6 Eagle Down (Judge : Garyh)

[sblock=OOC]Just checking my targets before deciding Kama'zers actions. Between Mri'Thas and Soldier, I believe the Chillborn Zombie is dead now, correct? (8 damage from Mri'Thas and 9 from Soldier when the last status showed it having 11 hps?)[/sblock]
 

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[sblock=OOC]Hey, I checked that chat room Fdice roller and huh... I couldn't see 7 Rabbit's roll. I think Soldier's test followed by Mrithas rolls knocked it out of the scroll. Not quite perfect huh? You'd need each your own chat room for the check to remain long enough to be sure that I see them.

So now, well, I'm going to trust JNC (*Gasp!*) and assume his scores were legit
[/sblock]

Fell by Soldier, the Chillborn explodes!

As the last zombie in the cave falls, a shadowy cloud gathers near the center coming from the fallen beasts. Body parts start levitating and bunch up together. Suddenly, as if a critical mass has been reached, a bolt of dark lightning launches from Rinch, as if independant from his will. As the clouds dissipate, a huge zombie stands in its place. Huge. Rinch chuckles darkly.

-''Meet Shorty.''



[sblock=Actions]
Jarel:
rolled 13+7=20 vs FOR hit
rolled 1+6= 7 damage

Explosion:
VS Soldier: 15 +9 = 24 vs for hit, 2d6+2= 8 and slowed (Saved)
VS Kama: 6 + 9 = 15 vs for miss
VS Rinch: 8 + 9 = 17 vs for miss

I deducted the 4 thp from the 8 dmg from explosion
[/sblock]

[sblock=Status (Kama'Zer is up)]
Hound 3: 13 (8) /54 burning Marked (Jarel)

Chillborn : DEAD

Corruption Corpse 2: 19 (14)/46 cursed (Tsi'Ri), burning, Dazed
Corruption Corpse 3: 31/46

Rinch: 75 /136

Zombie 3: 25/40 cursed (7 Rabbot)
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 /46 [2/9] Blind (Save ends)
*Soldier: 27/50 [4/13) Regenerate 6 when bloodied, grants CA, slowed (save)
*Tsi'Ri: 46/46 [9/10]
*Mrithas: 20 / 38 [5/9]
*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.

Zombie Hulk

HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]
 
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"That is not good." states Mri'Thas, matter of factly, holding his staff behind himself, crouched in a defensive position.

OOC: If a hit from an enemy would hit Mri'Thas this turn, and can be avoided with Shield or Staff od Defense, use it.
 

In her blindness, Kama'zer steps back away from the new sounds coming from within the cave. She lashes out at the zombie beside Mri'Thas, trying to shove it back while barking an order at Soldier to form up in line with her and Mri'Thas again. "Just stay together, and we can beat whatever they throw at us." she says encouragingly to the Warforged, hoping to reinforce his staying power in the fight. With some luck, her vision will clear, so that she can see what is making that BIG noise in the cave...

OOC: Invisible Castle is down again, and I can't figure out the Coco dice roller, so I'll leave my rolls to Mal since it's the end of the round after that anyway and nobody elses actions will be dependent on the outcome of my rolls. I underlined the rolls that need made in my actions below.

Okay, IC came back up, so I edited in my rolls. Freaking crit on a non damaging attack, max damage on an inspiring word for Soldier, and failed my save versus blindness! *Facepalm*[sblock= Actions/stat block]Start= 36/46 hps, blind (save ends)
Move= Shift to S11
Standard= Opening Shove vs. Z4 Reflex 9 (1d20+9-5=24) Crit! Push Z4 to square U9 and shift Soldier to S9. Unless I get to shove it 2 squares because of the crit?! Then it would be in the mud!
Minor= Inspiring Word healing to Soldier (1d6+12=18) Soldier spends 1 HS and regains 18 hps.
End= Save versus blindness (1d20=7) DANGIT!
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 5
Conditions: blind
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]
 
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[sblock=Kama'Zer]
Kama'Zer said:
Move= Shift to S9
Standard= Opening Shove vs. Z4 Reflex 9 (1d20+9-5=24) Crit! Push Z4 to square U9 and shift Soldier to S9.

I'm sure you can see the problem. ;)¸

I'm giving you till tomorrow to tell me which. Yep, I will update on the 24th! Well, I had a family supper tonight and need to get up early. But tomorrow I'm done with work very early so I'll have plenty of time.
[/sblock]
 

[sblock=Kama'Zer]


I'm sure you can see the problem. ;)¸

I'm giving you till tomorrow to tell me which. Yep, I will update on the 24th! Well, I had a family supper tonight and need to get up early. But tomorrow I'm done with work very early so I'll have plenty of time.
[/sblock]
[sblock=Mal]Sorry about that. Kama'zer to S11, Soldier to S9.[/sblock]
 

Rinch speaks one word in a dead language and a wave of anguish wash over the heroes gathered near the cave. 7 Rabbit's iron will allow him to resist while Mri'thas swiftly uses his staff to swallow the worst of it, but Andrec, Soldier, Kama'Zer and Tsi'Ri all get a vicious nose bleed and can't help but stumble in Rinch's desired direction.

