ScorpiusRisk
First Post
Rurdev turns to the orb that tried to hurt him and slashes out with both blades at the abberant creature. The shifter's elbow strikes a seat next to him, spoiling one blow. The second blade hits the orb, cleaving off a portion of it's essence. The blessing of Hadrak gives him hope and he is finally able to shake of malady that gripped his limbs and mind.
[sblock=ooc]What kind of action is it to get the orchestra pit?
**It's only a 2 1/2 foot step. But there is a very pesky red velvet rope. Have you ever tried to step over one of those? They can be very tricky.
Let's say it costs an extra square of movement to enter if you don't use the stairs OR you can enter as part of a shift but you need to be trained in athletics or make a DC 15 athletics check.**
[/sblock]
[sblock=Actions]
Twin strike orb. twin strike vs red orb (1d20+10=11, 1d20+11=29, 1d8+1=2, 1d8+1=7) One hit for 7 damage...grrrr. save vs dazed (1d20=10)Finally!
[/sblock]
The statue of Mauros quickly turns to it's next enemy and heads down the central aisle. It's stone orb smashes into Rurdev and he can't get his defenses up in time.
Meanwhile, Coppernail tries to do the same with Dane and dwarf continues to bat away the blows. It almost seems to be getting easier for him. Dane's muscles seems to tighten though as one of the Cherubs moves closer to him and blasts at his mind.
Above on the catwalk, Incarnation's mind is invaded by his own enemy. As he struggles to keep the invader's back his flames flare and the nearby mote seems to flare in response. The energy is too much for him to handle and the warforged falls with a responding metal clang.
[sblock=ooc]S.Mauros moves to O9/P10.
Attacks Rurdev. 18 vs Reflex. 13 damage.
Follow up. 11 vs AC, Miss
S.Coppernail attacks Dane. 16 vs Fort, Miss.
Cherub 1 attacks Incarnation. 20 vs Reflex, hit. 8 psychic damage, and dazed (save ends)
Cherub 2 moves to Q7. Attacks Dane. 19 vs Ref, hit. 9 psychic. Dazed (save ends)
Red Mote 1 moves to U6. Attacks Incarnation. 16 vs Reflex, Hits. 7 radiant damage. Incarnation falls unconscious.
Red Mote 3 attacks Rurdev. 14 vs Reflex, Miss.
[/sblock]
------------------------------------------------------
Initiative!
Round 5
17 - Rurdev - @Q11, 1st Floor - 15/46 - Prone, Bloodied - Acted
15 - Qynn - N16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - -2/47 - UNCONCIOUS, dazed (save ends) - Acted
9 - Enemies -
Statue of Mauros - @O9/P10, 1st/2nd Floor - -33 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -67 hp - -7 to damage rolls TEHNT, Marked
Cherub 1 - @T6, 3rd Floor -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 1 - @T6, 3rd floor Floor - 3/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 30/37
Quarry, Bloodied
6 - Hadrak - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 34/48 hp - Dazed (save ends)
1 - Patrons, Guards, and everyone else
Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: AC 16 R 15 W 15
MAPS!
Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.
The blue highlight represent fleeing masses. They are difficult terrain.
The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.
There is no guard fail on the stairs or between H7 and I7.
Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.
[sblock=1st Floor]
[/sblock]
[sblock=2nd Floor]
[/sblock]
[sblock=3rd Floor]
[/sblock]
[sblock=ooc]What kind of action is it to get the orchestra pit?
**It's only a 2 1/2 foot step. But there is a very pesky red velvet rope. Have you ever tried to step over one of those? They can be very tricky.
Let's say it costs an extra square of movement to enter if you don't use the stairs OR you can enter as part of a shift but you need to be trained in athletics or make a DC 15 athletics check.**
[/sblock]
[sblock=Actions]
Twin strike orb. twin strike vs red orb (1d20+10=11, 1d20+11=29, 1d8+1=2, 1d8+1=7) One hit for 7 damage...grrrr. save vs dazed (1d20=10)Finally!
[/sblock]
The statue of Mauros quickly turns to it's next enemy and heads down the central aisle. It's stone orb smashes into Rurdev and he can't get his defenses up in time.
Meanwhile, Coppernail tries to do the same with Dane and dwarf continues to bat away the blows. It almost seems to be getting easier for him. Dane's muscles seems to tighten though as one of the Cherubs moves closer to him and blasts at his mind.
Above on the catwalk, Incarnation's mind is invaded by his own enemy. As he struggles to keep the invader's back his flames flare and the nearby mote seems to flare in response. The energy is too much for him to handle and the warforged falls with a responding metal clang.
[sblock=ooc]S.Mauros moves to O9/P10.
Attacks Rurdev. 18 vs Reflex. 13 damage.
Follow up. 11 vs AC, Miss
S.Coppernail attacks Dane. 16 vs Fort, Miss.
Cherub 1 attacks Incarnation. 20 vs Reflex, hit. 8 psychic damage, and dazed (save ends)
Cherub 2 moves to Q7. Attacks Dane. 19 vs Ref, hit. 9 psychic. Dazed (save ends)
Red Mote 1 moves to U6. Attacks Incarnation. 16 vs Reflex, Hits. 7 radiant damage. Incarnation falls unconscious.
Red Mote 3 attacks Rurdev. 14 vs Reflex, Miss.
[/sblock]
------------------------------------------------------
Initiative!
Round 5
17 - Rurdev - @Q11, 1st Floor - 15/46 - Prone, Bloodied - Acted
15 - Qynn - N16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - -2/47 - UNCONCIOUS, dazed (save ends) - Acted
9 - Enemies -
Statue of Mauros - @O9/P10, 1st/2nd Floor - -33 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -67 hp - -7 to damage rolls TEHNT, Marked
Cherub 1 - @T6, 3rd Floor -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 1 - @T6, 3rd floor Floor - 3/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 30/37
Quarry, Bloodied
6 - Hadrak - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 34/48 hp - Dazed (save ends)
1 - Patrons, Guards, and everyone else
Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: AC 16 R 15 W 15
MAPS!
Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.
The blue highlight represent fleeing masses. They are difficult terrain.
The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.
There is no guard fail on the stairs or between H7 and I7.
Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.
[sblock=1st Floor]

[sblock=2nd Floor]

[sblock=3rd Floor]
