24 - 4e style

Initiative;Leyra,Nathan,Barrion,Garrick,Mirage,Dagran,Bad Guys (1d20+6=11, 1d20+3=23, 1d20+4=20, 1d20+11=30, 1d20+7=23, 1d20+5=24, 1d20+7=23)

Nathan, Garrick, Mirage and Dagran beats the initiative of the Bad guys and are up.

STATS :

Death Cultist
1 = Dragonborn
2 - Halfling

Perception 17
Inisght 17

HP 48; Bloodied 24
AC 18 (19 for DC2
Fortitude 14 (15 for DC 1)
Reflex 14 (15 for DC2)
Will 16

AoO = Quarterstaff (Standard, at-will) Weapon
+5 (+6 pour DC1) vs Armor Class; 1d8 damage (+1 pour DC 1).

Soldier (Hg)

Perception 16
HP 63; Bloodied 31

AC 20
Fortitude 18
Reflex 17
Will 16

AoO : Halberd (Standard, at-will) Weapon
+12 vs Armor Class; 1d10+4 damage,
Note; Unless specified, they start with a crossbow in hand and therefore only start making AoO when the halberd is drawn.

Chillborn Zombie
Perception 13
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
Reflex 16
Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fire, 5 radiant
AoO = Slam (standard; at-will) ✦ Cold
+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)

B]Death Burst[/B] (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
 
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[sblock=ooc]Move to N7.(Double Move)
Minor ActionLook through Peephole Perception:1d20+5=12[/sblock]
Dagran, unable to meet the advance of his enemies before they attack, moves up to get a view of whatever is in the inner chamber.

"Concentrate range on the zombies! Take them OUT!"
 


As Garrick swept around the corner he noticed the weird machine facing him. "What the devil is that thing? It looks bloody dangerous - we'd better deal with it,"

So saying he hurled a shuriken straight into the chest of the machine operator before that individual could react.

[sblock=OOC]Sly Flourish vs AC vs Hg1. Attack 29 vs 20. Damage 16 (I forgot to add in magic enhancement to damage) + 8 (sneak attack) = 24; Roll Lookup [/sblock]
 

Nathan turns the corner too and stop as he see teh gard and the zombie. He grabs the acid vial he just got and throw it at the zombie, hitting it solidely.

[SBLOCK=OOC]Move: Move to L7
Minor: Draw acid
Standard: Throw an acid vial: 1d20+7=24, 1d10=3 Include the -2 range penalty, but not any light penalty.

For the other two acid vial, I suggest to give it to other characters who doesn't have good range option, as the attack bonus is determine by the objectm and not the stats of the character. Thta's why I decided to take one.[/SBLOCK]

[SBLOCK=Ministats]Initiative +3; Senses Perception 14, Insight 19
HP 66/66; Bloodied 33; Healing Surge 16; Surges Per Day 4/11
AC 22 (25); Fort 19, Ref 20, Will 19
Speed 6
Action Points 1

At Will:
Aegis of Shielding
Booming Blade
Lightning Lure
Swordburst

Encounter:
Ligthning Clash
Mythal Recovery
Transposing Lounge
Armathor's Step
Vengeful Longsword
Second Wind

Daily:
Frost Backlash
Deep Freeze
Veteran's Hide Armor[/SBLOCK]
 

[sblock=Leyra]Leyra didn't beat the initiative of the bad guys, her action comes after theirs. That action will still make sense though so I'll process it right after the bad guys.[/sblock]

[sblock=Garrick]Good job on taking into account all modifiers (cover and range for -4 and CA for +2). I'd just point out that since the max range of the shuriken is 12, Garrick must have moved into the corridor to make that attack. I picked K7 as a good spot because it gives LOE on the guard and Dagran will provide some cover from ranged attack.[/sblock]

[sblock]AFAIK Mirage is still in his two weeks vacation so I will run him right now.[/sblock]

Mirage follows suit and ends right behind his roguish ally. Focusing his will he sends a powerful scorching burst toward the enemies. The guard uses his machine for protection but zombie feels the burn.

Zombie vs 16, Guard vs 17 (1d20+10=19, 1d20+8=10, 1d6+7=8)

[sblock]Blast at T7 so the guard cover. Zombie is vulnerable to fire so +5 damage

The machine also takes 8 points of damage. Yes, it can be broken. Auto hit at your level, though use common sense; it's immune to anything that targets will and anything else that doesn't sound like sometghing that would hurt an object (poison, non acidic gas attack etc).

It can take splash damage (such as cleave) but can't be used to splash damage on others without having to roll an attack.

It has 70 hp.[/sblock]

Dagran takes a quick peek inside the room and his blood runs cold. There are a number of robed figures chanting around arcane markings on the floor and in the middle he sees a large beastial creature roaring.

Balor.jpg


The beast doesn't seem fully material yet, praise to the gods. It is still constrained by a bizarre forcefield but it is obvious that the cultists are trying to bring it into the world. It is also obvious by the strains on the forcefield that it isn't designed to hold him when he becomes fully present in this plane. They are apparently planning to set loose a lord of destruction and let Undhil deal with the mess.

Leading the incantation is a gruesome, three skulled undead. It looks evil and powerful.

Skull_Lord.jpg


He is assisted deferently by the flying skull you met on the bridge as well as two monks, including the one who fled earlier. Beside these figures, about a dozen of lesser cultists, which seem to be undead judging by the eerie light coming from their hoods, are all following orders and providing most of the chanting.

