6 Eagle Down (Judge : Garyh)

[sblock=OOC]Make an owl familiar appear out of the blue between encounters? Ugh. Tall order.[/sblock]

The party’s first instinct is to rush toward the stair but almost immediately water reach them from this direction. In this location, the current isn’t too strong but water is rising sharply. It is obviously impossible to move in that direction, closer to the source of the flood. They resign themselves to move deeper into the prison and then into the natural caves that riddle this giant rock that is the island.

Soon tunnels become haphazard and confusing. One wrong turn into a dead end or a tunnel that dips toward the sea and the heroes could all drown. Water is two feet high. The dwarves and the Halfling are feeling the pressure! Suddenly an owl fly past the party. Apparently the bird had elected to nest in a cave, given the barren nature of the surface. Surely he is flying toward the surface! But he is too fast. The party can’t follow, treading through water as they are.

Suddenly Callen extends its staff, points it at the bird and focuses his will. The bird splits in two in a shower of light! The actual bird keeps flying forward while a spirit version of it, more beautiful and majestic, flies lazily toward the mage. It perches on his shoulders and chirps something in his ears.

-''I know the way, follow me.'' Says Callen.

[sblock=OOC]Best I could do.

7 Rabbit still needs to level up, plus I am working on some kinks in the final encounter but we are almost there.[/sblock]
 

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[sblock=OOC]
Oops, completely forgot to level up! I'll do it at lunch today. Sorry to hold you up.

EDIT: ok, done. The big change is I took Melee Training (Con) so my melee basic attack is as good as my ranged attacks now
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The party hurtles along the tunnels until they realize they are at last on dry ground. They have have risen above sea level. In relief they find a large cave entrance and finally see the light of day... and stop in their track. There is a welcome comittee waiting for them; a veritable legion of undeads! Zombies of various shapes and forms snarls at the heroes.

They are tempted to move back inside but are shocked to discover several enemies blocking their way as they materialize literrally from thin air. Clearly some magic was at work to conceal them as the heroes moved past them.

Dominating the crowd, a tall gaunt man with hollow eyes and a shark smile chuckles softly.

-''Well, Krestos was right to fetch me. It seems that you have been crashing my asylum and are trying to leave with my two most precious inmates. That, gentlemen, is not going to happen. I think feeding you to my pets is a much more likely outcome...''

DM_Malenkirk on Virtual Battlemat

[sblock=OOC]
I could roll initiative right now but I want to give you a moment to react IC with bravado (or cry like little girls). You can also react OOC (I.E. ARE YOU OUT OF YOUR ****ING MIND!). At any rate, don't post an actual action just yet.

That is a lot of monsters, eh?

7 Rabbit: 40 /40 [6/10]
Kama'Zer: 40/41 [2/9]
Soldier: 50 /50 [3/13)
Tsi'Ri: 40/40 [9/10]
Mrithas: 34/34 [6/9]
Callen: 32/32 [6/8]

I sepntg HS in what seemed to be the wisest fashion. I'll retcon if you wish. I even spent HS to heal as little as 2 hp in some cases for those who had so mant HS there was no chance to run out in this last fight)

You reached a milestone and have an AP


All zombies fall apart on a crit (Rinch is not a Zombie, neither are the dark ones).

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
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)

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.

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.

Chillborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)

Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).
Death Burst (when reduced to 0 hit points) Cold
The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).

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..
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Mri'Thas looks ahead, and behind of him. Surrounded, completely surrounded! He hopes everyone could jump rith into T'sir's necklace as the githyanki warrior did. Tightening the grip of his staff, the mage starts concentrating his energies.


OOC: No wonder they are so friking confident.
 

As 7 Rabbit sees the forces arrayed against him, he grabs his brother's arm tighter and spins him around, only to stop in his tracks and shove 6 Eagle behind him as he faces Rinch. "Don't worry, brother," he says, his voice trembling. "I'll get you out of this. Don't you worry." He stares around in uncertainty, looking for a sheltered place to put the two rescued prisoners.

[sblock=OOC]
I don't see 6 Eagle or the halfling on this map - do we need to keep them safe?

So let me see if I've got this straight: we have

Rinch at J11
Chillborn Zombie at J8
3 Corruption Corpses at I10, AA14, AF8
3 Gravehounds at K10, AB17, AD8
2 Dark Emissaries at L7, N15
10 Zombies at K12, L8, M10, T16, U6, V15, W7, Y10, Y14, AC12,

Is the wolf on the map anything? What about the magic circle?

Rabbit's first actions will be Perception to look for a hiding place for 6 Eagle, Arcana to try and identify the magic circle (if he can do it from here), and activate his Armor of Agathys. Not sure what I can do mechanically before starting to go round-by-round.

Ts'iri, we should each pick one side of the map and concentrate on enemies coming from that side, so that we don't step on each others' curses too much.
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[sblock=OOC]
Good point about 6 Eagle and the Halfling!

Added them; E for Eagle, L for halfLing.

The wolf is a pretty statue.

Magic Circle: There are so many high Arcana skill on this team that I won't roll; It's a place of power that can boost many rituals but its most immediate and recent use must have been as gate through which Rinch and his gang traveled. How else would they have come from Daunton otherwise? The mysterious Krestos went and fetched Rinch through it. For some reason, he is apparently not here.

The triangles mark difficult terrain when it's over a log or a rock. It requires an Acrobatic 15 check to make an attack while standing on these squares. The trees on the other hand are standard obstacles (and can't be fought accross).

The large bushes over rows 6 and 7 are standard difficult terrain and provide concealment when standing in them and cover when shooting through them.
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Ts'iri sighed as he looked at all the foes around her. "Oh goodie, it's you. And you brought more undead. Wish we'd have brought a cleric with us." Ts'iri looks around for the best tactical position for her to hold off the army of undead. She could get swarmed easily if she wasn't careful.

Ts'iri's third eye looks right at Rinch. "What are you waiting for? Blast him!!! I want to smell his burning flesh!!!"

"Hush 'sister', I'm thinking."

[sblock=OOC]I can only see the top 1/2 of the map for some reason.

7 Rabbit, I'll take the left side of the map. I'm going to move somplace I can't get flanked and I'm going to sit there until no one's swarming me anymore. :p

Remember boys and girls. Duck and cover! I'm pulling out the area attacks right from the start! ;)

Oh and as a reminder, I can't post messages on IC, so my targets for area attacks will be top to bottom, left to right.[/sblock]
 
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[sblock=OOC] Yes, put Soldier back 4/13 surges and 45/50 hp[/sblock]

[sblock=OOC2]Shouldn't Ts'iri's mutated scorching burst/chilling cloud power have both fire and cold keyword in it??[/sblock]
 
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