6 Eagle Down (Judge : Garyh)


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Kama'zer looked around at the mass of enemies facing them and gripped her scimitar tightly before speaking to her comrades, "We are not dead yet, and we are not going to be dead and under his control! We've come this far, let's finish this people!" she says quietly, with more determination than she really feels.

[sblock=OOC/Tactics]OOC: If we're using our stats from our new level, Kama'zer should be at 45/46 hp instead of 40/41. She's got one approval for level 5 so far (thanks, Ozy!).

Tactics: Oh boy. I guess we try to hold this doorway? We've got 2 melee people, 2 wizards, and 2 warlocks, right? Maybe 1 of each facing each direction? Or do we all move one direction first and try to finish off one side (not very likely to succeed I think). We have the biggest creatures behind us (Rinch and the Chillborn) while we have lots more of the weaker plain zombies on the other side of us. Meanwhile, we also have gravehounds and corruption corpses and a couple dark one emissaries thrown in as well. Ugh! :confused:

That chillborn zombie definitely needs to be hit as hard as possible from range while we can. That aura 2 its got is gonna be murder once it gets up close for melee. Speaking of all the zombies, anybody got any radiant damaging powers that the zombies are vulnerable to? The chillborn is also vulnerable to fire as well. Area attacks sound perfect right about now, elecgraystone! Just hope you beat the bad guys on initiative! I hope we all beat the bad guys on init!! :uhoh:

How about this for possible positioning if we wanna make two lines of three facing out at the two sides of the door: Callen stays where he's at. Kama'zer moves to Q11 or R11. Ts'iri moves to R12 after 7 rabbit moves to T12 maybe. Soldier can stay at U11 where he is already or move back a step to T11, and Mri'thas can move to S10 or T10. 6 Eagle and the other guy could move up between our two lines. On the bright side, they don't seem to have much in the way of controllers here to make us pay for bunching up in a tight group. Just things with nasty auras that will do nearly the same thing. :(

Or.... we could all make a run for it past the dark one at N15 (and attracting OA's while doing so) to get down into the room on the other side of him where we wouldn't be surrounded. Of course, anybody that didn't beat the bad guys on initiative could be cut off, so there's the flaw in that brilliant plan.

Question: Is that big brown blob at V,W,X/8, 9, 10 a mud pit or something? Just checking to see if it is terrain we can use to our advantage.

Edit: Anybody think taking down Rinch might remove a few of the undead if he's their summoner or controller or whatever? Doubtful, I know, but just a thought.[/sblock]
 
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[sblock=Tactics]
If we can take out the two zombies just to the SE we might be able to escape off the map to the south. It's a lot of tight blocking terrain, but I think it'd be easier to get through than the mud pit.

Definitely finding and holding a choke point is important. Getting past the Dark Emissary into the tunnels does look attractive, if we can do it without splitting the party.

Are those doors I see right at the cave entrance? Can we close them? (I assume they're open right now.)
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[sblock=OOC/Tactics]
Tactics: do we all move one direction first and try to finish off one side (not very likely to succeed I think). We have the biggest creatures behind us (Rinch and the Chillborn)
Well, I think it might be good to bunch our area attacks. Any 20's rolled and they die. Right now a burst 1 centered on Rinch hit him and starts chipping away at his huge HP total, and gives you 4 undead targets to hit. So it might not be a bad idea to dog pile on him with those kind of attacks.

Also, once I shoot off my big attacks I can be added to the melee people list. After 3 rounds [I expect to use an action point early to 'thin out the herd'], I can be 100% melee. And I don't do bad at it either. A d6+4 to all melee foes and an extra d4+d6+4 to my target. Heck, if we get 7 Rabbit into melee we've got out own aura! Now if we could just get a few bad guys between us and overlap out armors... 2d6+8 auto damage sounds pretty sweet. ;)

That chillborn zombie definitely needs to be hit as hard as possible from range while we can. That aura 2 its got is gonna be murder once it gets up close for melee.
An area attack on him could also hit a zombie and a dark one. Another good target zone.

Speaking of all the zombies, anybody got any radiant damaging powers that the zombies are vulnerable to? The chillborn is also vulnerable to fire as well.
Fire I got... Radiant I think we're pretty slim on.

Area attacks sound perfect right about now, elecgraystone! Just hope you beat the bad guys on initiative! I hope we all beat the bad guys on init!! :uhoh:
Well winning and losing both have their good points. We win, we can blast away as is before we have to worry about AO. Losing means they HAVE to start bunching up to attack us [no ranged attacks]. If we can move to keep the ranged people out of the worst swarming, letting them group together might not be a bad idea...

