6 Eagle Down (Judge : Garyh)

[sblock=Questions]
I never got a straight answer - is the gravehound vulnerable to radiant or no?

Is there line of sight from T13 to Rinch? (With concealment, obviously.)
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[sblock=Answers]
Andrec: check the status; not blind. He was flanked at the time of the attack (the hound has shifted away since)

Yes, hounds are vulnerable 5.

LOS from T13 to Rinch; yes, but Rinch has cover (You can draw a line to some corners but not all).

Pact Dagger; true. Updated.
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"Damn! Blind again!?" Kama'zer snarls, unhappy at being sightless so soon after getting her vision back. Kama'zer tries to shove Rinch towards Soldier for the warforged to take a swing at him, but stumbles in her footing and fails totally. On the bright side, the darkness begins to lift again after just a moment more. She must be building up a resistance to this blinding thing.

[sblock= Actions/stat block]Start= 20/46 hps, blind (save ends)
Move= n/a
Standard= Opening Shove vs. Rinch Reflex 18(w/ -5 on hit roll for total cover due to blindness) (1d20+9-5=8)
Minor= n/a
End= Save vs. blindness, DC10 (1d20=10) Made it! Blindness ended AGAIN.
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 5
Conditions: none
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 20/46, Bloodied: 23, Surge Value: 11, Surges left: 2/9
Action Points: 1, Second Wind: not used, Milestones: 1
:bmelee:Basic Attack Scimitar +9 vs AC 1d8+4 damage -- High Crit (Max+1d8+4 dmg)
:branged: Ranged Basic Attack Javelin +9 vs AC 1d6+4 damage Range 10/20 -- Hvy Thrown
Powers- Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured
Lead the Attack, Stand the Fallen
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]Well, I was busy with parties until yesterday but I see I wasn't the only one. What's going on? Let's pick it up, it's the last stretch.[/sblock]






[sblock=Status]
Dark Emissary 2: Concealed

Hound 2: 14/54 cursed (tsi'ri)

Corruption Corpse 2: 5/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 41/46

Rinch: 75 /136

Hulk: 39 / 88 offering of justice, marked (soldier)

Zombie 3: 1/40 cursed (7 Rabbit)
Zombie 8: 8/40 Dazed

Jarel: 25/43 [4/11] weakened
Montroya: 26/37 [6/8] blind (save ends)
Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
*Kama'Zer: 20 /46 [2/9]
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save ends), blind (save ends)
*Tsi'Ri: 40 (35) /46 [8/10] armor or agathys, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9] Dazed TENT, blind (save ends)
Callen: 31/37 [5/8], blind (save ends)

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.

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.

Zombie Hulk

HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]
 


Seeing that the zombie in front of him is near collapse, 7 Rabbit looks around for something he can do to help the rest of the fight while keeping it in his icy aura. "Got to hit Rinch with something," he mutters to himself, but can't get a good shot with the corner of the cave in the way.

Then he notices Montroya groping blindly, and realizes he can do more good right now by trying to help his ally. He begins rummaging through his pouches, looking for a healing potion, reagants, or anything that might help cure the blindness - and comes up with a small, glowing stone.

"Oh!" he gasps, a sly grin slowly forming on his face. "Oh, wow. I totally forgot about this." He winds up and hurls the stone at the cave mouth. It skitters across the floor and abruptly flares with light, searing the giant zombie and blocking its path out of the cave.

[sblock=Actions]
I think I need my Fate of the Void bonus to be sure of hitting Rinch. So I'll need to wait a turn. Hmm, did I have a healing potion I could feed to Mri'Thas?

... oh, man, I forgot about all the consumables I bought!

Standard: Glowstone on Q10. This creates a zone of bright illumination in a burst 2, which lasts until the end of the encounter and does damage to all radiant vulnerable creatures that enter it or start their turns in it. The damage is equal to their vulnerability (so the hulk takes 10 damage).
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[sblock=OOC]Come on, people. Normally, I'd be about to run the PCs who haven't posted their action, but I'd hate to run 5 out of 9 PCs!

I'll wait a bit more.
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