6 Eagle Down (Judge : Garyh)

[sblock=OOC]
2. Seriously the zombie hulk has has 4 hp left so I wouldn't burn an attack on it as it will die on it's next turn(yeah, sure it will rise again but if it dies on it's turn then we will have a turn respite from it as it rises a turn AFTER it has killed the first time)
I have an encounter power than hurts multiple people, so I saw that as a way to do it. Every other target either doesn't hurt anyone else OR hurts friendlies. *shrug* I guess i can just not use it this fight.[/sblock]
 

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The deva closes foolhardily with Rinch and the enormous zombie. Raising his divine rod. Barely heard words in a language even Montroya doesn't understand emerge from his lips. Thunder crashes over Rinch and the hulk, slamming into them, but they are only partially effected by the deva's prayer.

[sblock=Actions]
Move to S10.
Standard: Silent Malediction on Hulk and Rinch. silent malediction vs Rinch and hulk (1d20+7=16, 1d20+7=13, 2d6+6=11) Not what I was hoping for. Well they both take 5 thunder damage and are dazed until the end of my next turn. I am also dazed until the end of my next turn.[/sblock]

[sblock]
Montroya
Init: +2
Passive Insight: 20 Passive Perception: 20
AC: 18* Fort: 15* Ref: 17* Will: 17*
HP: 26/37 Bloodied: 18 Surges: 7/8(8)
AP: 0
Hand of Radiance
Vanguard's Lightning
Memory of a thousand lifetimes
Preserver's Rebuke
Rebuke undead

Blades of Astral Fire
Offering of Justice
Shroud of Warning
Silent Malediction

* +1 to defenses against bloodied creatures[/sblock]
 

[sblock=OOC Andrec's opening shove]If Kama'Zer will not shift in reaction to Andrec's opening shove, the logical thing of for Soldier to take the free swing (Otherwise the action was wasted).

basic attack (1d20+8=27, 1d12+5=16)
[/sblock]

The corruption corpse slain by Jarel explodes, harming the warrior.



[sblock=OOC]
Boom (1d20+7=20, 2d6+3=9) vs for[/sblock]

[sblock=Status]
Dark Emissary 2: Concealed

Corruption Corpse 2: 11/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 46/46

Rinch: 57/136

Hulk: 0 / 88 dead

Zombie 4: 12/40

*Jarel: 16/43 [4/11]
*Montroya: 26/37 [6/8] dazed TENT
*Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
*Kama'Zer: 23/46 [2/9] Dazed TENT
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save ends), blind (save ends)
Tsi'Ri: 40 (35) +7 /46 [8/10] armor or agathys, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9]
*Callen: 31/37 [5/8],

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.

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]
 

Ts'iri moves next to the mud pit and fires off a blast at Rinch, managing a solid blow.

[sblock=OCC]
Move Action: move to Y9 {gain concealment}
Standard action: Eldritch blast Rinch {crit}
Minor: curse z4
End: Save (failed)
1d20+7=27, 1d10+5=9
1d8=7
1d20=7

Crit on Rinch (15 {max dam}+wand crit {7}) = 22 damage.
Save failed.
[sblock=stat block]
Initiative: +4, Passive Perception: 11, Passive Insight: 17
AC: 21/19, Fort: 17, Reflex: 18, Will: 17 - Speed: 6
HP: 35/46, Bloodied: 22, Surge Value: 11, Surges left:9/10
Action Points: 0

Powers:
1/1 Second wind
1/1 Vampiric Embrace
0/2 Scorching Burst
1/1 Telekinetic Leap
1/1 Fiery Bolt
0/1 Armor of Agathys
0/1 Fiendish Resilience

Darkleaf armor (+2 AC vs first attack)[/sblock][/sblock]
 
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Seeing enemies drop all around him, 7 Rabbit finally moves to target the leader. He backs away until he can get a perfect shot lined up, the sends two bright stars flashing towards Rinch, trailing behind them a massive pulse of - something. It seems like a cold light, but it does not illuminate its surroundings, instead drawing the all light around into it and holding it there. It leaves Rabbit surrounded by darkness, and as it passes towards Rinch it seems to burrow a tunnel of dimness through the sky. When it strikes him, it abruptly dissipates and wreathes him in a cloud of, not light, but only cold. Despite his spells, Rinch is unable to shrug off all of his effects and begins to shiver and stumble.