Just things with nasty auras that will do nearly the same thing. :(
Don't worry about the aura. "any creature that enters or begins its turn in the aura takes 5 cold damage" This means bad guys too. This means that a Gravehound, a Dark Emissarie and a Zombie take damage as the map sits now. If everyone bunches up or we can forced move him into a bunch, that aura may be the best weapon we have...

Thinking about it, a few well placed forced movements could pretty much keep it out of melee and control it's aura. [move it out and the next slide another bad guy in] Also readied thunderwave could knock it back before it's aura hits and bunch up the baddies around it so they can all take free damage and we don't have to. We might have to put the wizards on 'keep away the cold guy' until it dies. Even afterwards, it'd still be a good tactic to control who we're getting swarmed by.

we could all make a run for it past the dark one at N15 (and attracting OA's while doing so) to get down into the room on the other side of him where we wouldn't be surrounded. Of course, anybody that didn't beat the bad guys on initiative could be cut off, so there's the flaw in that brilliant plan.
Not a bad idea. Will all depend on when we go though. Also a few forced movement attacks will make OA's a non-issue. Myself, I can punt him enough to slide him down 1, enough for everyone to slip past. If luck is on out side this would be out best option.

Edit: Anybody think taking down Rinch might remove a few of the undead if he's their summoner or controller or whatever? Doubtful, I know, but just a thought.
Worth a try, and as I pointed out an area attack dog pile gives lots of chances for 20's rolled on nearby undead.[/sblock]
 
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Suddenly the magic stones around the circle flares up, a blue streak of blueish light hitting the center the circle from each stone.

The effect surprises the undead and three of the monsters adjacent to it seem dazed by the magic outburst.
 
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[sblock=Radiant Powers/Tactics]
Don't forget Dire Radiance. In fact, being grouped in the center as we are right now, Dire Radiance is a pretty good option.
Dire radiance + the readied thunderwave would get a lot of mileage here. That may be the key to killing the Corruption Corpses. Keeps us out of the aura and keeps forcing it to take extra damage +10 and no regen. It'll only take a few combo attacks like that to kill one off.

Same goes for the chillborn [then normal undead]. And if we're lucky, we get a few dead from crits. Go 20's! The real issue is going to be our live foes. Rinch's 2d6+7 hurts and he's going to hit with it. We have to make sure the person that bloodies him is a ranged person and the move away from him. No need to give him +2 hit and damage.

Oh, and we might want to kill off those dark one's before we clear out TOO many undead. If baddies are bunched up, they can't use their cheesy cloak of shadows-dark step-combat advantage attack for a free +1d6 [or if they use ranged, they start losing their daggers as they only carry 5 and they aren't magical].
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Three silhouettes appears in the magic circle as the halo dies down...

[sblock=OOC Chillborn and resist cold and mud]Don't rely on the Chillborn Zombie hurting his own troops; they have been waiting for some time and would already be dead if they didn't think of protecting themselves! Resist Cold 5 is cheap when you know you will need it so assume the western monsters quaffed the required resistance potions. It's not that cheap, though, so the Eastern monsters don't have it.

I'll start marking them out if necessary but right now it is pretty intuitive who has it and who hasn't. Though I will put it in Rinch's statblock since there is no confusing him with a similar monsters on the east side.

The mud pit is hell to fight in. If you end up in it you are immobilized (You sink almost to the waist) and concede CA.

Move Action: atheltic 20 to leave. A friend can try to do it for you if adjacent, standard action, Athletic 15

Initially I just edited this info in my previous post but since Elec posted in between, I made a new post.
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As the flash of light dies down, the three silhouettes come into sharp focus. Bearing sword and shield, one of the figures scans the area, quickly sizing up the situation. His eyes narrow on Rinch in the distance, but widen upon noticing the portly warlock. "It seems we've arrived in the nick of time!"
Calling over his shoulder to a companion "Let's make this one last, eh?"

Raising his shield before him like a bulwark, the rather mousy-looking young human races forward, engaging a zombie before those near the circle have a chance to react. Having placed himself opposite an enemy from your group, he calls out "looks like you folks could use a hand. Care to help me clear this trash between us so we can form up?"

[sblock=actions]Move Action: Move to AA15.
Standard Action: Ready an action to use Commander's Strike the moment someone flanks the zombie[/sblock]
 
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"Seems we are crashing another of Rinch party... Let's make our way through that horde, I want to kill that bastard again, and that time, he'll stay down!" tells Jarel-karn.

[SBLOCK=OOC]I want to Ligthning Lure the Corruption Corpse at AF8, but that would bring it into melee with Montroya, so I'll wait for Montroya to act first. Their Aura that gives -5 to hit is very annoying for a melee character like me... Come on Montroya, some three critical would be more than welcome :p [/SBLOCK]
 

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