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[Adventure] Rhapsody Part 2 (Judge: renau1g)
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<blockquote data-quote="Neurotic" data-source="post: 5755496" data-attributes="member: 24380"><p><span style="color: DimGray">I know, that's why I asked if that (I meant your power used - shinning symbol) was encounter power <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p><span style="color: DimGray">But it seems DM is against it. Don't you mind zombies, Cairn has resist cold, you need to put Cairn into position adjacent to the boss. </span></p><p></p><p></p><p>Cairn thinks for a moment in total darkness and then has a bright idea to illuminate everything. It would burn, but he's winters herald and has nothing to fear. His stone form will be singed, but it's a small price to pay for dealing with this abominations and their master.</p><p></p><p>He takes a moment to dig out a flask out of his belt and swings it into the zombie next to him smashing it against the crate. There is a great whoosh, nothing is illuminated, but grunts of the zombies and a shriek from the necromancer are reward enough.</p><p></p><p>[sblock=Actions]</p><p>Free: regenerate 5 hitpoints</p><p>Free: Mark zombies 2 and 4</p><p>Minor: Retrieve Alchemist Fire (again)</p><p>Minor: Warforged resolve (gain 5 hp and 5 thp)</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3309486/" target="_blank">Alchemist fire vs Ref (Leader; Z2; Z4; Cairn); fire damage (1d20+9=24, 1d20+9+2=26, 1d20+9+2=17, 1d20+9+2=12, 2d6=6)</a> - heh, natural 1 against self, I didn't include CA against necro, presumably he can see in his own darkness, forgot additional +1 again against necro and zombie 4 due to warforged tactics, vulnerability of zombies not included </p><p></p><p><span style="color: DimGray">I'm not sure whether zombie 4 stands on 1 square high crates or not, adjust the center so it gets everything and everyone (i.e. hit at 1 square height not ground level in N12)</span></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Cairn Stats]</p><p>STATUS: +1 AC, 2 squares around are diff terrain for enemies, regeneration 5 while bloodied</p><p>MARKED: Z2, Z4</p><p> </p><p>Initiative +5; Senses Passive Insight 15, Passive Perception 19</p><p>HP 38+5thp/84, Bloodied 42, Surge Value 21, Surges 9/13</p><p>AC 22; Fortitude 20, Reflex 19, Will 19</p><p></p><p>MBA: +11 vs AC; 1d10+5 damage (+1 to hit if ally is adjacent to the enemy)</p><p></p><p>AP 0/1</p><p>Saving Throws:</p><p><span style="font-size: 9px"> +2 vs ongoing damage, take 10 or roll on death saves;</span></p><p><span style="font-size: 9px">+2 item bonus vs. poison, weakened, slowed, immobilized, charm, fear and psychic effects</span></p><p><span style="font-size: 9px">Resist 5 psychic</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll</span></p><p><span style="font-size: 9px"></span></p><p>Speed 6</p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Warden's Fury</span></p><p><span style="color: Lime">Warden's Grasp</span></p><p><span style="color: Lime">Weight of Earth</span></p><p><span style="color: Lime">Thorn Strike</span></p><p><span style="color: Lime"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><s>Warforged Resolve</s></span></p><p><span style="color: Red">Second Wind</span></p><p><span style="color: Red"><s>Thunder Ram Assault</s></span></p><p><span style="color: Red">Form of Winter Herald Attack</span></p><p><span style="color: Red"><s>Earthgrasp Strike</s></span></p><p><span style="color: Red">Guiding Strike</span></p><p><span style="color: Red">Guardian's Counter</span></p><p><span style="color: Red"><s>Guardian's Defense</s></span></p><p><span style="color: Red"><s>Mountain Stature</s></span></p><p><span style="color: Red"></span></p><p><span style="color: DarkGray"></span></p><p><span style="color: DarkGray"><s>Form of Winter's Herald</s></span></p><p><span style="color: DarkGray"><s>Wellspring Strike</s></span></p><p><span style="color: DarkGray"></span></p><p></p><p><span style="color: gold"></span></p><p><span style="color: gold">Boots of the fencing master: minor encounter: shift 2 squares</span></p><p><span style="color: gold"></span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 5755496, member: 24380"] [COLOR="DimGray"]I know, that's why I asked if that (I meant your power used - shinning symbol) was encounter power :) But it seems DM is against it. Don't you mind zombies, Cairn has resist cold, you need to put Cairn into position adjacent to the boss. [/COLOR] Cairn thinks for a moment in total darkness and then has a bright idea to illuminate everything. It would burn, but he's winters herald and has nothing to fear. His stone form will be singed, but it's a small price to pay for dealing with this abominations and their master. He takes a moment to dig out a flask out of his belt and swings it into the zombie next to him smashing it against the crate. There is a great whoosh, nothing is illuminated, but grunts of the zombies and a shriek from the necromancer are reward enough. [sblock=Actions] Free: regenerate 5 hitpoints Free: Mark zombies 2 and 4 Minor: Retrieve Alchemist Fire (again) Minor: Warforged resolve (gain 5 hp and 5 thp) Standard: [url=http://invisiblecastle.com/roller/view/3309486/]Alchemist fire vs Ref (Leader; Z2; Z4; Cairn); fire damage (1d20+9=24, 1d20+9+2=26, 1d20+9+2=17, 1d20+9+2=12, 2d6=6)[/url] - heh, natural 1 against self, I didn't include CA against necro, presumably he can see in his own darkness, forgot additional +1 again against necro and zombie 4 due to warforged tactics, vulnerability of zombies not included [COLOR="DimGray"]I'm not sure whether zombie 4 stands on 1 square high crates or not, adjust the center so it gets everything and everyone (i.e. hit at 1 square height not ground level in N12)[/COLOR] [/sblock] [sblock=Cairn Stats] STATUS: +1 AC, 2 squares around are diff terrain for enemies, regeneration 5 while bloodied MARKED: Z2, Z4 Initiative +5; Senses Passive Insight 15, Passive Perception 19 HP 38+5thp/84, Bloodied 42, Surge Value 21, Surges 9/13 AC 22; Fortitude 20, Reflex 19, Will 19 MBA: +11 vs AC; 1d10+5 damage (+1 to hit if ally is adjacent to the enemy) AP 0/1 Saving Throws: [SIZE=1] +2 vs ongoing damage, take 10 or roll on death saves; +2 item bonus vs. poison, weakened, slowed, immobilized, charm, fear and psychic effects Resist 5 psychic An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll [/SIZE] Speed 6 [COLOR=Lime] Warden's Fury Warden's Grasp Weight of Earth Thorn Strike [/COLOR] [COLOR=Red] [S]Warforged Resolve[/S] Second Wind [S]Thunder Ram Assault[/S] Form of Winter Herald Attack [S]Earthgrasp Strike[/S] Guiding Strike Guardian's Counter [S]Guardian's Defense[/S] [S]Mountain Stature[/S] [/COLOR] [COLOR=DarkGray] [S]Form of Winter's Herald[/S] [S]Wellspring Strike[/S] [/COLOR] [COLOR="gold"] Boots of the fencing master: minor encounter: shift 2 squares [/COLOR] [/sblock] [/QUOTE]
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[Adventure] Rhapsody Part 2 (Judge: renau1g)
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