[Adventure] A Chef's Request (DM:renau1g; judge: covaithe)

Ghorgor paces himself better and this time lands a powerful blow on the zombie's skull.

[sblock=Actions]
Start:
Take cold 5 from aura - resist 2 = 3
Take cold 5 (ongoing) - resist 2 = 3
Standard with augment 1 (Aspect of elevated Harmony):
Iron Fist vs Zombie AC (1d20+7+2=23, 1d10+5=9) Yay, a hit! And I forgot +2 to damage from the augment: Total of 11
Effect: Gain resist 2 TENT
Effect from Elevated harmony: +2 to damage (total of 11) and gain 7 thp.
End:
Save (1d20=3) fail

Remember that the Zombie is marked until he dies or I mark someone else.

I think we may have killed the zombie if Morko scored a hit.
[/sblock]

[sblock=stats]
HP 27/35 +7 thp
HS: 13/14
Resist damage 2

AC:20
Ref:12
For: 15
Will: 15

OA: +7, 1d10+5

AP, Daily and all PSI points used.
[/sblock]
 

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Nejs Radan, Half-Elf Ardent 1

With his body poisoned and blood leaking from him, a mental scream of Nejs hit the enemies near him. Sadly his own bright attack at the creature misses.

[sblock=ooc]
Aura 5: +3 damage on opportunity attacks, +2 to Diplomacy and Intimidate checks.

---

No action as he was bloodied:
Ardent Outrage
(Encounter No Action Close burst 5 ✦ Psionic)
Target: Each enemy in burst
Trigger: You are bloodied by an attack
Effect:
Each target grants combat advantage until the start of your next turn.Minor: Ardent Surge (1d6=2) on himself
Move: -3 I
Standard: Virtuous Strike (1d20+6=12, 1d10+4=5) miss

Save vs Poison (1d20=8)

[sblock=Mini stat block]
Nejs Ragan
Perception: 11 Insight: 18 Low-light Vision
AC 16 Fortitude 14 Reflex 12 Will 15
Initiative: +2
Hit Points: 12 / 28 Bloodied: 14
Temporary Hit Points: 0
Resist: -
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:7 Surges per day: 9 / 10
At-Will Powers: Demoralizing Strike, Energizing Strike
Encounter Powers: Power Points: 0/2, Ardent Surge 0/2, Ardent Outrage, Virtuous Strike
Daily Powers: Implanted Suggestion

Condition: Ongoing Poison 5 (save ends)

[/sblock][/sblock]
 

[sblock=stonegod]
The rule of cool usually wins out so that attack is certainly fine and the attack roll succeeds (just). So what's the rules now? Do you fall? It has a hover speed. [/sblock]
 

[SBLOCK=OOC]I think that rule will not be define by D&D. So how does he flies, magic or not?

Not magic, can he carry Fissure weight?

Magic? Is the magic strong enough to carry Fissure weight?

It's your adventure, so I guess that will be your call.[/SBLOCK]
 

[sblock=OOC]The creature is immobilized (as part of the grab). That in and of itself does not cause it to fall. Anything that causes Fissure to move (such as gravity) can break the grab in theory. "Moving a grabbed target" isn't quite applicable as that is a standard action.

The crux boils down to two thigns:
- Can Fissure hold on?
- If he can, can the mage's magic sustain him in air?

As for the latter, so long as it has a hover speed, that suggests it could remain aloft (within reason; likely up to its encumbrance limit). As for the second? Don't know. Maybe:
- Require a grab check to keep hold every round (so no other attacks if forced to be a standard action)
- Require some other skill check
- Don't require anything: He's grabbed so he stays
- Don't require anything: He can't hold on so he falls.
All of these I think are valid.[/sblock]
 

[sblock=ooc]
Ok, I'm pretty busy right now, but likely will have some time tonight to work on my updates after the kiddos go to bed. I might have some sort of check to hold on, but not a standard action...we'll see, he does have some tricks up his sleeve. [/sblock]
 

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