6 Eagle Down (Judge : Garyh)

[SBLOCK=OOC]
maybe they just decide to not rule on that yet.
That would be my guess. Someone MUST have seen this before and if they'd have made an official ruling, I'd think they put out an errata for the book that has it wrong. I really dislike it when they leave things up in the air and pass the buck to the DM's.

At least it's about something that's not going to affect the game. ;)[/SBLOCK]
 

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[sblock=OOC]Virtualmat is down?

****!

Ahem.

I love this site because it makes huge fight easy to run for me but it does occasionnally go down for prolong periods...

And I was just about to allow you freedom to move the tokens yourself!

Last time it did that on a huge fight and it literraly killed my game because it went down forever and I didn't have time to find a quick fix.

Thankfully, this time, this is the only game I am running plus the map is all blocky.

I'll make one of those bland Excel Map.

I'll have that up when I get a moment.
[/sblock]
 

The map returns!

I showed this to Mal and he said it looks about right. So I think it's good enough to start planning your actions with!

24ccenc.png


Villains:
R = Rinch
Cz = Chillborn Zombie
C1-C3 = Corruption Corpse
H1-H3 = Grave Hound
D1-D2 = Dark Emissary
Z0-Z9 = Zombie

Heroes:
7R = 7 Rabbit
A = Andrec
C = Callen Stewart
J = Jarel-Karn
K = Kama'zer
M = Montroya
Mt = Mri'Thas
S = Soldier
T = Ts'iri

Prisoners:
6E = 6 Eagle
h = halfling
 

[sblock=mud]
The mud pit is hell to fight in. If you end up in it you are immobilized (You sink almost to the waist) and concede CA.

Move Action: atheltic 20 to leave. A friend can try to do it for you if adjacent, standard action, Athletic 15
Question: Can us gith's use our Telekinetic Leap power (fly 5) in place of the atheltic 20 to get out of the mud? (maybe pay some extra squares of the fly movement to get out?) My target may change if I can escape the mud that way.
[/sblock]
 

[sblock=Map]I can see where some things have been adjusted. Do we want to 'fix' them, or just play as-is? Assuming we're playing as-is, Andrec had shifted to what is now 'Ab14' before holding an action until someone moves into flanking.[/sblock]
 

Montroya clean the way and head toward the mud pit. Jarel-karn follow and watch the back of the Invoker. As he sees a Corruption Corpse, he decides to bring it to him. A lightning target the corruption corpse and bring it to him.

[SBLOCK=OOC]As Evo told, he attacked 3 zombie, so Zombie7, Zombie8 and Zombie9 are dead. As we will gather around the mud pit, Montroya will move to Z9

Jarel-karn will move to AA10 and will Ligthning Lure:

Ligthning Lure on C2 (1d20+7=27, 1d6+7=11) Critic! Does he die? If not, he takes 13+ Critic (1d6=2) = 15 damages. The C3 will end at Z11[/SBLOCK]
 

[sblock=Map]
I can see where some things have been adjusted. Do we want to 'fix' them, or just play as-is? Assuming we're playing as-is, Andrec had shifted to what is now 'Ab14' before holding an action until someone moves into flanking.
If it was any other monster type on the board, I'd think about it. Getting into melee range with the -5 attack aura guys sounds like a bad idea. Let me do the math on that...

-5, +2 flank, +2 your int = -1. I'd need an 8 on the attack you'd give me and a 10 on my own attack.

Kama'zer would need 2 higher rolls and deal 1d8+4.

Soldier also would need 2 higher rolls and deal 1d12+5.

Jarel-Karn needs 4 higher rolls and deals 1d8+3.

Sigh... Why am I the best melee hitter here? :.-(

Well, if you want i can come over. I hope some invoker can hit it as well with some radiant damage so it stops regenerating. [/sblock]
 

The map returns!

I showed this to Mal and he said it looks about right. So I think it's good enough to start planning your actions with!

24ccenc.png


Villains:
R = Rinch
Cz = Chillborn Zombie
C1-C3 = Corruption Corpse
H1-H3 = Grave Hound
D1-D2 = Dark Emissary
Z0-Z9 = Zombie

Heroes:
7R = 7 Rabbit
A = Andrec
C = Callen Stewart
J = Jarel-Karn
K = Kama'zer
M = Montroya
Mt = Mri'Thas
S = Soldier
T = Ts'iri

Prisoners:
6E = 6 Eagle
h = halfling

DM_Malenkirk on Virtual Battlemat

[sblock=OOC]
All zombies fall apart on a crit (Rinch is not a Zombie, neither are the dark ones).

