 16
Reflex 18
Will 20

OA :bmelee: +2 Pact Sword +11, 1d8+5

Passive Perception 12
Passive Insight 12

[SBLOCK=Power Tracker]Second Wind
Fey Step
Witchfire
xOtherwind Stride
Ethereal Stride
xFey Switch

Dread Star
xCrown of Madness
xSwordmage Warding

Cape of the Mountebank
Pact Longsword
Feyleaf Vambraces[/SBLOCK][/sblock][/sblock]
 
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