Soldier in particular is hit hard and moved in an akward location. The Hulk, with a big fat grin on his face, takes the chance to smash into him. He barel misses, tearing a chunk of rock from the wall.

The dark enissary is more opportunistic and stabs the warrior before stepping away and becoming shadowy.

The hounds charge. One misses montroya but the other flanks Tsi'ri and brings her painfully to the ground, inflicting necrotic rabbies ion the process!

The Zombies are fewer in number than they use to and several fall to pieces as they brun from Callen's magic. The remaining zombies are undaunted and keeps harassing the heroes, one managing a painful slam on Montroya.

The Corruption corpse focus their fire on Jarel and it takes it toll, the arcane warrior is weakened by their foul powers.




[sblock=Action]
Armor of Agathys on Z3:
cold (1d6+4=10)

Rinch:
Move: TPL
Standard: Commanding Voice
vs Will, 1:Soldier 2:Kama'Zer 3:Mri'Thas 4:Tsi'Ri 5:7 Rabbit 6:Andrec (1d20+10=30, 1d20+10=25, 1d20+10=18, 1d20+10=25, 1d20+10=14, 1d20+10=14, 1d6+5=10)

Kama'Zer, Mrithas, Tsi'Ri and Andrec: Hit for 10
Soldier, critical for 15
crit (1d6=4)

7 Rabbit: missed

Mrithas: Activates Staff of defense (+3 to will), attack turns into a miss

Rinch: Spends AP.
Attacks Mrithas:
vs Mrithas AC 18 (1d20+11=23, 2d6+7=12) hit, dazed TENT

I forgot the -2 from mark, still a hit. Can't be cancelled by Shield because it is an immediate interrupt and it was already used for the staff of defense to not get hit by Rinch's Commanding Voice.

Recharge:
Recharge 1:Curse of blindness (5) 2:Commanding voice (6) (1d6=5, 1d6=3)

Hulk:
Zombie Smash
Zombie Smash, vs AC 20, dmg, recharge 6 (1d20+12+2=18, 4d8+5=24, 1d6=3)

Awww, miss. Now that would have been an interesting twist on the fight, no?
PS I just noted that the CA was only good for Rinch. Still a miss.

Dark One:
Move: Dark Step TPL, gains CA vs Soldier
vs Soldier AC 20 (1d20+10+2=30, 1d4+5+1d6=13) hit

Hounds:
save for H3
save (1d20=12)

1:Andrec (+2 CA, +1 charge) 2:Montroya (-2 marked +1 charge) (1d20+7=22, 1d6+3=5, 1d20+7=14, 1d6+3=4)

My mistake here; I wrote Andrec but as you can see from the map, the target of the charging/flanking Hound 2 is clearly Tsi'Ri.

Tsi'Ri hit, Montroya missed

Zombies
Save for Zombie 6
save (1d20=2)

Zombie 8 us dazed and can't charge Andrec so he just moves and doesn't attack.
1:Tsiri (+2 CA) 2:Mrithas (+2 CA) 3:Montroya (+1 Charge) (1d20+6=10, 2d6+2=5, 1d20+6=15, 2d6+2=12, 1d20+6=21, 2d6+2=10, 1d20+6=9, 2d6+2=10)

Miss Tsi'ri and Mrithas, hit montroya for 10

Corruption Corpse
Save:
save (1d20=16)

Moves: TPL
Attacks:
vs Jarel's reflex (1d20+7=10, 2d6+3=10, 1d20+7=27, 2d6+3=6) one miss, one crit, 15 damage +weakened
[/sblock]


[sblock=Status]
Dark Emissary 2: Concealed

Hound 3: 8 /54 Marked (Jarel)

Corruption Corpse 2: 14/46 cursed (Tsi'Ri), burning
Corruption Corpse 3: 36/46



Rinch: 75 /136

Hulk: 88 + 5 / 88

Zombie 3: 15/40 cursed (7 Rabbit)
Zombie 5: Dead
Zombie 6: 9 (4) /40 Burning, Dazed TENT
Zombie 7: Dead
Zombie 8: 27/40 Dazed
Zombie 9: DEAD

Jarel: 28/43 [5/11] weakened TENT
Montroya: 22/37 [7/8]
Andrec: 21/32 [4/7]
7 Rabbit: 46 +5 /46 [6/10] Armor of Agathys
Kama'Zer: 26 /46 [2/9] Blind (Save ends)
Soldier: 17 (23) /50 [3/13) Regenerate 6 when bloodied, slowed (save)
Tsi'Ri: 37 (32) /46 [9/10] prone, ongoing 5 (save ends)
Mrithas: 8 / 38 [5/9] dazed TENT
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.

Zombie Hulk

HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]
 
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