6 Eagle Down (Judge : Garyh)

Soldier moves besides Kama'zer and mirror her as he also readies to strike when an enemy comes into range from the inside of the cave

[sblock=Details]
Minor Action:activate Boundless Endurance
Move Action:move to R9
Standard Action:Ready an attack versus first enemy from within the cave to move adjacent to Soldier:Crushing Surge(1D20+8=18,1D12+5=17)(Soldier also marks the enemy and he also gains 4THP)
[/sblock]
 

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[sblock=DM/others]
JNC asked me to post this here:

Joe Mason to me

show details 12:14 AM (10 hours ago)

I'm travelling for work and I probably won't have time to post in Fey
Lord or 6 Eagle until then. Feel free to NPC me (maybe Haruka should
post for me in Fey Lord). Mind posting that in the 6 Eagle thread
too?[/sblock]
 

[sblock=OOC]All right, every actions are in. Too bad I have no time! Between a friend that needed some comfort and the gang that is arriving any minute now for game night, my entire evening evaporated.

I will try to update ASAP![/sblock]
 

[sblock=OOC]The gods have been conspiring to prevent my update! Today I again spent the evening with friends taking a beer. But I am manning up and doing this update before going to bed because tomorrow is the christmas office party and doing the update saturday would be just ridiculous![/sblock]

Rinch is livid. Things are not going as planned. He surges forward and then speak unholy words, cursing Soldier, Kama'Zer and Mrit'Thas with darkness. They are blind!

The chillborn zombie surges forward and seeks to take advantage of Kama'Zer's vulnerability but is to clumsy to suceeds. Still, his unntaral aura of cold wraps around the heroes.

The Dark one is more oppurtunistic and a dagger of his flies true.

The corruption corpses focus on their greatest tormenters. Jarel is missed but Montroya takes a solid hit from a bolt of darkness. They then discovers that Deva's holy nature resists his necrotic powers. He is still weakened by the spell, though.

Zombies swarms on the heroes. They are not agile but make up for it in sheer numbers and a few lucky hits are scored.

The hounds rush into the fray but have yet to hit their stride.


[sblock=Actions]
Given that Mrithas rolled a damage of 10 and that it has to be reduced by 5 (forgot enlarged and shouldn't have added warlord bonus on second hit), none of the remaining monsters can take damage (due to resistance)

Rinch
Move: TPL
Standard: Curse of blindness
vs Fortutude, 1:Soldier, 2: Mrithas 3:Kamazer (1d20+10=18, 1d20+10=25, 1d20+10=30) hits everyone
1: Damage, 2:Recharge=5 (1d6+6=9, 1d6=3) +blinded (save ends)

Chillborn vs Kama'Zer
Move+Charge TPL
Charge vs Kama (1d20+11+1=13, 1d6+4=6) Forget the CA but still a miss.

Dark One vs Kama'Zer
vs Kama AC (1d20+10+2=29, 1d4+5+1d6=8)

Corruption Corpses vs JArel and Montroya
vs Ref, 1:Jarel 2:Montroya (+2 cover) (1d20+7=9, 2d6+3=6, 1d20+7=24, 2d6+3=14)
C2 shifts TPL, Montroya resists 5 damage

Zombies:

Agathis vs 2 Zombies
1:Z3 2:Z5 (1d6+4=6, 1d6+4=9)

Zombies vs lots of people
url=http://invisiblecastle.com/roller/view/2351017/]1&2:Z3,Z5 (+2 CA) vs 7 Rabbit 3&4: Z8(+1 charge),Z9 vs Jarel 5:Z4 vs Callen 6:Z6 vs Montroya 7:Z7 athletic check (-3) (1d20+6=11, 2d6+2=9, 1d20+6=21, 2d6+2=8, 1d20+6=17, 2d6+2=10, 1d20+6=11, 2d6+2=6, 1d20+6=22, 2d6+2=5, 1d20+6=19, 2d6+2=9, 1d20+6=12, 2d6+2=12)[/url]
7 Rabbit hit for 8, Callen hit for 5, Montroya hit for 9

In hindsight I think one of the zombies who attacked JArel was dazed and too close to charge so he shouldn't have been allowed.

