6 Eagle Down (Judge : Garyh)


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[sblock=OOC]No grid letters and numbers yet? Guessing those will be added. Question: I'm guessing that the reddish-brown bar running under the guillotine and the Iron Maidens is a trench or groove for blood to be collected in instead of some kind of wall that would block movement? Just making sure, even though it seems fairly obvious since one of the mages is standing in the middle of it and we can see 6 Eagle clearly even though he's on the other side of it.

Another question: Are the cell bars steel? I only ask because on the map they look pretty thick and irregular. Maybe stone instead? Or just a bad picture.[/sblock]
 

[SBLOCK=OOC]
Reddish line; a groove for blood. Has no game effect. I guess the artist just wanted to be creepy.

The cells bar; Iron. No one would waste steel on that! Thick enough that they can't be battered by any but the strongest men (Strenght DC 25). But hacking at the lock should open it in a few blow.
[/sblock]
 

[sblock=OOC]
I'm pretty sure the blood groove has a game effect in the Dungeon adventure this is originally from, actually. But that's not important here.
[/sblock]
 

Callen moves forward to get an early drop on the forces arraying against them. He swirls his staff around generating a mesmeric pattern with the mists and symbols that float around it. Both warforged are affected by the sleep spell he weaves.


[sblock=ooc]Actions:
Start: n/a
Move: to X8
Standard: sleep vs. Warforged 1,2 will (1d20+6=23, 1d20+6=18) = hit both, slowed(save ends)
Minor: 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:7/8
Action Points: 0

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]
 

"No, get back behind us, Callen, this hallway can serve as chokepoint and will force the enemy to get closer to each other, making it easier for us to thin them out with our concentrated fire" Soldier says when stepping back to stand beside Kama'zer while retrieving a handaxe from his leg and stands ready to throw it.

[sblock=Details]
Move Action: Move to V5(besides Kama'zer)
Minor Action:draw handaxe
Standard Action:ready action to attack the first enemy to get within 2 squares of
Callen by throwing handaxe at them (will miss though)
[/sblock]

[sblock=OOC]Sorry for being late[/sblock]
 

[sblock=OOC]It occurs to me to mention that there isn't really a guillotine in the middle of the room. There is a torture rack instead, one cleary not part of the orginal layout.

There are a few dead prisoners in their cell; those who were not worth transporting.[/sblock]

The cultists continue their evacuation.

[sblock=saves]
1d20=4, 1d20=18

Warforged 1 is asleep
[/sblock]

[sblock=Status]
Warforged 1: slowed, unconscious (Save ends)

7 Rabbit: 38 /40 [8/10]
Kama'Zer: 38/41 [5/9]
Soldier: 40 /50 [9/13)
Tsi'Ri: 40/40 [10/10]
Mrithas: 30/34 [8/9]
Callen: 32/32 [7/8]
[/sblock]
 
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Soldier is surprised by the enemies retreat as he was expecting them to attack instead then he looks at Seven Rabbit and says, "Sorry, wasn't expecting that but I will try to stop from getting away" and then he rushes forward towards an enemy reaper and attacks it.

[sblock=Details]
Minor Action: attach handaxe to thigh again
Move Action: move to T10
Standard Action:Charge reaper@O12 (move to P12 & attacks reaper, hit ac 20 for 10 damage and gain 4 thp)
[/sblock]

[sblock=Soldier stat Line]Soldier- Male Warforged Fighter 3
Passive Perception: 13, Passive Insight: 13
AC:19, Fort:17, Reflex:12, Will:14 -- Speed:5
HP:40/50, +4 THP Bloodied:25, Surge Value:12, Surges left:9/13
Initiative +2, Action Points: 0, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow, Warforged Resolve, Lasting Threat, Boundless Endurance, Frost Weapon
[/sblock]
 
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Three of the 'guards' react as Soldier charges them. Their arms become shadowy tentacle that they use like whips, their visage deformed by glee. They all strike Soldier and sap the strenght from his legs, leaving him immobilized and stranded in the middle of the room.

[sblock=OOC]
3 of the Reavers counter attack. They had readied action and they have reach; if two of the reaver hit, Soldier is immobilized and therefore can't have reached his target. Here we go;

vs AC 19 (1d20+11=29, 1d20+11=30, 1d20+11=21) 3 hits

15 necrotic damage, Immobilized
[/sblock]

[sblock=status]
Warforged 1: slowed, unconscious (Save ends)

7 Rabbit: 38 /40 [8/10]
Kama'Zer: 38/41 [5/9]
*Soldier: 25 /50 [9/13) immobilized
Tsi'Ri: 40/40 [10/10]
Mrithas: 30/34 [8/9]
Callen: 32/32 [7/8]

L stands for Slaves. E is 6 Eagle. C is an angry looking gith. He still seem coherant, unlike the other slaves, he is chained and no efforts are made to move him.

Warforged
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Longsword (Standard, at-will)
+9 vs Armor Class; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
The warforged soldier gains a +1 bonus to melee attacks if it has an ally

Mage
Medium natural humanoid
Perception 15; low-light vision
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
Dagger (Standard, at-will) Weapon
+4 vs Armor Class; 1d4 damage.

Reavers
Perception 13; darkvision
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 18, Reflex 20, Will 21
Immune disease, poison; Resist 10 necrotic
Deadly Mane (Standard, at-will) Necrotic
+11 vs Armor Class; 5 necrotic damage, and if another deadly mane attack has hit the target since the end of the target’s last turn, the creature is immobilized until the end of its next turn.
[/sblock]
 

"Damn sloppy!" Kama'zer curses while moving up after seeing Soldier attacked by all three monsters. Taking aim, she charges forward to impale the nearest creature with her scimitar. After it drops lifeless off of her blade, she shouts an encoraging word to Soldier. "See how easy they are to kill? Just get moving again and we shall take care of them quickly."

[sblock=OOC]Since the Reavers interrupted Soldier's turn with their readied actions, shouldn't he get to make his save against the slow/immobilized conditions at the end of his turn after their attack still?[/sblock][sblock=Actions/Stat block]Start= n/a
Move= to U10
Standard= Charge from U10 to S12 and basic melee attack w/charge bonus at Reaver(R13) AC20 (1d20+8+1=28, 1d8+4=8) Hit for 8 damage, killing Reaver at R13
Minor= Inspiring Word on Soldier heals surge(12) plus 1d6 (1d6+12=18)
End= n/a
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 4
Conditions: none
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 38/41, Bloodied: 20, Surge Value: 10, Surges left: 5/9
Action Points: 1, Second Wind: not used, Milestones: .5
Powers- Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon
Lead the Attack, 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]
 

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