6 Eagle Down (Judge : Garyh)


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[sblock=Tactical Suggestions:]
Mri'thas: I suggest you fire away with shock sphere targeted at K9(so 7 120+8 Vs.ref rolls and a 2d6+6) and then I suggest you unload your daily aka Freezing Cloud at K9 (that will be 14 1d20+9 Vs. fort rolls and 2 1d8+9 damage rolls, this is with Kama'zer tactical ap bonus and since you can see Andrec also his bravura prescence also applies so you get to choose between making a basic attack or a move) now you have your ordinary move action to use how you see fit

Callen: I suggest you cast scorching burst at J10(where Rinch is) or at K7 and then stride forward to N9 and ap use Burning hands with flame rose use(that will be 7 1d20+10 attack rolls and a 2d6+10 damage roll) and move backwards 6 squares(thanks to andrec's bravura prescence)

7 Tabbit: I suggest you target the chili palmer zombie with dire radiance even ap dire radiance it if you miss

Ts'iri: pick up the machine gun and begin firing IE go wild with eldritch blast and then fall back to the choke

Montroya: target the special zombies first, if you have ap use rebuke undead with it and try to move inyo the middle of thr map

Jarel-karn: bodyguard the Montroya

Andrec: support Soldier in the middle

Kama'zer: retreat to the choke and ready an attack [/sblock]
 

Ts'iri looks back into the cave and is about to head in for cover and to attack the tougher foes when she sees others that seem to be on their side. Figuring grouping together would be the best plan, she charges out and knocks ont of the Zombies towards the mud. "Try to form up over here!"

[sblock=OCC]
Move Action: P10 to V10 (gain concealment)
Minor Action: Curse Z7
Standard Action: Charge to X10 and attack Z7 with Eldritch Strike (+10 to hit, +1 for charge = +11)

1d20+11=28, 1d6=4, 1d4+5=8

Zombie hit for 12 damage and slides to X8 (in mud pit)
[sblock=stat block]
Initiative: +4, Passive Perception: 11, Passive Insight: 17
AC: 21/19, Fort: 17, Reflex: 18, Will: 17 - Speed: 6
HP: 45/45[6], Bloodied: 22, Surge Value: 11, Surges left:9/10
Action Points: 0

Powers:
1/1 Second wind
1/1 Vampiric Embrace
2/2 Scorching Burst
1/1 Telekinetic Leap
1/1 Fiery Bolt
1/1 Armor of Agathys
1/1 Fiendish Resilience

Darkleaf armor (+2 AC vs first attack)[/sblock][/sblock]

[sblock=Mud and telekinetic leap]
Well, don't see why telekinetic leap would get an auto success at getting you out of the pit. Problem is coming up with a viable check...

these innate power are usually WIS or CHA attack roll (when they are an attack) so I'd say a CHA/WIS attack roll vs Defense of 20 (or vs 15 if you are pulling someone else) would seem fair.

The idea of the lower DC when pulling someone else is that presumable the target is trying to help along.
My thoughts on this is what makes the mud so hard to get out of is a lack of leverage. How much easier would it be to get out of the mud if you had a rope above you to pull yourself out or you had a ladder to push against. The telekinetic leap power doesn't need any leverage and doesn't need to push or pull against anything to work. As such, it should be much easier for it to move out of the mud.

Basically it's like this. We put a car and a helicopter in the mud 3' deep. Which one do you think would get out of the mud easier? The car gets no traction while the helicopter still gets lift since it's not pushing/pulling against the mud.[/sblock]
 
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[sblock=Elec]Don't forget the free save/prone rule when force moving targets into hazards.

save (1d20=5)

He is indeed in the mud pit.
[/sblock]

[sblock=Mud Pit]Fair enough. You can use the leap to get out for free. But the initial exit cost you 2 square of movement before you start calculating how far from your current square you can move.[/sblock]
 
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[sblock=save/prone and mud]
Don't forget the free save/prone rule when force moving targets into hazards.
That was why I said 'pushed towards the mud' instead of "pushed into the mud'. Did you want me (us) to roll saves for the bad guys if I (we) knock another one in?

