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Adventure: A paladin in need (DM:Someone, judge: THB)
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<blockquote data-quote="Someone" data-source="post: 5532005" data-attributes="member: 5656"><p>Under the shock of the repeated assault, Halleck's encouragement and Joy's contagious emotions Porphyria can't control her powers very well. She explodes in a kaleidoscope of fire and wild magic that splatters one of the already weakened mud monsters against the wall and damages the rest of them, cooking part of their mutable forms into hard clay. They however tend to ignore the girl, covering instead Brenwar in hardening mud before one of the tall monsters appears behind the wall and orders them, using some foul and horrid language, to attack the silver masked girl. They pay dearly as she's still burning from the recent magical display.</p><p></p><p>The other devil throws one of his spikes at Joy, pining her clothes against the wall, but then the wall that so abruptly appeared before disappears under the ground. The floor that was trembling shoots upwards, blocking your view of the tall devils, and new sections start shaking too.</p><p></p><p>[sblock=actions]</p><p>Brenwar uses Virtue (+15 THP and resistance 3), Challenges Mud Lasher 4, fails at attacking the mud monster.</p><p></p><p>Joy shifts, crits with Energyzing Strike (22 damage) , heals Porphyria.</p><p></p><p>Porphyria shifts to current position, deals hefty damage with Flame Spiral, then Chaos bolts MM1 to death. Notice your icon has now a mask.</p><p></p><p>Halleck heals Porphyria, and uses Brash assault Against Mud lasher 4, since # 1 is already dead. The attack granted by brash assault fails, and Brenwar easily hits with Virtuous Strike, which can be used as a MBA, for 7 damage and making it vulnerable to radiant damage.</p><p></p><p>Mud Lasher 2 moves to H7 and throws a mud ball at Brenwar, failing again. </p><p></p><p>Mud Lasher 3 moves to D11 and throws another mud ball at Brenwar, hits Ref 18 this time, Brenwar is Slowed</p><p></p><p>Mud Lasher 4 does the same, hitting Ref 23, so Brenwar is Immobilized (Save ends). The monster's mechanics are not very clear if Immobilized overrides Slowed or they stack (so you must save against each condition separatedly) but this time at least I'll go with the first option.</p><p></p><p>Impaler 1 doesn’t recharge Barbed Spike, so it moves and shoots Joy, hitting Ac 27 for 10 damage, and Joy grans CA until the end of the Impaler’s next round.</p><p>Impaler 2 recharges <em>barbed spike</em>, but doesn’t use it. Instead moves to current position and uses his <em>get them</em> encounter power, enabling mud lashers 2 and 3 to charge Porphyria; one of them fails, the other one hits for 11 HP. #3 gets an AoO from Halleck, which hits for 13.</p><p></p><p>EDIT: she’s burning, too. They suffer 8 and 12 damage respectively. Not the best move from the mud lashers; that’s what happens when you play the bad guys half asleep.</p><p></p><p>Battlefield changes. Thick black lines (now gone) are stone walls, darkened blocks are raised floor (high enough to block line of sight), squares highlighted in white are trembling.</p><p>[/sblock]</p><p>[sblock=status]</p><p>Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent.</p><p></p><p>Halleck: 4 damage, 3 HS spent</p><p></p><p>Porphyria: 15 damage, ongoing 5 damage, grants combat advantage, 4 HS spent.</p><p></p><p>Joy: 13 damage, grants combat advantage, 3 HS spent</p><p></p><p>Impaler 1: 14 damage</p><p></p><p>Impaler 2:</p><p></p><p>Mud monster 1: Dead.</p><p></p><p>Mud monster 2: 28 damage</p><p></p><p>Mud monster 3: 25 damage</p><p></p><p>Mud monster 4: 27 damage, vulnerable radiant 3</p><p> [/sblock]</p><p>[sblock=map]</p><p><img src="http://i118.photobucket.com/albums/o116/rowenstin/paladin2-3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> [/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5532005, member: 5656"] Under the shock of the repeated assault, Halleck's encouragement and Joy's contagious emotions Porphyria can't control her powers very well. She explodes in a kaleidoscope of fire and wild magic that splatters one of the already weakened mud monsters against the wall and damages the rest of them, cooking part of their mutable forms into hard clay. They however tend to ignore the girl, covering instead Brenwar in hardening mud before one of the tall monsters appears behind the wall and orders them, using some foul and horrid language, to attack the silver masked girl. They pay dearly as she's still burning from the recent magical display. The other devil throws one of his spikes at Joy, pining her clothes against the wall, but then the wall that so abruptly appeared before disappears under the ground. The floor that was trembling shoots upwards, blocking your view of the tall devils, and new sections start shaking too. [sblock=actions] Brenwar uses Virtue (+15 THP and resistance 3), Challenges Mud Lasher 4, fails at attacking the mud monster. Joy shifts, crits with Energyzing Strike (22 damage) , heals Porphyria. Porphyria shifts to current position, deals hefty damage with Flame Spiral, then Chaos bolts MM1 to death. Notice your icon has now a mask. Halleck heals Porphyria, and uses Brash assault Against Mud lasher 4, since # 1 is already dead. The attack granted by brash assault fails, and Brenwar easily hits with Virtuous Strike, which can be used as a MBA, for 7 damage and making it vulnerable to radiant damage. Mud Lasher 2 moves to H7 and throws a mud ball at Brenwar, failing again. Mud Lasher 3 moves to D11 and throws another mud ball at Brenwar, hits Ref 18 this time, Brenwar is Slowed Mud Lasher 4 does the same, hitting Ref 23, so Brenwar is Immobilized (Save ends). The monster's mechanics are not very clear if Immobilized overrides Slowed or they stack (so you must save against each condition separatedly) but this time at least I'll go with the first option. Impaler 1 doesn’t recharge Barbed Spike, so it moves and shoots Joy, hitting Ac 27 for 10 damage, and Joy grans CA until the end of the Impaler’s next round. Impaler 2 recharges [i]barbed spike[/i], but doesn’t use it. Instead moves to current position and uses his [i]get them[/i] encounter power, enabling mud lashers 2 and 3 to charge Porphyria; one of them fails, the other one hits for 11 HP. #3 gets an AoO from Halleck, which hits for 13. EDIT: she’s burning, too. They suffer 8 and 12 damage respectively. Not the best move from the mud lashers; that’s what happens when you play the bad guys half asleep. Battlefield changes. Thick black lines (now gone) are stone walls, darkened blocks are raised floor (high enough to block line of sight), squares highlighted in white are trembling. [/sblock] [sblock=status] Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent. Halleck: 4 damage, 3 HS spent Porphyria: 15 damage, ongoing 5 damage, grants combat advantage, 4 HS spent. Joy: 13 damage, grants combat advantage, 3 HS spent Impaler 1: 14 damage Impaler 2: Mud monster 1: Dead. Mud monster 2: 28 damage Mud monster 3: 25 damage Mud monster 4: 27 damage, vulnerable radiant 3 [/sblock] [sblock=map] [IMG]http://i118.photobucket.com/albums/o116/rowenstin/paladin2-3.jpg[/IMG] [/sblock] [/QUOTE]
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