6 Eagle Down (Judge : Garyh)

Callen steps back to see what was coming to flank the group. Spotting the dogs he tries to scare them off with a burst of flame, but is generally unsuccessful.

[sblock=ooc]Apologies for the silence, I'll try to keep up but this weekend I might be a bit tight on time while we are doing some renos.
Re:Castor, Callen remained quiet, uncomfortable dealing with the criminal and does not have him as a contact.
Re:Staff, he is however happy to accept the staff. I haven't incorporated it into his greater character sheet yet, but I will soon. It is in the stats below though.
Re:Shopping, not going to get anything at this point.
Re:XP, oh so close just a few hundred more and Callen will hit 4th.
Re:Healing surge debate, I trust Mal and enjoy his games, this is going to be fun and hard!
Re:Island, I'm here now :)


Actions:
Start: n/a
Move: move to R11
Standard: Scorching Burst vs. hound pack (1d20+7=10, 1d6+6=9) = miss...
Move: n/a
End: n/a

Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
[sblock=stat block]
Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 17, Fort: 15, Reflex: 17, Will: 17 - Speed: 6
HP: 32/32, Bloodied: 16, Surge Value: 8, Surges left:8/8
Action Points: 1

Powers:
Magic Missile
Scorching Blast
Thunderwave
Ghost Sound
Light
Mage Hand
Prestidigitation

Burning Hands
Fire Shroud
Staff of Defense
Shield*
/Expeditious Retreat
Summon Fire Warrior/Sleep*/Acid Arrow
Healing Word

Gloves of Piercing
Flame Rose


* memorized
[/sblock][/sblock]
 

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[sblock=OOC]Not that I'm asking for a retcon or anything, but I did state in my last post that Kama'zer would knock on the door if it was found to be locked. I'm okay with jumping right into battle as it seems likely that would have erupted either way, but just thought I'd point it out.[/sblock]
'The Giths are coming for him!' ?? Kama'zer wonders to herself. 'Who is it that they think we are coming for?' Her eyes narrow and she decides that she'd like to find out just what that dwarf thinks he knows. Moving past Soldier and into the entryway, Kama'zer charges up the center of the foyer past the guard which 7 Rabbit killed and stops just within reach of the only living thing between her and the dwarf. After one chop of her scimitar, there is nothing living between herself and the dwarf. With a quick shake, she removes most of the blood from her blade and makes ready for her next attack.

[sblock=Actions/Stat block]Start= n/a
Minor= n/a
Move= Move from Q11 to L10
Standard= Charge from L10 to G10 and Basic Melee Attack w/ +1 charge bonus vs. Guard(F9) AC16 (1d20+8+1=22, 1d8+4=9)
End= n/a
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 4
Passive Perception: +13, Passive Insight: +13
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 41/41, Bloodied: 20, Surge Value: 10, Surges left: 9/9
Action Points: 1, Second Wind: not used
Powers-
Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon
Lead the Attack, Exalted Armor, Cloak of Resistance, Shield of Bashing
Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat[/sblock][/sblock]
 
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"I hate canines. Death and alive ones alike!" Mri'Thas stands high, with his staff to his right, and sends a pair of magic missiles from the tip of his cane, moving it slightly.

IC is down now, feel free to roll for me
 

[sblock=OOC]Not that I'm asking for a retcon or anything, but I did state in my last post that Kama'zer would knock on the door if it was found to be locked. I'm okay with jumping right into battle as it seems likely that would have erupted either way, but just thought I'd point it out.[/sblock]

[sblock=OOC]Yeah, but your single OOC declaration of intention got brutally outvoted by Mri'Thas and 7 Rabbit IC actions![/sblock]
 

Ts'iri steps towards the dog pack and starts concentrating. A light silvery glow forms over them but nothing else happens yet...

[sblock=ooc]Actions:
Move:Q9 to Q6
Minor: curse N1 (hound pack)
Standard: ready an action (When the hound pack gets one square away from me, I use chilling cloud on them)


1d20+5=16, 1d6=2

Hound's missed by cloud. Ts'iri gains concealment from shadow walk (-2 packs attacks) and pack should be in chilling cloud for another -2 attack. In addition, her armor gives her a +2 AC on the attack. Soldier's mark makes for an additional -2 to it's attacks.

[sblock=stat block]
Initiative: +3, Passive Perception: 10, Passive Insight: 16
AC: 20/18, Fort: 16, Reflex: 17, Will: 16 - Speed: 6
HP: 40/40, Bloodied: 20, Surge Value: 10, Surges left:10/10
Action Points: 1

Powers:
1/1 Second wind
1/1 Vampiric Embrace
1/1 Chilling Cloud
1/1 Telekinetic Leap
1/1 Fiery Bolt
1/1 Armor of Agathys
1/1 Fiendish Resilience

Darkleaf armor [+2 AC vs first attack]
[/sblock][/sblock]
[sblock=dogs]Sigh... back to being a defender... You guys come on back and help take care of these dogs once you'll killed off everything else. :p

Stupid dogs have better stats than I do! :hmm:[/sblock]
 
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Soldier draws one of handaxes and hurls towards the pack of hounds, it misses and Soldier then enters the building and moves towards his enemies.

