6 Eagle Down (Judge : Garyh)

[sblock=OOC-Mal]Questions; first, Soldier is still immobilized until the end of his next turn,right? second, how much damage did Soldier take? and you have how many surges left wrong should be 6/13[/sblock]


[sblock=OOC2-P8]how about pushing the warforged away from Kam but towards Soldier?[/sblock]
 
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[sblock=Soldier]Ah, I completely missed the healing word. Soldier should have had one less HS but 18 more HP. I edited.

The attacks from the reavers dealt no damage, they 'just' sucked a healing surge each. This was a special attack they can do when the target is immobilized.

Soldier is no longer Immobilized. It was a TENT effect; til the end of the attackers next turn, not the victim's! After their draining attack, the imobbilizing effect ended.

Soldier is dazed, though, which is almost as bad in this spot since you need 2 square for a charge and all available target are 1 square away. Having someone pushed toward you is still a smart move.
[/sblock]
 
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7 Rabbit threads his way closer to the center of the fray, yelling, "They're taking my brother! Stop them!" Frustrated to see that his way is blocked by the reavers, he lashes out at the nearest one, and curses as his hastily aimed attack misses.

[sblock=OOC]
Move: to R11, gainin Concealment
Minor: Warlock's Curse on the Reaver at P9
Standard: Eldritch Blast on the Reaver at P9, Dire Radiance vs Reaver at P9 (targets Fort, w/+1 Prime Shot) (1d20+7+1=10)

Right. Was going to use an AP to make a second attack, but this is a sign. It would be a total waste of an AP.
[/sblock]
 

Callen summons a shroud of fire bathing the area in flame. The sleeping forged and one of the reavers are affected. he then retreats into the corner near the cell.


[sblock=ooc]Actions:
Start: n/a
Standard: fire shroud vs. P9, O13, War2 fort (1d20+7=14, 1d20+7=23, 1d20+7=18, 1d8+6=8) = miss, hit (dead), hit (8dmg+5ongoing)
Move: to R8
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][/QUOTE]
 


DM_Malenkirk on Virtual Battlemat

[sblock=Updated status]
Warforged 1: 46/56 slowed, unconscious (Save ends), prone
Warforged 2: 48 (43) / 56

Dark One : Concealment

*7 Rabbit: 38 /40 [8/10] +2 to hit on next attack
Kama'Zer: 24/41 [5/9] dazed (save ends)
*Soldier: 34 /50 [6/13) Dazed (save ends) +2 to defenses
Tsi'Ri: 40/40 [10/10]
Mrithas: 30/34 [8/9]
*Callen: 32/32 [7/8]

* Acted

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]
 

Kama'zer fights through the daze and swings hard at the warforged in front of her while sucking in a breath to shout some orders at some of the others to move slightly. Her hit bounces back hard off the warforged though and she has to scramble to not get hit by her own blade. She loses the chance to tell the others to move as the battle continues poorly. On the bright side, the scare of dodging her own scimitar brings her mind back in to focus and ends the daze upon her.

[sblock=Actions/Stat block]Start= dazed (save ends)
Move= n/a
Standard= Steel Monsoon vs. Warforged 2 AC20 (1d20+8=19, 2d8+4=19) !@#$%^&* Missed by one with almost max damage! :rant:
Minor= n/a
End= Save vs. Daze (1d20=13) Success!
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 4
Conditions: none
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 24/41, Bloodied: 20, Surge Value: 10, Surges left: 5/9
Action Points: 1, Second Wind: not used, Milestones: .5
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][sblock=OOC/Ozy]I tried the only move I could to get you beside that warforged. Being dazed myself I couldn't move around to push it your direction so I had to try and shift you to it. My attack failed though, so I don't get to shift anyone. Sorry dude.[/sblock]
 
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Mri'Thas thinks fast, he waves his hands quickly, and produces a pair of missiles that cross the batlefield and eliminates the reaver that is taking the prisioners.
The wizars doesn't stop, he continues casting, creating a hastily made ball of lightning, that sends cracking discharges to the surrounding metal objects. With a shout, Mri'Thas hurls the sphere, crackling into the fray, bursting and electrocuting both mages and the slumbering warforged. Mri'Thas suedes and breathes heavily for the effort.
[sblock=Actions]
Nice rolls! Finaly
Move: To U 10
Standard: Magic Missile vs far away Reaver Hit: 21 vs ref, hit and kills
AP: Enlarged Shock Sphere in I12: 1d20+8; 2d6+7 vs Mage 1, Mage 2 and Wf1: Hits all for 14 dmg (-2 dmg from enlarge spell, +1 attk and +3 dmg from KZ aura)[/sblock]
 

[sblock=OOC]
Nice, now I get a +4 on my next attack! Who should I concentrate on? If I use Frigid Darkness, I can give the target -3 AC and make it grant combat advantage, so we can all pile on.

Sorry for stealing all your curse targets, Ts'iri.
[/sblock]
 

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