6 Eagle Down (Judge : Garyh)

[sblock=Flame Rose]Ugh. Even if that's just a reagent, that's a level 10 item! How'd you get your hand on this?

Not much I can do about it now but there's been a bit of a breakdown in the magic item reward chain, IMHO...

Update coming in a few hours.[/sblock]
 

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[sblock=Flame Rose]
Ugh. Even if that's just a reagent, that's a level 10 item! How'd you get your hand on this?

Not much I can do about it now but there's been a bit of a breakdown in the magic item reward chain, IMHO...
You said we could buy any heroic tier reagents before we came here and 1-10 is heroic (http://www.enworld.org/forum/4962514-post220.html). And nothing stops anyone from buying items outside of an adventure. So if the last adventure had instead given him a 200gp gem, he could have just bought it (before or during the adventure), so I'm not understanding your issue with the magic item reward chain.[/sblock]
 




[sblock=Status]
PS: second Freezing cloud has not yet occured so hasn't been factored in. This also accounts for the cold resistance.

Soldier, Kama'Zer and are up

Hound 3: 39/54 Dazed TENT

Chillborn Zombie: 39 (29)/71 Dire radiance (7 Rabbit)

Corruption Corpse 1: Dead
Corruption Corpse 2: 31/46 (Pulled at Z11)
Corruption Corpse 3: 31/46 Dazed TENT

Dark One 1: Dead

Grave Hound 1: dead

Rinch: 116 (111 )/136 burning (Save ends)

Zombie 0: Dead
Zombie 1: Dead
Zombie 2: Dead
Zombie 5: 23/40 cursed (7 Rabbit)
Zombie 7: 28/40 Cursed (Tsi'Ri), immobilized and CA (pit)
Zombie 9: 25/40, Dazed TENT

*Jarel: 43/43 [5/11] at AA10
*Montroya: 37/37 [8/8]
Andrec: 31/32 [4/7]
*7 Rabbit: 46 +13 /46 [6/10]
Kama'Zer: 45/46 [2/9]
Soldier: 45/50 [4/13)
*Tsi'Ri: 46/46 [9/10]
*Mrithas: 38/38 [6/9]
Callen: 37/37 [6/8]

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
Cold Resistance 5
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)
Zombie Weakness (dies on a crit)

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.
Zombie Weakness

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..
[/sblock]
 

[sblock=Flame Rose]You said we could buy any heroic tier reagents before we came here and 1-10 is heroic (http://www.enworld.org/forum/4962514-post220.html). And nothing stops anyone from buying items outside of an adventure. So if the last adventure had instead given him a 200gp gem, he could have just bought it (before or during the adventure), so I'm not understanding your issue with the magic item reward chain.[/sblock]

[sblock=OOC]Looking it up, he got it as a reward at level 3 (making it level +7).

Considering the fact I said okay to 1-10, that's a case of 'think twice before you make a call, you silly DM'. In the future I'll say level +4.

There ain't gonna be any level 12 reagent/whetsone etc in your Loot, is all I'm saying.

PS: I am not peeved at its use in my encounter. I am in fact a little amused that it has been almost wasted; only two monsters are alive to burn! But if this had been done on fresh enemies... We'd be talking well over 50 extra points of damage, which is a lot. Not the kind of things the DM plan on when designing an encounter for a level 4 party.
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[sblock=OOC]
Looking it up, he got it as a reward at level 3 (making it level +7).
Well that's one way of looking at it, but to me it's 200gp cost is not even equivalent a level 1 magic item (360gp). I look at the level just to see what level item you can make yourself.

Maybe we should start up a thread on this. I'm not sure how everyone else views one shot items. I don't remember anyone bringing them up before.
Considering the fact I said okay to 1-10, that's a case of 'think twice before you make a call, you silly DM'. In the future I'll say level +4.
LOL That's cool. You just confused me a bit when you said something about a 10th level item after OKing us buying them. :)


There ain't gonna be any level 12 reagent/whetsone etc in your Loot, is all I'm saying.
Promise? I should tell you I don't plan to even use any, so not seeing them is fine by me. ;)

We'd be talking well over 50 extra points of damage, which is a lot. Not the kind of things the DM plan on when designing an encounter for a level 4 party.
I think the worst part would it being 10 X 5 point damages, then 10 saves, then repeat. It's be a bit of a pain.

I am in fact a little amused that it has been almost wasted.
there's ongoing damage on the monster with vulnerability to fire! If that's all it had done I'd have been happy.[/sblock]
 

Kama'zer steps beside Mri'thas to hold the choke point and turns back to look at the few remaining enemies within the cave. She raises her scimitar above her head, readying an attack for the first one unwise enough to step within her reach.

[sblock= Actions/stat block]Start= 45/46 hps
Move= Shift to R10
Standard= Readied action versus first enemy from within the cave to move adjacent to Kama'zer: Warlord's Favor against first enemy from within the cave to move adjacent to Kama'zer as readied action (1d20+9=19, 2d8+4=7) Would give Soldier +4 power bonus to hit target until end of my next turn if it hits. Looks like a 19 misses any of the 3 though, so there goes my Warlord's Favor being wasted unless none of them happen to move within reach. :.-(
Minor=
End= Still at 45/46 before readied action
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 5
Conditions: none
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 45/46, Bloodied: 23, Surge Value: 11, Surges left: 2/9
Action Points: 1, Second Wind: not used, Milestones: 1
:bmelee:Basic Attack Scimitar +9 vs AC 1d8+4 damage -- High Crit (Max+1d8+4 dmg)
:branged: Ranged Basic Attack Javelin +9 vs AC 1d6+4 damage Range 10/20 -- Hvy Thrown
Powers- Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured
Lead the Attack, Stand the Fallen
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]
OOC: Approved for level 5! ;)
 

[sblock=ooc]re:map, I believe that Callen should be further from the two remaining bad guys as he took advantage of the warlord's bravura presence to move 6 out of the cave.

re:flame rose, you found where it was granted by a DM in a previous adventure. I didn't think I'd actually kill so many creatures at once so I had hoped that between the sphere and the fire it would get the rest.[/sblock]
 




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