[sblock=OOC]Obviously, if the Balor gets loose, run away screaming, the fight is lost.

Even so, the total odds are almost overwhelming; the Skull Lord and Flameskull together pack a lot of firepower. But the good news, so to speak, is that the bad guys inside are entirely focused on setting loose the monster, which means you can count on a few rounds of just dealing with guys outside.

It should go without saying, but I strongly discourage opening the panels before you absolutely must! At the same time, I strongly urge you to mop up the outer defenses as fast as possible because you can't win once the ritual is complete. Let's just say that if you are forced to retreat, day 2 will have a considerably different feel. More Mad Max than then 24.

The bad guys will have succeeded in summoning the Balor in 5 uninterrupted actions in the professional opinion of Mirage. This ETA will increase upward as soon as you disturb them; they need everyone chanting to get there in 5 round; losing even one of the lesser cultists (minions, btw) will increase the ETA and having the leaders focus on you will soon stop it altogether.
[/sblock]

4shared.com - photo sharing - download image Ritual1a.jpg

Ritual1a.jpg


Nathan still up (edit : oops, Nathan acted while I was dealing with this huge post, Bad guys coming up).

Machine : 52/70
Cz1 : 58/71
Soldier (guard) : 39/61

Team : Hum, not everyone is full.

Leyra : 43/49, [2]
Nathan : 66/66 [4]
Barrion : 13/56 [6] (but certainly used some surge between encounters)
Garrick : 1/52 [?] (spent some surges between encounters)
Mirage : 49/49 [6 surge left, I think]
Dagran : 61/66 [2]

Help me fill the blanks. I'll keep a tighter track next day...
 
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In the southern corridor, the zombie lumbers forward. Meanwhile, the cultist mage sends an uncoordinated barrage of magic missile targeting the two agents still in their sight.

1 vs Barrion's reflex 18 2 vs Leyra's reflex 17 (1d20+8=15, 2d4+4=9, 1d20+8=21, 2d4+4=8) Leyra hit, barrion missed

In the other corridor, the guard activates his machine. It starts spewing poisonous darts, spamming the corridor.

2d4 targets in range 20 (2d4=5) everyone in the corridor is targeted. Everyone but Dagran has -2 cover (Say; 'thank you Dagran!')

Dagran AC 23, Nathan AC 25, Garrick AC 20, Mirage AC 19 (1d20+10=28, 1d20+8=19, 1d20+8=27, 1d20+8=16, 1d8+2=9) Dagran and Garrick hit for 9 point of damage, poison 5 ongoing (save ends).

The zombie's skin melt under the acid, but it surges forward and shakes the effect.
save (1d20=18)

It charges Dagran but is clumsy and misses him.
charge vs AC 23 (1d20+12=13)

His cold aura still takes it toll.

Meanwhile, the chanting from the chambers continue without interruption.

4shared.com - photo sharing - download image Ritual2.jpg

Ritual2.jpg


[sblock]1 action, 4 to go before apocalypse[/sblock]
Machine : 62/70
Cz1 : 50/71
Soldier (guard) : 39/61

Leyra : 35/49, [2]
Nathan : 66/66 [4]
Barrion : 13/56 [6] (but certainly used some surge between encounters)
Garrick : 1 - 9 + Xsurge / 52 [?] (spent some surges between encounters, I kinda need to know how many soon!) Ongoing 5 (poison, save ends) May use second chance?
Mirage : 49/49 [6 surge left, I think]
Dagran : 52 (42) / 66 [2] ongoing 5 (poison (remember dwarves +5 to save vs Poison)); in cold aura
 
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Leyra

Leyra follows Dagran, even though seeing the weird tube-sprouting machine makes her think the other way might have been a better choice, but the magic missiles coming from that direction didn't make her feel welcome either.

The cleric then raises her holy symbol and invokes the protection of Corellon to shield her allies and herself from further harm.

“Nathan, get that guy away from the machine!”


OOC: Move to J6; Shield of Faith;
each of us gains a +2 power bonus to AC for the whole encounter.
 

Barrion curses the Zombie in his corridor. He then aims his sword at the zombie, releasing a stream of fire that clings to the zombie's flesh, burning and distracting him. He then recharges his sword and blasts the zombie again, this time with radiant light, this time barely missing. The light, however, does manage to cling to the zombie's undead mind.

[sblock=OOC]
Minor: Curse Zombie
Standard: Witchfire on the Zombie: 1d20+9=26, 3d6+11=21 HIT for 21 fire damage (including Curse damage and vulnerability)
Spend Action Point: Dread Star on the Zombie:1d20+9=15, 3d6+11=19 MISSING BY 1. Where oh where is a Tactical Warlord when you need one? Still, the Zombie has -2 will (save ends)

Cz2 : 50/71; -5 attack rolls until end of Barrion's next turn; -2 Will Defense (save ends); cursed
Barrion: 55/56; 3/8 surges left. 0 APs. 2 Daily Item uses left.

[sblock=Sheet]Initiative +4

Hit Points 55/56
Temporary HP 0
Healing Surges 3/8

Action Points 0
Milestones 2

Armor Class 22
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
xWitchfire
Otherwind Stride
Ethereal Stride
Fey Switch

xDread Star
xCrown of Madness
xSwordmage Warding

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


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