Rinch (Same picture as for Damon from the first fight)
HP 136; Bloodied 68 ; see terrible visage
AC 22; Fortitude 19, Reflex 18, Will 22
Scepter of Striking (standard, at-will) Weapon
+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.

Z = Good old Zombie
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard, at-will)
+6 vs AC; 2d6+2 damage.
Zombie Grab (standard, at-will)

Gravehound (You know the picture. You love grave hounds!)
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its reach.

Corruption Corpse (The humanoid looking Zombies with punched in face)
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
+8 vs AC; 1d6+3 damage.

Chillborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)

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
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
+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).
Death Burst (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).

Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (standard, at-will) Weapon
+10 vs AC; 1d4+5 damage.
Killing Dark (when reduced to 0 hit points, )
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness..
[/sblock]



[sblock=OOC]No, Montroya did not kill any zombies and he did target the dazed ones or the closest ones and that will be z9, c3 and h3 and yes, you did kill C3 with the crit[/sblock]
 

Velmont said:
[SBLOCK=OOC]As Evo told, he attacked 3 zombie, so Zombie7, Zombie8 and Zombie9 are dead. As we will gather around the mud pit, Montroya will move to Z9[/sblock]

[sblock=Velmont]Whoah. First of all, Montroya specifcially attacked the 'three dazed foes' (those adjacent to the circle dazed by the magic outburt when you arrived) and not the three closest plain zombies.

That's Hound 3, Corruption Corpse 3 and Zombie 9.

Secondly, there are no minions on this map, so why would anyone be dead yet even if he had atacked those? So unless Evo specifically says that he wants to move in the middle of all these monsters, I assume that he hasn't moved. Moving to Z9 is close to suicide for him so I don't see why he'd do it under someone else control.

You don't provoke OA from Z9 when you move past him, because he is dazed, though.

Finally, Corruption Corpse don't have the 'Zombie Weakness' line. Neither do the chillborn Zombie, while I'm on it. The gravehounds and normal zombie do, however. So no, the corpse isn't dead.
[/sblock]

[sblock=Andrec]Given the slight shuffle of the map, it's far better to simply have you take a full round of action starting from your current location.

Readying actions to take on your allies turn is less optimal than just waiting to see what they'll do and now you know where Jarel and C2 are, for example, and can act accordingly.
[/sblock]

[sblock=Montroya]Roll damage once. It's the same for every one. If you roll mutluple, I'll awlays take the first one (which in this case is to your advantage).[/sblock]

[sblock=Mud and telekinetic leap]Well, don't see why telekinetic leap would get an auto success at getting you out of the pit. Problem is coming up with a viable check...

these innate power are usually WIS or CHA attack roll (when they are an attack) so I'd say a CHA/WIS attack roll vs Defense of 20 (or vs 15 if you are pulling someone else) would seem fair.

The idea of the lower DC when pulling someone else is that presumable the target is trying to help along.
[/sblock]

[sblock=Status]
Status:

Hound 3: 39/54 Dazed TENT

Corruption Corpse 2: 31/46 (Pulled at Z11)
Corruption Corpse 3: 31/46 Dazed TENT

Zombie 9 : 25/40, Dazed TENT

*Jarel: 43/43 [5/11] at AA10
*Montroya: 37/37 [8/8]
Andrec: 31/32 [4/7]
7 Rabbit: 40 /40 [6/10]
Kama'Zer: 40/41 [2/9]
Soldier: 50 /50 [3/13)
Tsi'Ri: 40/40 [9/10]
Mrithas: 34/34 [6/9]
Callen: 32/32 [6/8]

I sepntg HS in what seemed to be the wisest fashion. I'll retcon if you wish. I even spent HS to heal as little as 2 hp in some cases for those who had so mant HS there was no chance to run out in this last fight)

You reached a milestone and have an AP


All zombies fall apart on a crit (Rinch is not a Zombie, neither are the dark ones).

Rinch (Same picture as for Damon from the first fight)
HP 136; Bloodied 68 ; see terrible visage
AC 22; Fortitude 19, Reflex 18, Will 22
Scepter of Striking (standard, at-will) Weapon
+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.

Z = Good old Zombie
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard, at-will)
+6 vs AC; 2d6+2 damage.
Zombie Grab (standard, at-will)
Zombie Weakness (dies on a crit)

Gravehound (You know the picture. You love grave hounds!)
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its reach.
Zombie Weakness

Corruption Corpse (The humanoid looking Zombies with punched in face)
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
+8 vs AC; 1d6+3 damage.

Chillborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)

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
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
+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).
Death Burst (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).

Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (standard, at-will) Weapon
+10 vs AC; 1d4+5 damage.
Killing Dark (when reduced to 0 hit points, )
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness..
[/sblock]
 
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