6 Eagle Down (Judge : Garyh)

7 Rabbit peeks his head around the pillar to get a view of the room. "We've got to kill that cultist quickly, before it summons something else!"

[sblock=Tactics]
We need to take one of these attackers out! I think we should concentrate fire on the cultist (since I can't see the dwarf from here). I'll use Frigid Darkness to give everyone a +5 to hit it for a turn (only +2 if you don't target AC) and you guys can unload. Sound like a plan?
[/sblock]
 

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[sblock=OOC]Arg! Lost an entire post because I hit some stupid button on the keyboard. What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, thus losing an entire post!?! What good can it do beside getting accidentally pushed and screw up your posts?! If I want to move back, I use the mouse. *****!

Sigh.

So I am doing it again.

I am running TsiRi (It's been 3 days, I think that's fair) and 7 Rabbot (according to the course of action he has formulated.[/sblock]

DM_Malenkirk on Virtual Battlemat

Tsi'ri, hearing the calls for help, disengage from the pack of dogs, dodging their maws, and enters the hall. She spots the weakened turrets and blasts it, destroying one of the two crossbows. 25% less firepower, yeah!

7 Rabbit moves in better position, curses the cultist and then summon the deep cold of the void but the shadowy monk resists the spell.

Outside, the dog and guards closed on the unprotected mages and took their pound of flesh but the arcane duo is still standing strong.

Inside, the turrets both lock on Soldier and focus their fire but all bolts fly wide. Is something affecting the aiming mechanism?!

The cultist is far more successful and in combination with the guard, they severely hurt Soldier.

The Dwarf keeps firing on Kama'Zer, his best open target and again scores a solid hit.

[sblock=Actions]
Tsiri
Move: to N10
Dogs OA
OA vs AC 18 (1d20+13=14, 1d8+5=7) miss
Standard: Eldritch blast
vs ref 13 (1d20+6=21, 1d10+5=9) hit

PS: Yep, I know it opened a line toward MriThas. But there is a 50% chance that Soldier is still standing because of this move as you will see below!

7 Rabbit:
Move: L12
Minor: Curse Cultist
Standard: Frigid Darkness
vs Fortitude 14 (1d20+6=9, 2d8+5+1d6=23) forgot +2 from fate of the void, still a miss, too bad; great damage and it was his weakest defence so it was good idea.

Turrets vs Soldier
vs AC 19 (1d20+8=16, 2d8+3=5, 1d20+8=11, 2d8+3=13, 1d20+8=14, 2d8+3=18) 3 miss!

Cultist and Guard vs Soldier
vs AC 19 (1st attack: cultist 2nd Guard) (1d20+10+2=23, 1d20+7+2=25) Both hit.

The cultist had activated a power that turned his next successful melee attack into a crit. Gloom Fist: 9 damage, ongoing 5 necro save ends
Guard; 4 damage (total 13 + ongoing).

gloom fist recharge: 4+ (1d6=5) recharge

2 guards vs Callen
vs Callen 17 (1d20+7+1=25, 1d20+7+1=28) 2 hits, 8 damage

vs AC 18 (1d20+13=27, 1d8+5=12) hit for 12. There you go dude, time to roleplay that phobia in all that glory (whil sending a thunderwave in its face, most likely!)

The other guard moves next to Mrithas but it took 2 move and he could not charge.

Dwarf vs KAMA
VS Kama AC 20 (1d20+8+2=20, 1d10+2+1d6=11) hit
[/sblock]

[sblock=Status]
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 27/72 bloodied

South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10]
Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied
Soldier: 13 (8) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends) (Yes, I have acounted for the use of WFR)
Tsi'Ri: 40+9 /40 [10/10]
Mrithas: 22/34
Callen: 24/32

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
[/sblock]
 
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[sblock=OOC]
I really need to take Sacrifice to Caiphon. I also really need to take Melee Training, Ritual Caster, and Dwarven Weapon Training, though.
[/sblock]
 

[sblock=OOC]
I am running TsiRi (It's been 3 days, I think that's fair).
Thanks! I was hoping I wasn't holding everyone up too much.

I'd like to appologize to Voda Vosa. I wasn't feeling well last week and I overreacted and took it out on him. Sorry. Ended up in the hospital this week so I couldn't post at all. Feeling MUCH better now.

