6 Eagle Down (Judge : Garyh)


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[sblock=OOC Gaming Style]
I realize I didn't explain how I run things. In short:

You post in whatever order. Your actions are deemed to have occured exactly at the moment you post. If you haven't acted in a round the round yet, just go ahead, even if you had been last to act in the previous round and this leads you to act almost back to back. As long as you just act once per round, it is all good.

You resolve all actions on your post: That means that if you know you have provoked an attack of opportunity, roll it. If you grant extra attacks t other PCs, roll them. etc. If you miss something, I'll retcon.

I gave you all the relevant stats of the bad guys so you know whether you hit or not. Act accordingly. i.e. If you have a power that activate when the enemy dies, immediately use it when you see you have brought a goon to 0.

Players who post later in the round have to keep track of what their buddies have done before them, so they can take advantage of bonuses granted to them or avoid hitting on an enemy that had been killed by the previous attack. I sometime do mid-round update to remove dead enemies from the map and so on but you can't rely on the map being up to date unless you are the very first poster after I updated. You need to read what the guys just before you have done.

That's about it.
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Soldier move to the stair and recklessly attacks the goon that attacked Kama'zer and nearly kills his foe

[sblock=Details]
Move Action:shift to K7
Standard Action:Brash Strike goon at J8(hits AC 22 for 12 damage, marks him and Soldier Grants CA to Goon at J8,(also I forgot to the +2 from brash strike in IC but has corrected it here), Soldier also gains 4 thp but as he already has 4thp nothing changes)
Minor Action:N/A
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[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:44/44, Bloodied:22, Surge Value:11, Surges left:13/13
Initiative +2, Action Points: 1, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike, Warforged Resolve, Lasting Threat, Boundless Endurance, Frost Weapon
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[sblock=OOC]please, someone finishes of the goon as he has 3 hp left[/sblock]

[sblock=OOC2]do we reach a milestone after this encounter?[/sblock]
 


Realizing that the goon next to him is near death, Rabbit holds out a hand towards him. Bare instants after his curse falls across the man, pale starlight blasts out from his palm directly into his face. Both of the goons next to him swing wildly, trying to stop him, but their maces twist and waver in strange geometries as they encounter the radiance, and they pass through Rabbit's space as if he wasn't there. The goon melts under Rabbit's radiance, and his partner retreats warily towards the center of th e room.

[sblock=OOC]
Minor: Warlock's Curse on goon at J8.

Standard: Dire Radiance against goon at J8 (since a hit will auto-kill him, so I might as well take this chance to use my less-damaging power).

This grants the goons at J8 and J10 an OA.

J8: I think the way this works is, he attacks me and then can shift 1, and then I make my attack. I assume he can't shift onto the stair or table from where he is, so there's nowhere he can shift which isn't adjacent to me (in fact, if he shifts to K8 he's flanked. So he'll stay where he is (meaning I still get my Prime Shot).

J10: so, am I supposed to choose where he shifts to? If so, he'll shift to K11, so that he's no longer adjacent to both me and Kama'zer. (I'm assuming he'll guess that his friend is gonna die so he'll no longer be in flanking position.) If I can't choose where he shifts, we'll have to wait for Mal to say what he does.

Attacks: Goons at J8 and J10, OA's at 7 Rabbit (1d20+7=13, 1d8+1=6, 1d20+7=10, 1d8+1=9) Both miss. Whew.

Dire Radiance on goon at J8 (w/+1 Prime Shot, +1d6 damage from Warlock's Curse) (1d20+6+1=19, 1d6+5+1d6=14) 14 damage, which kills it, granting 7 Rabbit +2 from Fate of the Void next turn]

Move: Warlock's Curse on the goon at L7 (or on the goon at J10 if he's still closest to me).
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[sblock=OOC Shifting]
1- They only shift if they hit

2- In hindsight, I will only use the free shift when part of their standard attack, never when part of an OA.

It's a lot easier that way for reasons that Joe has just made abundantly clear!
[/sblock]
 

[sblock=Summary]
So, upshot of 7 Rabbit's turn for anyone who had trouble following that: the goon at J8 is dead, 7 Rabbit has a Warlock's Curse on the goon at J10 and has banked a +2 from Fate of the Void.
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Callen summons a burst of flame spreading out of his hands in a wave that engulfs several of the goons and Damien but it proves only minorly successful against one of them.

[sblock=ooc]Actions:
Start: n/a
Move: n/a
Standard: Burning Hands vs. Goons (J10, M10) & Damien (1d20+5=23, 1d20+5=12, 1d20+5=6, 2d6+4=7). = 7 dmg to J10.
End: n/a
[sblock=stat block]
Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 16, Fort: 14, Reflex: 16, Will: 16 - 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]
 

Ts'iri's eyes glow as she stares at the nearest guard for an instant. A moment later, her dagger starts giving off a dark silvery radiance just before she stabs the guard with it. A release of arcane power can be felt and heard as the guard is thrown back from the attack. She smiles as she moved to where the guard used to stand. She could get used to this new power of hers.

[sblock=ooc]Actions:
Minor: curse M10
Standard: Eldritch Strike
Move: to M10
End: n/a

1d20+8=25, 1d6=5, 1d4+4=6 M10 takes 11 damage and slides to M11
[sblock=stat block]
Initiative: +3, Passive Perception: 10, Passive Insight: 16
AC: 20/18, Fort: 15, Reflex: 16, Will: 15 - 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]
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Last edited:

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