6 Eagle Down (Judge : Garyh)

[SBLOCK=OOC]Thanks Elec for this summary. Also, Z7 is too far for being marked now that he has been slided. I'll mark Corruption 3.[/SBLOCK]
 

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[sblock=OOC]
Sorry about the differences in the map - I started counting from 0 at the top like I usually do, and it wasn't until I started placing monsters that I realized they were all off by 1 because Mal's map had started from 1. At that point I was too tired to redo all the coordinates.

I think I have the map updated, except I'm confused about elecgraystone's summary: how come Hound 1 isn't dead from a crit too?
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[sblock=Jarel-Karn, Montroya, and Andrec]
I really don't understand what's going on. Why is Velmont posting actions for both Jarel-Karn and Montroya? What's going on with Andrec now that Jarel-Karn invalidated his action?
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As the newcomers materialize, 7 Rabbit's eyes widen. "It's a portal!" he cries in delight. "We can use it to escape!" He grabs 6 Eagle's arm and begins to hustle him towards the circle of stones, hollering, "Hold the portal! We're coming!" As he moves, the air begins to freeze around him as he calls forth an icy shield to protect himself and his brother.

Suddenly he is distracted as Soldier begins shouting tactical commands. He glances over his shoulder and spots the hulking Chillborn Zombie. Instantly he realizes Soldier is correct: although Rinch may be a bigger threat, the Chillborn Zombie will be more vulnerable to his dire radiance, and it will be forced to move closer to him to attack. He raises his war club and it begins to glow, the light reflected in his armor like starlight on snow. He points the club at the zombie and the ball of light flies towards it, trailing ragged plumes of light, and bursts on its chest. The zombie staggers backwards, radiance clinging to it in an uncanny fashion.

Smiling in satisfaction, Rabbit turns back to the magic circle. Seeing the forces arrayed on the battlefield between him and his target, he changes his mind about dashing straight to it. He looks around wildly for a hiding place for the two insensate prisoners, and spots a defensible overhang behind a large rock to the south. "Wait here," he says to 6 Eagle in Magari, pushing him back into a hollow of the rock. "I'll clear a path to safety." He advances towards the two zombies guarding the rock, staring at them with determination, and a pair of sparks erupt from his armor and fly towards them. The tiny stars seem to suck the glow from the ice surrounding him, leaving him encased instead in darkness, and although they glow brightly they seem to trail shadows behind them. They settle into an orbit around the head of one of the zombies, casting uncanny shadows over it as they move. As his curse falls on the zombie, Rabbit snaps a quick Eldritch Blast at it, hitting it square on in the chest, and then closes to melee range.

[sblock=Actions]
Standard: Armor of Agathys: gain 13 temp hp, and until end of encounter, any enemy starting their turn adjacent to 7 Rabbit takes 1d6+4 cold damage
Minor: Warlock's Curse on z5
AP: Dire Radiance on Chillborn Zombie (targets Fort; attack: +1 from Kama'zer's Tactical Presence; damage: +5 from radiant vulnerability, +3 from Kamazer's Tactical Presence) (1d20+7+1=20, 1d6+5+5+3=18) Just barely hit (thank God for Tactical Presence!) for 18, and it takes another 1d6+5 if it moves closer to 7 Rabbit on its next turn.
AP secondary: Andrec's Bravura Presence lets me make an Eldritch Blast attack: Eldritch Blast at z5 (targets Reflex; attack: +1 for Prime Shot; damage: +1d6 for Warlock's Curse) (1d20+7+1=15, 1d10+5+1d6=17) Hits for 17 damage. (Note: if 6 Eagle or the halfling count as allies, I don't get Prime Shot, but I still hit with a 14.)
Move: to U14, activating Shadow Walk (concealment until end of next turn)

Now I'm adjacent to z3 and z5, so they should both take 1d6+4 cold damage on their next turns unless somebody moves them.
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[sblock=OOC]Voda Vosa/Mri'thas: I must say WOW! nice attack! but you haven't rolled the crit dice(from magic staff) on the crit you made on the dark one so you have a d6 to roll and also you can make an attack roll with magic missile if you like since Mrithas is affected by Andrec's Bravura prescence and that is besides Kam's tactical prescence


Elecgraystone: first nice update but C2 wasn't targeted by Mri'thas attacks but CZ was and H1 is destroyed by zombie weakness due to a critical hit on it


JNC: remember Bravura presence from Andrec so before 7 Rabbit moves to engage the zombie brothers he can Eldritch blast an enemy as it is a basic ranged attack


Mal: since the hound(H1) was dead by first crit shouldn't the second attack roll by the frost cloud be transferred to the one next in line IE Rinch? :)
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[SBLOCK=OOC]Joe, looks ta Montraya message, but I was first confuse by a few things, now things are fine. I've made my move to go with the team strategy: Gather around the mud pit.

