6 Eagle Down (Judge : Garyh)


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Mri'Thas runs after Soldier, and stands next to Callen, where he chants a few arcane words, and shots a pair of magical missiles that rip the head off of one of the foul creatures. The corpse falls heavily on the floor, and the head bounces off in the other direction.

[sblock=Actions]
Move to w8
MM vs O12: 24 vs ref, hit for 10 dmg[/sblock]
 

[sblock=OOC]
If you're planning on killing minions, it'd be good to wait until after the warlocks go so we can curse them and get our curse bonus when they die.

BTW, I forget - did I spend an AP last combat?
[/sblock]

7 Rabbit moves to the corner and peeks around. Swirling stars fly from him to orbit the remaining Reaver's head. "Yes, they are easy to slay," he says confidently, flicking a hand nonchalently toward it. His eldritch blast takes a chunk out of the ceiling.

"Oops."

[sblock=Actions]
Move: to V8, activating Shadow Walk
Minor: curse Reaver at O9
Standard: Eldritch Blast at O9: Eldritch Blast at Reaver (targets Reflex) (1d20+6=14) Fail.
[/sblock]

[sblock=7 Rabbit stat block]7 Rabbit- Male Dwarf Warlock 2
Passive Perception: 12, Passive Insight: 17
AC:16 (18 vs. OA), Fort:15, Reflex:15, Will:14 -- Speed:5
Resist 10 force
HP:40/40, Bloodied:20, Surge Value:10, Surges left:10/10
Initiative 0
Action Points: 1, Second Wind: not used
Powers: Dire Radiance, Eldritch Blast, Vampiric Embrace, Fevered Certainty of Caiphon, Frigid Darkness, Armor of Agathys, Brooch of Shielding
[/sblock]
 

Ts'iri enters the room and bathes the reaver briefly in silver light before firing a bolt of energy at it.
[sblock=ooc]Actions:
Move:W4 to T10 [gain concealment]
Minor: curse O9
Standard: Eldrich Blast at O9

1d20+6=8

Miss.
[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=OOC]Was back in hospital again and had some work done on my right hand. Since I'm a righty, left hand typing sucks sp my posts will be short.[/sblock]
 

[sblock=7 Rabbit's AP]You used it in an action that was retconned and I don't think you use it again after that so you should have it.[/sblock]

[sblock=Tsiri]Because you can't cut corner accross obstacles, you can't quite reach T10, I dropped you 1 short.

Also, the reaver at O9 was arleady cursed by 7 Rabbit.[/sblock]

DM_Malenkirk on Virtual Battlemat

Callen is up
 

Callen continues to rush forward glad that he moved in initially even though only one target is asleep. Once in place he throws a scorching burst towards the one that got away, intending to catch one of the Reavers in the blast. Both hit!


[sblock=ooc]Actions:
Start: n/a
Move: to R9
Standard: scorching blast w1 and reaver @ h13 ref (1d20+7=15, 1d20+7=22, 1d6+6=10) = two hits :)
Minor: 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:7/8
Action Points: 0

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=Tsiri]
Because you can't cut corner accross obstacles, you can't quite reach T10, I dropped you 1 short
I thought that was only for obstacles that were completely filling/blocking their squares? [PHB 284] There seemed to be a fair amount of space left in the right side of the square so it didn't seem completely blocked. It doesn't matter this time, but in the future could you note square filling obstacles in the status or mark them somehow on the map please. Or do you count all obstacles as completely filling/blocking their squares?

Also, the reaver at O9 was arleady cursed by 7 Rabbit.
I was thinking like a mark "a new mark supersedes a mark that was already in place" but it is once only. That does bite for multiple warlock parties:.-( [/sblock].
 

[sblock=Tsi'Ri]No, you specifically can't curse someone already affected by another character's curse. It's not like mark.

Hence the fun of the ''Accursed Coordination'' Feat. A super powerful feat when you adventure with another warlock and a useless one otherwise.