Fair enough. You can use the leap to get out for free. But the initial exit cost you 2 square of movement before you start calculating how far from your current square you can move.
So 2 squares to get level with the 'normal' ground then fly, or to put it another way, our fly 5 turns into a fly 3 if we use it in the mud. Cool.

That was pretty much what I was thinking (Though I'd been happy if all it did was move you a single space out of the mud). ;)) [/sblock]
 

[sblock=save/prone and mud] That was why I said 'pushed towards the mud' instead of "pushed into the mud'. Did you want me (us) to roll saves for the bad guys if I (we) knock another one in?
[/sblock]

[sblock=OOC]Preferably, yes. It might be important for the next PC acting after you (and before I have updated) to know the status and location of the zombie and it's more convenient if the save is already done.[/sblock]
 

[SBLOCK=OOC]OK, my mistake is because Mal reuse the same token but for different monster. The Z token he used on Virtual Battlemat was for zombie minions and the Corruption Corpse was the normal zombies. during the first fight we found Rinch.

In that case, I'll leave those action as is, but I'll add one thing:

Minor: Mark Zombie7 as Montroya finish next to it, I'll be able to prevent it to attack the Invoker and hope the Hound3 and the Corruption3 come to me.[/SBLOCK]
 
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The githyanky extracts reserves from withing his soul, and commands the arcane energies around him, concentrating on a spot among the west side enemies. With unmatched skill, he casts two spells. First, a ball of lightning erupts among the undead, expanding an electrocuting wave that catchs most of the foes, speacially the dark emisary. Second, he concentrates on the same spot and produces a vacuum of heat, creating a cloud of freezing cold air, that freezes in solid one of the zombies and one of the hounds. Having spended most of his arcane reserves with that display, the mage retreats to the safety of the group.

[sblock=Actions]
Well, lots of rolls
Standard: Shocking sphere enlarged on K9
AP: Enlarged freezing cloud on K9
Move: Move to R11
I hope this chart I've made for the rolls is clear enough.
Code:
Attack and DMG chart

Shock Sphere
Enemy:   C1 Cz Z0 Z1 Z2 D1 H1 R
Attack:  16 26 16 24 27 28 20 16
Dmg:     ------14 for all-------
Crit:                    X 

Link to the roll: http://invisiblecastle.com/roller/view/2344770/


Freezing cloud
Enemy:   C1 Cz Z0 Z1 Z2 D1 H1 R
Attack1: 27 12 12 22 20 24 29 10
Attack2: 23 18 24 29 15 14 29 27
Dmg1:     ------15 for all------
Dmg2:     ------10 for all-------
Crit1:                      X
Crit2:             X        X

Link to the roll: http://invisiblecastle.com/roller/view/2344775/
[/sblock]
 

[sblock=quick summary]With so much going on last attacks, I made a quick summary for the people still to go. Also Jarec, Z7 is the zombie I knocked into the mud so it's immobilized and can't reach anyone to attack. Do you still want to mark it?

R (126/136 hp)
C1 (7/46) bloodied
Cz (29/71) bloodied
C3 (31/46) dazed, pending attack from Montroya
D1 (14/48) bloodied
H1 dead
H3 (54/54) dazed, pending attack from Montroya
Z0 (11/40) bloodied
Z1 dead (from crit)
Z2 (1/40) bloodied
Z5 (23/40)
Z7 (28/40) immobilized. marked by Jarec
Z9 (40/40) dazed, pending attack from Montroya

If Kama'zer wanted, a thrown javelin should be able to take out Z2 since it only has 1hp. Same goes for soldier, but he's farther away. (if it lives through Callens attacks)

Callen could attack the area around R. If he deals just 7 damage it will kill 2 things and 15 damage kills 3! If he wishes, he could move to O9 and use his burning hands to attack everyone except D1! For better effect he could land a scorching burst hitting CZ and D1 first to softening them up (and getting that vulnerability to fire in there). Then he'd get a +1 to hit and +3 damage on the burning hands! That hits Cz with fire twice! ;)[/sblock]
 
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[sblock=holy crud, that's alot of actions]Mal, would you mind updating status /map for me, I'm having trouble picturing where everyone is[/sblock]
 

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