"Hit him now! While he can't move!" Rabbit squeals in excitement. As an afterthought, he spots a battered zombie and moves next to it to allow his armour to do its work. The zombie snarls and swipes weakly at him, but its claws fail to penetrate the icy barrier.

[sblock=Curse]
Ts'iri, did you want to curse Rinch instead? I could instead curse this zombie so that when it dies I get another +2 for my attacks on Rinch. Or I could curse Rinch and you can curse the zombie. Up to you.

If Ts'iri wants to curse Rinch, I'll change my minor action to "curse z4", and do 1 point less damage to Rinch. (Yeah, I rolled a 1 on my curse die. Kind of disappointing.)
[/sblock]

[sblock=Actions]
Minor: curse Rinch
Move: to U9, activating Shadow Walk
Standard: Frigid Darkness at Rinch: Frigid Darkness at Rinch (attack: +2 Fate of the Void; damage: +1d6 Warlock's Curse, -5 cold resistance) (1d20+7+2=23, 2d8+5+1d6-5=16) Hits Fort 23 for 16 damage, and he grants combat advantage to all of us and takes -3 AC until the end of my next turn.
This provokes an OA from zombie 4: OA on 7 Rabbit (1d20+6=8, 2d6+2=11) Miss.

I'll be going last next round :)
[/sblock]

[sblock=7 Rabbit stat block]7 Rabbit- Male Dwarf Warlock 2
Passive Perception: 13, Passive Insight: 18
AC:17 (19 vs. OA), Fort:18, Reflex:18, Will:18 -- Speed:5
Resist 10 force
HP:46/46, Bloodied:23, Surge Value:11, Surges left:6/10
Initiative +1
Action Points: 0, Second Wind: not used
Powers: Dire Radiance, Eldritch Blast, Vampiric Embrace, Frigid Darkness, Armor of Agathys, Fevered Certainty of Caiphon, Brooch of Shielding
[/sblock]
 
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Soldier hears the dwarf's cry of command (at least that is how Soldier perceives it and interpreters it) and takes a step towards where he heard the villain shouting and strikes a wicked blow at his foe despite being blinded. The darkness still lingers but the chillborns gift is no more as Soldier feels the heavy cold disappear from his bulk

[sblock=Action Details]
Move Action: Shift to Q10
Standard Action: Brash Strike(hits with CA AC 26 for 17 damage; and Soldier marks him, and gains 4 thp(no use as he already had 4thp); also he grants CA to Rinch but being blinded he already does that to everyone)
Minor Action:N/A

Saves: Save succeeds vs slow, save fails vs blindness
[/sblock]

[sblock=OOC]This would leave Rinch with 2(or 3)hp left by my calculations (57-22=35, 35-16=19, 19-17=2).

Also MAL remember Rinch is Dazed until the end of Montroya's next turn. not sure about the Zombie hulk should be dazed when it returns though[/sblock]
 
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Montroya raises his rod, as his head swims from the power of the prayer he unleashed. Calling upon his faith once more, and seeing Rinch barely standing, divine blades materialize slashing at Rinch and the fallen zombie before bursting in a flash that sends shard of light into the eyes of their foes.

[sblock=Actions]
Blades of astral fire vs rinch and zombie(if needed, you'll need to roll). blades of astral fire vs rinch(zombie hulk) (1d20+7=15, 1d6+6=9) Even with the CA I forgot, I still miss. No longer dazed, and neither is Rinch/Zombie hulk[/sblock]

[sblock=Stats]
Montroya
Init: +2
Passive Insight: 20 Passive Perception: 20
AC: 18* Fort: 15* Ref: 17* Will: 17*
HP: 26/37 Bloodied: 18 Surges: 7/8(8)
AP: 0
Hand of Radiance
Vanguard's Lightning
Memory of a thousand lifetimes
Preserver's Rebuke
Rebuke undead
Blades of Astral Fire
Offering of Justice
Shroud of Warning
Silent Malediction

* +1 to defenses against bloodied creatures [/sblock]
 



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