What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, this losing an entire post!?!
You find him and I'll beat him up for you! I've lost my share of posts the same way! :p

EDIT: The dogs took 1 damage from attacking me with the OA {pact dagger}[/sblock]
 
Last edited:

[sblock=OOC]
Hospital!? Hope it was nothing serious and that you are feeling better ELec.

Game: Huh, guys are you ALL waiting for someone to make the first move?
[/sblock]
 

Soldier performs a whirling maneuver with his axe and attacks the guard and the cultist but the pain causes him to miss the cultist while the guard succumbs to the axe blade.

[sblock=Details]
Standard Action:Sweeping blow against Cultist and guard(hits ac 17 and 16. the cultist is marked and Soldier gains 4 Thp)
Move Action:shift to G9
Minor Action:N/A

Save against ongoing damage: 1d20+2=8=FAIL!!
[/sblock]

[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:8/50,+4thp Bloodied:25, Surge Value:12, Surges left:12/13
Initiative +2, Action Points: 0, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow(used), Warforged Resolve(used), Lasting Threat, Boundless Endurance, Frost Weapon
[/sblock]

[sblock=OOC]P8, I hope you do that super healing move that you do then I hope you charge the bolter.
Mal, you have forgotten to apply the damage ts'iri did to the turret in the status field
VV, I suggest that Mri'thas use his AP and thunderwave twice the enemies that is that tooclose to you
EGS & JNC, Please deal some damage I beg you
E13, this looks like it needs some FIRE!! so go wild with
[/sblock]
 
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Callen pounds the end of his staff into the ground sending a burst of flame in every direction. Mri'Thas is unharmed by the burst but one of the guards falls and the dogs are nearly done for.

ooc: the dogs should fall on their turn to the ongoing damage unless their resistance applies.
[sblock=ooc]Actions:
Start: n/a
Move: n/a
Standard: dogs 1d20+7=25, guardQ10 1d20+7=9, guardQ12 1d20+7=9, guardR12 1d20+7=25, 1d8+6=14 = 2hits = 14 dmg + ongoing 5 as if that mattered
Move: n/a
End: n/a

Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
[sblock=stat block]
Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 17, Fort: 15, Reflex: 17, Will: 17 - 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]
 

http://virtualbattlemat.com/game/dm_malenkirk-5/

[sblock=Updated Status]The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 3 (-2)/72 bloodied

South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10]
Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied
*Soldier: 8 +4 (7) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends)
Tsi'Ri: 40+9 /40 [10/10]
Mrithas: 22/34
Callen: 24/32

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.[/sblock]
 

Seeing his attack miss, 7 Rabbit changes tactics to target the turrets. He steps out from his cover and fires two quick blasts at the southern turret, turning it into a smoking hole in the ceiling. While he is doing this his cursed stars idly float out to orbit around a nearby guard.

[sblock=Actions]
Move: to N11 (activates Shadow Walk for concealment)
Minor: curse guard at Q10
Standard: Eldritch Blast at south turret: Eldritch Blast at south turret (w/+1 Prime Shot) (1d20+6+1=27, 1d10+5=8) Crit for 15 points; it has 1 hp left
AP: again, taking it out: Eldritch Blast at south turret (w/+1 Prime Shot) (1d20+6+1=18, 1d10+5=12)
[/sblock]

[sblock=7 Rabbit stat block]7 Rabbit- Male Dwarf Warlock 2
Passive Perception: 12, Passive Insight: 17
AC:16 (18 vs. OA), Fort:15, Reflex:15, Will:14 -- Speed:5
Resist 10 force
HP:22/40, Bloodied:20, Surge Value:10, Surges left:10/10
Initiative 0
Action Points: 0, Second Wind: not used
Powers: Dire Radiance, Eldritch Blast, Vampiric Embrace, Fevered Certainty of Caiphon, Frigid Darkness, Armor of Agathys, Brooch of Shielding
[/sblock]
 

Mri'thas backpedals, getting away from the burning mayhem. Terrified by the proxximity of the hounds, he mimics Callen gesture, and pounds the ground with his own staff, releasing a thunderwave that makes the last houds remaing to fly dead to the ground, and the thunder also cathes the nearby man.
[sblock=OOC]
Move: shift to s9
Standard: Thuderwave on dogs catching the guard as well. Roll
I forgot to put the attack to the guard, here it is: Roll[/sblock]
 

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