6 Eagle Down (Judge : Garyh)

[sblock=actions]Move: Shift to V13.
Standard: Opening Shove against Z5. +9 vs AC13. On a hit pushes target one square and one ally adjacent to the target gets a free move or melee basic attack.
Minor: Inspiring Word on Montroya.

IC is down, so I'll leave Mal to do the rolling, and let JNC decide how to react in the case of a hit. I'm also not narrating the action yet, but if JNC wants, he can feel free to describe my actions in his post. [/sblock]
 

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[SBLOCK=OOC]That happen before MOntroya acts...[/SBLOCK]

"Montroya, stand back, I<ll take down that hound, but it will be messy around me."
 

[sblock=7 Rabbit]
Yes, Agathys has been rolled. You can check the last action post.

Dire radiance damage now applied to CZ[/sblock]

[sblock=Kama'Zer]I see what you mean, I missed a shift. But the CZ wouldn't have charged you in this case, he'd have charged Mri'Thas. But then he'd have missed.

You'd still have used Warlord Favor because that puts CZ adjacent to you.

I modified the map accordingly.
[/sblock]

[sblock=Actions]
Montroya: Well, I didn't roll like Callen, That's for sure. And yet, it all hits! Crappy, crappy will defenses!

Final score were 16,11,12,14,18 and dmg: 13 (with vulnerability)

Thankfully, Zombies have crappy Will so they are all hit. You seem to have forgotten Z7. 21 hit

I pushed everyone except H3. He can't go anywhere, he has his back to an obstacle and you can't cut corner across an obstacle.

Andrec: Ugh. I rolled a natural 1... Well, it evens out but I'd have prefered if it was IC that had been doing the evening out!

Roll for inspiring word: 4
[/sblock]




[sblock=Status]
Hound 3: 13 (8) /54 burning

Chillborn Zombie: 11 /71

Corruption Corpse 2: 26/46 cursed (Tsi'Ri), burning, Dazed
Corruption Corpse 3: 31/46

Rinch: 90 /136

Zombie 3: 34/40
Zombie 5: 1 (-4) /40 cursed (7 Rabbit), burning
Zombie 6: 14 (9) /40 Burning, DAzed TENT
Zombie 7: 2 (-3) /40 Cursed (Tsi'Ri), burning
Zombie 8: 27/40 Dazed
Zombie 9: DEAD

Jarel: 43/43 [5/11] at AA10
*Montroya: 32/37 [7/8] 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]
 

7 Rabbit sees that the zombie to his right is about to fall, and transfers his attention to the one to his left. Sidestepping away from the burning and failing abomination, he mutters, "Stars above in your intricate curvature, guide my hand straight to the heart of my enemy!" Two bright stars shoot out towards the zombie's head, closely followed by a Rabbit's war club. As requested, he strikes a solid blow to the zombie's heart; alas, the dead thing has no working vital organs, so most of the blow's power is wasted.

[sblock=Changed my mind]
Thinking about it more, I question the wisdom of using so many resources on a single Gravehound. I'm going to save Frigid Darkness for now and concentrate on taking out the zombies near me and building up Fate of the Void bonuses.

Rolls are at http://rpgp.org/dice/?p=group, group name "6 Eagle Down":

Minor: Curse Z3
Move: Shift to U13
Standard: Basic Attack at Z3 (2-handed) - 20 hits vs AC 13, for 9 damage
[/sblock]
 
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[sblock=Z4]
Mal only puts monsters in the status when something's happened to them. So since Z4 isn't in there, you know that it's unwounded and has no status effects on it.
[/sblock]
 

[SBLOCK=OOC]It is suddenly clear around me, so I'll change my plan finally.[/SBLOCK]

Jarel-karn mark the Hound before moving closer to the dazed corruption corpse and throw a bolt of lightning to pull it back to him.

[SBLOCK=OOC]Minor: Mark H3
Move: Shift to Z11
Standard: Ligthning Lure against C2[/SBLOCK]
 

Mri'Thas dashes away from the chillborn zombie, and unleashes another spell over Rinch. A huge orb of force explodes on the foul man, and sends razor sharp fragents around, tearing away parts of the zombie's flesh. However, he leaves an opening, the zombie at his back fully uses.

[sblock=OOC]
Move:Shift to S10
Standard: Force Orb on Rinch
mrithas: Attack on rinch
mrithas: 1D20 + 8 => 23
mrithas: Hit! Rolling damage
mrithas: 2D8 + 6 => 15
mrithas: Now secondary attack on chilly billy zombie
mrithas: 1D20 + 8 => 25
mrithas: Another hit, rolling damage
mrithas: 1D10 + 6 => 8
6 Eagle Down
AOO from Z4: Critical, 14 dmg, ouch.
Save: 11, made it.
Drink Healing potion and regain 10
[/sblock]
 

Andrec calls out as another spell settles on the crimelord "Ease up on the master, focus on his tools! Destroy the zombies first!"
 

Soldier takes one step forward towards the chillborn zombie and its master. the zombie parries Soldier's overhand blow but the canny warforged tries with a wild arcing sweep with his greataxe, which connects with the zombie but misses the crime boss, and using the momentum of that blow he swings again against the human called Rinch but misses and oversteps.

[sblock=Details]
Move Action: shift to Q10
Standard Action: Brash strike against chillborn (1d20+10=13VsAC27=MISS!)
AP Action: Sweeping Blow against Chillborn zombie(AC27) and Rinch(AC27)(1d20+11=30vsAC27=HIT!;1d20+11=18vsAC27=MISS!; Damage die 1d12+8=9; 9 Damage to the chillborn, Soldier Gains 4THP and marks Rinch)
Bravura Attack: 1d20+3=5vsAC22=Miss!;and Soldier grants CA TENT.
Minor Action:N/A

SaveVsBlind=13= success!
LINK
LINK2
[/sblock]

[sblock=Soldier stat Line]Soldier- Male Warforged Fighter 3
Passive Perception: 13, Passive Insight: 13
AC:20, Fort:17, Reflex:12, Will:14 -- Speed:6
HP:31/50 +4thp Bloodied:25, Surge Value:12, Surges left:4/13
Initiative +2, Action Points: 0, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow(used), Warforged Resolve, Lasting Threat, Boundless Endurance(in stance/used), Frost Weapon
[/sblock]
 

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