Hounds vs Andrec and Jarel:
Charge TPL
bith charge + flank 1:Andrec 2:Jarel (1d20+7+2+1=12, 1d6+3=5) miss Andrec and forgot to ask for two rolls so...
vs JArel (1d20+7+2+1=21, 1d6+3=8) miss
[/sblock]




[sblock=Status]
Hound 3: 39/54

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

Corruption Corpse 2: 36/46
Corruption Corpse 3: 31/46 Dazed

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

Zombie 3: 34/40
Zombie 5: 14/40 cursed (7 Rabbit)
Zombie 7: 28/40 Cursed (Tsi'Ri), immobilized and CA (pit)
Zombie 9: 25/40

Jarel: 43/43 [5/11] at AA10
Montroya: 19/37 [8/8] Weakened TENT
Andrec: 31/32 [4/7]
7 Rabbit: 46 +5 /46 [6/10] Armor of Agathys
Kama'Zer: 36 (31)/46 [2/9] Blind (Save ends)
Soldier: 36 (31)/50 [4/13) Regenerate 6 when bloodied, Blind (Save ends)
Tsi'Ri: 46/46 [9/10]
Mrithas: 29 (24)/38 [6/9] blind (Save ends)
Callen: 32/37 [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]
 

Ts'iri sees that the two big targets are still inside and her friends seem blinded. She turns her wand towards them and fires off 2 balls of flame that explode, burning both the leader and the cold zombie. She then tries to fire off a blast at one of the other zombie, but fails to connect as she spins around from her first targets. She then moves back towards the cave as more shadows cling to her body

[sblock=OCC]
Minor Action: Curse C2
Standard Action: attacking Rinch and chillborn zombie with scorching burst.
AP: attacking Rinch and chillborn zombie with scorching burst. (+1 hit/+3 dam from warlord)
Free: Eldritch blast at C2 (from second warlord)
Move Action: P10 to T12 (gain concealment)

1d20+7=23, 1d20+7=23, 1d6+6=7
1d20+8=10, 1d20+8=22, 1d6+9=14
1d20+7=9, 1d10+5=8, 1d6=3

Rinch hit for 21 damage
Chillborn zombie hit for 12 (vulnerability added)
C2 missed
[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
0/2 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=OCC]Well that bites!... I'd HOPED to hit the chill zombie twice with fire (and hit with my blast too), but I hit the big guy twice so it's not so bad. [/sblock]
 

Injured slightly from the zombie, Callen continues to move towards the circle and the largest group of creatures avoiding the feeble strike against him. He moves right into the face of one of the other zombies surrounding their rescuers and drills the butt end of his staff into the ground. A maelstrom of flame roars out enveloping the battlefield. When the flames die down most of the zombies are on fire but none of them have dropped. Yet... His allies are untouched by the fire.

[sblock=ooc]Active: gloves of piercing. lower resist vs any of my attacks by 10 Till end of Encounter

Actions:
Start: n/a
Move: to Y11. Zombie Opportunity atk vs. Callen AC19. (1d20+6=15, 2d6+2=5) = missed me
Standard: Fire Shroud vs. on fort
z7(26 vs. 13)= hit 13 dmg ongoing 5 fire (save ends),
z6(23 vs. 13)= hit 13 dmg ongoing 5 fire (save ends),
h3(27 vs. 14)= hit 13 dmg ongoing 5 fire (save ends),
z9(21 vs. 13)= hit 13 dmg ongoing 5 fire (save ends),
z8(15 vs. 13)= hit 13 dmg ongoing 5 fire (save ends),
c2(17 vs. 16)= hit 13 dmg ongoing 5 fire (save ends),
h2(11 vs. 14)= miss,
z5(22 vs. 13)= hit 13 dmg ongoing 5 fire (save ends)

Minor:
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 4
Initiative: +2, Passive Perception: 14, Passive Insight: 19
AC: 19, Fort: 16, Reflex: 19, Will: 18 - Speed: 6
HP: 37/37, Bloodied: 18, Surge Value: 9, Surges left:6/8
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*/Flaming Sphere
Healing Word

Gloves of Piercing
Flame Rose


* memorized
[/sblock][/sblock]
 

OOC: Kama'zer should be at R10 between Soldier and Mri'thas. I don't think it would change any of the attacks on her from last round, but I thought I'd point it out. At least it would put the chillborn adjacent to Soldier as well for a possible hit assuming it would charge that one more square forward still.
 

OOC - Mal: also you forgot to roll damage for dire radiance on the chillborn(as it indeed moves closer to 7 Rabbit) and roll saves for chilly and Rinch(or at least post the rolls of them)
 

[SBLOCK=OOC]I'm going nova this round (ok, I won't match Callen). But before, I need Montroya to move away from me, I don't want him to get ongoing damage. And if someone can move Z6 next to me.[/SBLOCK]
 

[SBLOCK=Ereokose13]You moved next to a Corruption Corpse, so all your attack was at -5. Have you counted that modifier in your action?[/SBLOCK]
 

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