Hand of radiance the 3 dazed foes. I'll move behind the meat shields. I'll let Velmont place me, map isn't working for me, and I am not able to post again until tomorrow night. hand or radiance vs zombies ref North to South (1d20+7=15, 1d4+6=10, 1d20+7=16, 1d4+6=8, 1d20+7=17, 1d4+6=7) So I hit all of them. Damage, north to south (including the vulnurability to radiant is 15, 13, and 12 radiant damage.
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[sblock=OOC]
Elecgraystone: first nice update but C2 wasn't targeted by Mri'thas attacks but CZ was and H1 is destroyed by zombie weakness due to a critical hit on it
Yep, mixed up Cz and C2 and missed the crit = dead for the hounds (mal listed it at the top of monsters and I just look at the monster stats). Fixed and added 7 Rabbit's damage so list should be current.

JoeNotCharles, you might as well just roll your damage for your armor on your turn. That way Mal can just mark off that damage to any bad guys they end up next to it.
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[sblock=Bravura Presence]
Thanks, added the Eldritch Blast attack to my post. Thank God we've got Ozy with us for a fight this complicated!

That means elecgraystone's list is out of date again.

Not rolling damage for Armor of Agathys in advance because I believe it should be rolled separately for each enemy, and knowing the value in advance affects tactics (if you know I rolled a 1 you might move adjacent, when you wouldn't if you know I rolled a 6.)
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Watching how the dark one was affected by the cold, Mri'Thas decides to put a quick spell on him. Somehow, that Andrec's presence was inspiring, similarly to Kama'Zer. Almost spitting the words, the githyanki conjures a set of force orbs to crash at the dark emissary.

[sblock]
Thanks! took me my good amount of time to make all those attacks and put them in the chart. Use it, I think it clarifies for multiple target attacks. Just quote to get the format. I'll use that basic attack now.
MM on D1: 19 vs ref for 9 dmg
Additional 5 dmg from critic.
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[sblock=Mri'Thas]Why did you get +5 damage on AP action? I get the +3 from Kama'Zer but I am missing the other +2.

I am gonna put this in parenthesis for the moment until you confirm me where the extra +2 comes from. I think you forgot to substract 2 to damage for enlarge on this attack.

Also, you wouldn't be getting the Warlord bonuses on subsequent attacks generated by the power that occur outside of your turn

Otherwise, we'd end up with creatures summoned through an AP gaining the benefit all encounter long!
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[sblock=Montroya's location]Now that he sees the map, he can make his own decision. I am leery of moving him in the middle of that many monsters without his express consent![/sblock]

[sblock=Status]
PS: second Freezing cloud has not yet occured so hasn't been factored in. This also accounts for the cold resistance.

Andrec, Soldier, Kama'Zer and Callen are up

Hound 3: 39/54 Dazed TENT

Chillborn Zombie: 39/71 Dire radiance (7 Rabbit)

Corruption Corpse 1: 24 (22)/46
Corruption Corpse 2: 31/46 (Pulled at Z11)
Corruption Corpse 3: 31/46 Dazed TENT

Dark One 1: 19 (17)/48 bloodied

Grave Hound 1: dead

Zombie 0: 26/40
Zombie 1: 18 (16)/40 bloodied
Zombie 2: 18 (16)/40 bloodied
Zombie 5: 23/40 cursed (7 Rabbit)
Zombie 7: 28/40 Cursed (Tsi'Ri), immobilized and CA (pit)
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: 46 +13 /46 [6/10]
Kama'Zer: 45/46 [2/9]
Soldier: 45/50 [4/13)
*Tsi'Ri: 46/46 [9/10]
*Mrithas: 38/38 [6/9]
Callen: 37/37 [6/8]

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
Cold Resistance 5
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..
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[sblock=ooc/Mal]Just to be sure I've got it, the asterisk'd people have already gone in this round correct? Also, I should be rolling 3 damage rolls for targets of hand or radiance I believe. It's 3 ranged attacks, not an area attack, so I should be rolling for each target.[/sblock]
 

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