Also, I pretty much always count my obstacles as occupying the full square unless specified otherwise. They are not much of an obstacle otherwise.
[/sblock]

[sblock=Callen]I have to stop you at R10. Just like Tsiri before, you can't reach R9 because you can't cut acrross corners when there is an obstacle. You would have needed one extra square to get to R9
[/sblock]

The mages order one of their minion to keep herding 6 Eagle and another slave toward the exit. Then they move back toward the fray and launch two burst of thunder in the middle of our heroes. Surprisingly, the wizard bear the stunning power of these spell with more ease than his colleagues, Kama'Zer and Soldier, who staggered by the thunder.

The Reavers keep their tentacles wrapped around Soldier and start sapping his life force. These are true fiends! They need to be put down quickly!

One warforge move to the east of the room, lines up Kama'Zer and charges, hitting her easily in her confused state. The other warforge stirs up a little from his magic induced slumber... but think better of it and keeps dreaming about forges and war.

Suddenly, a figure cloaked in shadow appears from the southern corridor and throws a vicious dagger at Tsi'Ri. Through blind luck or amazing reflex, Tsi'Ri easily dodges the attack.

DM_Malenkirk on Virtual Battlemat

[sblock=Actions]
Mages:
Moves TPL
Actions: Burst of thunder on R11
1,2; Callen 3,4; Soldier 5,6: Kama vs For (1d20+7=12, 1d20+7=14, 1d20+7=9, 1d20+7=26, 1d20+7=26, 1d20+7=11) Miss Callen twice, hit soldier once, hit Kamazer once
1: soldier 2:Kama (1d8+4=9, 1d8+4=7) + Stun

I rolled twice because there were two burst; rolls 1,3,5 was the first blast, 2,4,6 was the second.

vs For 18 (1d20+9=25, 1d20+9=20) two hits; lose two healing surge!

Warforged 2 charges
Charge vs Kama'Zer Ac 20 (Dazed) (1d20+9+1+2=30) hit
damage (1d8+4=7) KamaZer is marked

Warforged 1 saves
1d20=3 miss

Dark One Emissary
stealth (1d20+12=29)
vs TsiRi AC 18 (1d20+10-2+2=11, 1d4+5+1d6=12) Miss

I think Tsi'Ri uses dark Voodoo magic that makes all the good attack rolls bounce off her and go to Soldier.

The Dark One shift back out of sight (not a stealth check at this point) and gains concealment
[/sblock]

[sblock=Status]
Warforged 1: 46/56 slowed, unconscious (Save ends), prone
Dark One : Concealment

7 Rabbit: 38 /40 [8/10]
Kama'Zer: 24/41 [5/9] dazed (save ends)
Soldier: 34 /50 [6/13) Dazed (save ends)
Tsi'Ri: 40/40 [10/10]
Mrithas: 30/34 [8/9]
Callen: 32/32 [7/8]

L stands for Slaves. E is 6 Eagle. C is an angry looking gith. He still seem coherant, unlike the other slaves, he is chained and no efforts are made to move him.

Warforged
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Longsword (Standard, at-will)
+9 vs Armor Class; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
The warforged soldier gains a +1 bonus to melee attacks if it has an ally

Mage
Medium natural humanoid
Perception 15; low-light vision
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
Dagger (Standard, at-will) Weapon
+4 vs Armor Class; 1d4 damage.

Reavers
Perception 13; darkvision
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 18, Reflex 20, Will 21
Immune disease, poison; Resist 10 necrotic
Deadly Mane (Standard, at-will) Necrotic
+11 vs Armor Class; 5 necrotic damage, and if another deadly mane attack has hit the target since the end of the target’s last turn, the creature is immobilized until the end of its next turn.

Dark One Emisarry
Perception 19; darkvision
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (Standard, at-will) Weapon
+10 vs Armor Class; 1d4+5 damage.
The dark one emissary deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
[/sblock]
 
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