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<blockquote data-quote="Mal Malenkirk" data-source="post: 4610120" data-attributes="member: 834"><p>[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]</p><p></p><p>[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]</p><p></p><p>[sblock]AFAIK Mirage is still in his two weeks vacation so I will run him right now.[/sblock]</p><p></p><p>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.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1877274/" target="_blank">Zombie vs 16, Guard vs 17 (1d20+10=19, 1d20+8=10, 1d6+7=8)</a> </p><p></p><p>[sblock]Blast at T7 so the guard cover. Zombie is vulnerable to fire so +5 damage</p><p></p><p>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).</p><p></p><p>It can take splash damage (such as cleave) but can't be used to splash damage on others without having to roll an attack. </p><p></p><p>It has 70 hp.[/sblock] </p><p></p><p>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.</p><p></p><p><img src="http://dc97.4shared.com/img/78637232/a25982fe/Balor.jpg?sizeM=3" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>Leading the incantation is a gruesome, three skulled undead. It looks evil and powerful.</p><p></p><p><img src="http://dc97.4shared.com/img/78637261/46272701/Skull_Lord.jpg?sizeM=3" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>[sblock=OOC]Obviously, if the Balor gets loose, run away screaming, the fight is lost.</p><p></p><p>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.</p><p></p><p>It should go without saying, but I strongly discourage opening the panels before you absolutely must! At the same time, I <em>strongly</em> 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.</p><p></p><p><strong>The bad guys will have succeeded in summoning the Balor in 5 uninterrupted actions</strong> 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. </p><p>[/sblock]</p><p></p><p><a href="http://www.4shared.com/file/78638150/4028ea5b/Ritual1a.html" target="_blank">4shared.com - photo sharing - download image Ritual1a.jpg</a></p><p></p><p><img src="http://dc97.4shared.com/img/78638150/4028ea5b/Ritual1a.jpg?sizeM=3" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Nathan still up (edit : oops, Nathan acted while I was dealing with this huge post, Bad guys coming up). </p><p></p><p>Machine : 52/70</p><p>Cz1 : 58/71</p><p>Soldier (guard) : 39/61</p><p></p><p>Team : Hum, not everyone is full. </p><p></p><p>Leyra : 43/49, [2] </p><p>Nathan : 66/66 [4]</p><p>Barrion : 13/56 [6] (but certainly used some surge between encounters)</p><p>Garrick : 1/52 [?] (spent some surges between encounters)</p><p>Mirage : 49/49 [6 surge left, I think]</p><p>Dagran : 61/66 [2]</p><p></p><p>Help me fill the blanks. I'll keep a tighter track next day...</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4610120, member: 834"] [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. [url=http://invisiblecastle.com/roller/view/1877274/]Zombie vs 16, Guard vs 17 (1d20+10=19, 1d20+8=10, 1d6+7=8)[/url] [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. [IMG]http://dc97.4shared.com/img/78637232/a25982fe/Balor.jpg?sizeM=3[/IMG] 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. [IMG]http://dc97.4shared.com/img/78637261/46272701/Skull_Lord.jpg?sizeM=3[/IMG] 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 [I]strongly[/I] 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. [B]The bad guys will have succeeded in summoning the Balor in 5 uninterrupted actions[/B] 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] [url=http://www.4shared.com/file/78638150/4028ea5b/Ritual1a.html]4shared.com - photo sharing - download image Ritual1a.jpg[/url] [IMG]http://dc97.4shared.com/img/78638150/4028ea5b/Ritual1a.jpg?sizeM=3[/IMG] 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... [/QUOTE]
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