[sblock=Details]
Minor Action:draw handaxe
Standard Action:throw handaxe at pack of hounds -(1d20+7=9;1d6+4=7; the pack of hounds is marked by Soldier)
Move Action: move to J10
[/sblock]

[sblock=Soldier stat Line]Soldier- Male Warforged Fighter 2
Passive Perception: 13, Passive Insight: 13
AC:19, Fort:17, Reflex:12, Will:14 -- Speed:5
HP:50/50, Bloodied:25, Surge Value:12, Surges left:13/13
Initiative +2, Action Points: 1, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow, Warforged Resolve, Lasting Threat, Boundless Endurance, Frost Weapon
[/sblock]
 

http://virtualbattlemat.com/game/dm_malenkirk-5/

[sblock=7 Rabbit]You can't move diagonnally across squares occupied by an obstacle (such as the pillar) Therefore your move was impossible since it required you to be able to move 6 square.

Since the idea was to move behind a pillar for cover, I moved you the nearest one instead.[/sblock]

Mri'Thas magic missiles fly wide.

-''Damn those Giths, I knew they would send a strike team. What was he thinking?!'' snarls the dwarf.

He hits a switch near him and then points his crossbow at Kama'Zer. His aim is true. He then steps out of sight toward the east.

Suddenly, two automated dual-crossbows pops down from the ceiling , on near the entrance and the other right over Kama'Zer. They open up on 7 Rabbit and Soldier.

Appearing in to the left of the door vacated by the dwarf, a sinister looking human in dark robes takes cover and shoots and immaterial shuriken at Kama'Zer but his aim his way off. He grimaces and make a signal. Two more gaurds charge in the hallway but there are just as clumsy.

Meanwhile, outside, Tsi'Ri has her hands full with the dogs and one nearly tear her throat off but her enchanted armor shadowfell energies shift just in time to avoid the worst.

[sblock=Actions]
Mrithas vs Hounds
vs ref 17 (1d20+7=9, 2d4+6=12)

Dwarf bolter vs KamaZer
Standard
vs AC 20 Kama'Zer (1d20+10+2=31, 1d8+3+1d6=9)
Moves Back

Turrets
1 and 2 vs Soldier 19, 3 and 4 vs 7 Rabbit 16 (-2 to attack) (1d20+8=17, 2d8+3=19, 1d20+8=10, 2d8+3=13, 1d20+8=25, 2d8+3=15, 1d20+8=22, 2d8+3=13) miss soldier twice, hit 7 Rabbit twice. Wow. 28 hp

Dark cultist
vs Reflex : 17 (1d20+8=9)

Guards
vs AC 20 (1d20+7=9, 1d20+7=16) two miss

Dogs vs Tsi'Ri
vs Tsi'Ri (1d20+13-2-2=18, 1d8+5=7) miss becasue of Darkleaf bumping AC to 20
[/sblock]

[sblock=Status]
Turrets are based at N10 and G10, hanging from the ceiling, 4 squares from the ground. The were DC 25 to spot so no one had a chance. They can move on a rail that follow exactly a rectangle with the pillars at each corner.


Pak of hounds : 71/72 Marked (Soldier)

7 Rabbit: 12/40 [10/10] Bloodied
Kama'Zer: 32/41 [9/9]

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.

These should bring fond memories to Erekose
[/sblock]
 
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Callen sends another ball of flame over Tsi'ri's shoulder and is far more successful at lighting the hounds on fire.

[sblock=ooc]ooc: Cultists eh and me with a wizard again. But how did sg get in there?

Actions:
Start: n/a
Move:
Standard: 1d20+7=25, 1d6+6=7 = hit! and a roll of 1 on dmg... lol oh well at least they are vulnerable.
Move: n/a
End: n/a

Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
[sblock=stat block]
Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 17, Fort: 15, Reflex: 17, Will: 17 - Speed: 6
HP: 32/32, Bloodied: 16, Surge Value: 8, Surges left:8/8
Action Points: 1

Powers:
Magic Missile
Scorching Blast
Thunderwave
Ghost Sound
Light
Mage Hand
Prestidigitation

Burning Hands
Fire Shroud
Staff of Defense
Shield*
/Expeditious Retreat
Summon Fire Warrior/Sleep*/Acid Arrow
Healing Word

Gloves of Piercing
Flame Rose


* memorized
[/sblock][/sblock]
 

[sblock=ooc]You missed a -2 to the dogs attacks Mal Malenkirk. I have concealment, soldier's mark and the chilling cloud for a total of 3 -2's. While it really isn't important to the last attack, I may prevoke an OA and those would all apply since they'd last until the end of my next round.

PS: As a bonus, this is the FIRST time I've used my armor's ability and I was actually missed! :p[/sblock]
 

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