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6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="JoeNotCharles" data-source="post: 5026926" data-attributes="member: 79945"><p>[sblock=OOC]</p><p>Sorry about the differences in the map - I started counting from 0 at the top like I usually do, and it wasn't until I started placing monsters that I realized they were all off by 1 because Mal's map had started from 1. At that point I was too tired to redo all the coordinates.</p><p></p><p>I think I have the map updated, except I'm confused about elecgraystone's summary: how come Hound 1 isn't dead from a crit too?</p><p>[/sblock]</p><p></p><p>[sblock=Jarel-Karn, Montroya, and Andrec]</p><p>I really don't understand what's going on. Why is Velmont posting actions for both Jarel-Karn and Montroya? What's going on with Andrec now that Jarel-Karn invalidated his action?</p><p>[/sblock]</p><p></p><p>As the newcomers materialize, 7 Rabbit's eyes widen. <span style="color: DarkOrange">"It's a portal!"</span> he cries in delight. <span style="color: DarkOrange">"We can use it to escape!"</span> He grabs 6 Eagle's arm and begins to hustle him towards the circle of stones, hollering, <span style="color: DarkOrange">"Hold the portal! We're coming!"</span> As he moves, the air begins to freeze around him as he calls forth an icy shield to protect himself and his brother.</p><p></p><p>Suddenly he is distracted as Soldier begins shouting tactical commands. He glances over his shoulder and spots the hulking Chillborn Zombie. Instantly he realizes Soldier is correct: although Rinch may be a bigger threat, the Chillborn Zombie will be more vulnerable to his dire radiance, and it will be forced to move closer to him to attack. He raises his war club and it begins to glow, the light reflected in his armor like starlight on snow. He points the club at the zombie and the ball of light flies towards it, trailing ragged plumes of light, and bursts on its chest. The zombie staggers backwards, radiance clinging to it in an uncanny fashion.</p><p></p><p>Smiling in satisfaction, Rabbit turns back to the magic circle. Seeing the forces arrayed on the battlefield between him and his target, he changes his mind about dashing straight to it. He looks around wildly for a hiding place for the two insensate prisoners, and spots a defensible overhang behind a large rock to the south. <span style="color: DarkOrange">"Wait here,"</span> he says to 6 Eagle in Magari, pushing him back into a hollow of the rock. <span style="color: DarkOrange">"I'll clear a path to safety."</span> He advances towards the two zombies guarding the rock, staring at them with determination, and a pair of sparks erupt from his armor and fly towards them. The tiny stars seem to suck the glow from the ice surrounding him, leaving him encased instead in darkness, and although they glow brightly they seem to trail shadows behind them. They settle into an orbit around the head of one of the zombies, casting uncanny shadows over it as they move. As his curse falls on the zombie, Rabbit snaps a quick Eldritch Blast at it, hitting it square on in the chest, and then closes to melee range.</p><p></p><p>[sblock=Actions]</p><p>Standard: Armor of Agathys: gain 13 temp hp, and until end of encounter, any enemy starting their turn adjacent to 7 Rabbit takes 1d6+4 cold damage</p><p>Minor: Warlock's Curse on z5</p><p>AP: <a href="http://invisiblecastle.com/roller/view/2344914/" target="_blank">Dire Radiance on Chillborn Zombie (targets Fort; attack: +1 from Kama'zer's Tactical Presence; damage: +5 from radiant vulnerability, +3 from Kamazer's Tactical Presence) (1d20+7+1=20, 1d6+5+5+3=18)</a> Just barely hit (thank God for Tactical Presence!) for 18, and it takes another 1d6+5 if it moves closer to 7 Rabbit on its next turn.</p><p>AP secondary: Andrec's Bravura Presence lets me make an Eldritch Blast attack: <a href="http://invisiblecastle.com/roller/view/2345165/" target="_blank">Eldritch Blast at z5 (targets Reflex; attack: +1 for Prime Shot; damage: +1d6 for Warlock's Curse) (1d20+7+1=15, 1d10+5+1d6=17)</a> Hits for 17 damage. (Note: if 6 Eagle or the halfling count as allies, I don't get Prime Shot, but I still hit with a 14.)