6 Eagle Down (Judge : Garyh)

Callen tries again... and hits! The reaver is pushed down and away, blood streaming from it's orifices. He takes a moment to steady himself before peaking around the corner to plan his next move.

[sblock=ooc]Actions:
Start: n/a
Standard: thunderwave vs. reaver (1d20+7=23, 1d6+6=10) = hit. dead.
Move: none
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]
 

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Kama'zer growls at herself before whispering, "Not... dead... yet!"

Deciding to try a new trick, the Gith jumps up and turns her body horizontally. Pushing with her hands on Soldier's torso, she kicks her feet out at the Dark One who stumbles back a step towards T'siri. Soldier is also shoved forward past the contraption until he is next to the remaining enemy warforged. After landing gracefully, Kama'zer then shifts forward to flank the dark one with T'siri. Unleashing a battle cry, Kama'zer slashes hard into the Dark One's side, leaving him wary enough to make him easier to hit for everyone else.

**Everyone gets +4 to hit Dark One for the rest of the encounter!**[sblock=Actions/Stat block]Start= bloodied @ 9/41hps
Minor= Inspiring Word on herself heals 10 from surge + 1d6 (1d6+10=11) Bah! Lousy 1!
Standard= Opening Shove vs. Dark One Reflex 20 (1d20+8+2=23) Hit! Dark one is pushed to S12 and Soldier is shifted to O12, N12, and then M11 so he can attack Warforged 1 next turn even though he's still dazed!
Move= Shift to R12.
Action Point/Standard= Lead the Attack(w/ CA +2 to hit) vs. Dark One AC20 (1d20+8=21, 3d8+4=19) HIT Dark One for 19 damage! All allies get +4 power bonus to hit Dark One till end of the encounter.
End= bloodied still at 20/41

OOC: Edited where I shifted the Dark One into and where Kama'zer shifted to herself after seeing that T'siri was already in the space I needed. Changed the attack rolls listed above to add the +2 into the first attack and take it away from the second attack since I now had CA from the start but undid it in order to get Soldier shifted where I wanted to. Both were still hits.
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 4
Conditions: bloodied
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 20/41, Bloodied: 20, Surge Value: 10, Surges left: 4/9
Action Points: 0, Second Wind: not used, Milestones: .5
Powers- Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured
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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[sblock=ooc]I moved to S13 on my attack Kama'zer so you didn't need to shift the dark one and you had a flank on him without moving.
[/sblock]
[sblock=OOC]Thanks. I modified my above actions to shift the Dark One and Kama'zer to a different spot each and switched where the +2 from the CA was applicable. Both attacks were still hits afterward, so no need to change beyond that since the main objective was to get Soldier moved to where he could attack on his next turn hopefully.[/sblock]
 

The mages maintain their barrage but are less accurate under pressure.

Soldier keeps getting battered.

The emissary dances around the battle field, undettered by his many wounds, and chose Callen as his next victime but is unsuccessful.

DM_Malenkirk on Virtual Battlemat

[sblock=Actions]
Warforged vs Soldier
Standard:
vs AC 19 (1d20+9+2=26, 1d8+4=11) hit
Move: Shift TPL

Mages:
Standard: Magic Missiles
1:Vs 7 Rabbit 2:vs Soldier (1d20+7=14, 2d4+4=8, 1d20+7=11, 2d4+4=9) both miss
Move: TPL

Dark One
Minor:Shift
Move TPL
vs AC 17 (1d20+10+2=16, 1d4+5+1d6=12)
miss
[/sblock]

[sblock=Status]
Warforged 1: 22/56

Mage 1 : 4/42
Mage 2 : 28/42

Dark One : 8/48

7 Rabbit: 18 /40 [8/10] +2 to next attack
Kama'Zer: 20/41 [4/9]
Soldier: 17 /50 [6/13) Dazed (save ends)
Tsi'Ri: 30/40 [10/10]
Mrithas: 24/34 [8/9]
Callen: 27/32 [7/8]

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.

Dark One Emisarry
Perception 19; darkvision
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (Standard, at-will) Weapon
+10 vs Armor Class; 1d4+5 damage.
The dark one emissary deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
[/sblock]
 


Callen tries to fend off the Dark One but is unsuccessful.

[sblock=ooc]Actions:
Start: n/a
Standard: thunderwave vs. dark one fort (1d20+7=14, 1d6+6=10) = miss
Move: none
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]
 


[sblock=Lead the Attack]Yes, if +4 turns it into a hit, then it does.

**Everyone gets +4 to hit Dark One for the rest of the encounter due to Lead the Attack!**[/sblock]
 

[sblock=OOC]
So if I'm reading this right, every enemy south of that Warforged is dead. Which means I think it's time for you all to gang up on him.
[/sblock]

7 Rabbit glances behind him, and sees that his friends have finished off all the enemies. "Now you're in trouble," he snarls to the Warforged in front of him, blasting him with a wave of - not light this time, but roiling darkness. Frost forms on the warforged's armour as the darkness sticks to it and draws the life heat away, and its limbs begin to shake and clatter uncontrollably. "My friends will take care of you - I'm going after my brother!"

He spins away and dramatically places his hands on the rack behind him to vault over it. At the last minute he realizes this is not easy to do while carrying a war club in one of them. He flounders, juggles the club for a moment, and then compromises by placing just one hand on the rack and kicking off with his feet. The result is like a whale breaching, as he gracefully launches into the air, rotates until he's horizontal, and then falls heavily to the floor, right where he started.

"Or else I'll just lie here for a while," he mutters, scrunching back with his back to the rack for protection.

[sblock=Actions]
Standard: Frigid Darkness at Warforged (targets Fort; hit: +2 Fate of the Void, +1 Prime Shot; damage: +1d6 curse) (1d20+6+2+1=27, 2d8+5+1d6=19) Hit Fort 27 for 19 damage. It also grants combat advantage to me and all my allies, and has a -3 AC, until EONT. Maybe that was overkill.
Move: just a sec.

You said that "guillotine" is actually another rack, right? Can I jump onto it and off the other side as part of the same move action? If so, I'll jump up to O11, then down to N12, then to K12 (to avoid the OA from the Warforged). Here's an Athletics roll for that: Athletics to jump over rack (1d20+1=9) If that should be Acrobatics instead, it's 8. Oof.

Minor: Second Wind. Regain 10 hp, and +2 to all defenses until end of next turn.
[/sblock]

[sblock=7 Rabbit stat block]7 Rabbit- Male Dwarf Warlock 2
Passive Perception: 12, Passive Insight: 17
AC:1618 (1820 vs. OA), Fort:15, Reflex:15, Will:14 -- Speed:5
Resist 10 force
HP:28/40, Bloodied:20, Surge Value:10, Surges left:7/10
Initiative 0
Action Points: 0, Second Wind: 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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