</p><p>Move: to U14, activating Shadow Walk (concealment until end of next turn)</p><p></p><p>Now I'm adjacent to z3 and z5, so they should both take 1d6+4 cold damage on their next turns unless somebody moves them.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5026926, member: 79945"] [sblock=OOC] Sorry about the differences in the map - I started counting from 0 at the top like I usually do, and it wasn't until I started placing monsters that I realized they were all off by 1 because Mal's map had started from 1. At that point I was too tired to redo all the coordinates. I think I have the map updated, except I'm confused about elecgraystone's summary: how come Hound 1 isn't dead from a crit too? [/sblock] [sblock=Jarel-Karn, Montroya, and Andrec] I really don't understand what's going on. Why is Velmont posting actions for both Jarel-Karn and Montroya? What's going on with Andrec now that Jarel-Karn invalidated his action? [/sblock] As the newcomers materialize, 7 Rabbit's eyes widen. [color=DarkOrange]"It's a portal!"[/color] he cries in delight. [color=DarkOrange]"We can use it to escape!"[/color] He grabs 6 Eagle's arm and begins to hustle him towards the circle of stones, hollering, [color=DarkOrange]"Hold the portal! We're coming!"[/color] As he moves, the air begins to freeze around him as he calls forth an icy shield to protect himself and his brother. Suddenly he is distracted as Soldier begins shouting tactical commands. He glances over his shoulder and spots the hulking Chillborn Zombie. Instantly he realizes Soldier is correct: although Rinch may be a bigger threat, the Chillborn Zombie will be more vulnerable to his dire radiance, and it will be forced to move closer to him to attack. He raises his war club and it begins to glow, the light reflected in his armor like starlight on snow. He points the club at the zombie and the ball of light flies towards it, trailing ragged plumes of light, and bursts on its chest. The zombie staggers backwards, radiance clinging to it in an uncanny fashion. Smiling in satisfaction, Rabbit turns back to the magic circle. Seeing the forces arrayed on the battlefield between him and his target, he changes his mind about dashing straight to it. He looks around wildly for a hiding place for the two insensate prisoners, and spots a defensible overhang behind a large rock to the south. [color=DarkOrange]"Wait here,"[/color] he says to 6 Eagle in Magari, pushing him back into a hollow of the rock. [color=DarkOrange]"I'll clear a path to safety."[/color] He advances towards the two zombies guarding the rock, staring at them with determination, and a pair of sparks erupt from his armor and fly towards them. The tiny stars seem to suck the glow from the ice surrounding him, leaving him encased instead in darkness, and although they glow brightly they seem to trail shadows behind them. They settle into an orbit around the head of one of the zombies, casting uncanny shadows over it as they move. As his curse falls on the zombie, Rabbit snaps a quick Eldritch Blast at it, hitting it square on in the chest, and then closes to melee range. [sblock=Actions] Standard: Armor of Agathys: gain 13 temp hp, and until end of encounter, any enemy starting their turn adjacent to 7 Rabbit takes 1d6+4 cold damage Minor: Warlock's Curse on z5 AP: [url=http://invisiblecastle.com/roller/view/2344914/]Dire Radiance on Chillborn Zombie (targets Fort; attack: +1 from Kama'zer's Tactical Presence; damage: +5 from radiant vulnerability, +3 from Kamazer's Tactical Presence) (1d20+7+1=20, 1d6+5+5+3=18)[/url] Just barely hit (thank God for Tactical Presence!) for 18, and it takes another 1d6+5 if it moves closer to 7 Rabbit on its next turn. AP secondary: Andrec's Bravura Presence lets me make an Eldritch Blast attack: [url=http://invisiblecastle.com/roller/view/2345165/]Eldritch Blast at z5 (targets Reflex; attack: +1 for Prime Shot; damage: +1d6 for Warlock's Curse) (1d20+7+1=15, 1d10+5+1d6=17)[/url] Hits for 17 damage. (Note: if 6 Eagle or the halfling count as allies, I don't get Prime Shot, but I still hit with a 14.) Move: to U14, activating Shadow Walk (concealment until end of next turn) Now I'm adjacent to z3 and z5, so they should both take 1d6+4 cold damage on their next turns unless somebody moves them. [/sblock] [/QUOTE]
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