[Adventure] The Paper Chase (Judge: renau1g)

rb780nm

First Post
OOC: Ok, let's assume I did that too, allowing space for Orsik to enter the fray.

Metavoid can write my action into his narrative if he wants to .

 

log in or register to remove this ad

DESTRUCTION: +1 to hit vs enemies adjacent to Orsik; +2 power bonus to damage TENT

Orsik reacts slowly to the instructions of kal'Tarron having hard time seeing through the vortex of negative energy. He moves closer and sees the peril his companions placed themselves in, all in an attempt to help Grys. Determination hardens his features and he rushes on the heels of kal'Tarron pushing the maul over their prone forms . The maul flares in response to Serris suffering. He takes time to swirl quick rune of mending over Grys, this time, bloodred crystals shoot out and increase the potency of his allies attacks.

[sblock=Actions]
Can I put this in last round actions(I didn't realize I'm at only 8hp :(
AP: second wind healing with amulet of life (spends 2 surges) 20hp
OOC: Does second wind counts as Orsik's power? If yes, add 4 to healed value


Free Action: Vengeful Maul (+2 to hit +1d10 damage)
Move: C6
Standard: Divine Rune of Thunder vs zom2 AC (1d20+10+2=30, 2d6+6+2+1d10=20) PROTECTION: zombie is pushed to C3 and is dazed TENT - radiant and fire damage

Minor: Rune of mending on Grys - recover surge +4 DESTRUCTION


[/sblock]
 
Last edited:

Antithetist

First Post
"Damn, Orsik mustn't have heard me through the howling vortex," kal'Tarron mutters to himself. Raising his voice he shouts "If you can hear me Orsik, hold fast, we'll make space here for you in a second... Now Serris, Down!"

With that he raises his axe across his chest and moves forward, plowing into the Zombie that threatens Serris. kal'Tarron simply bounces off the zombie, but he regains his balance quickly. With a mighty yell, he raises his axe above his head and slashes down at the stubborn corpse.

As his axe connects, there is a flash of light, burning the zombie. Motes of light continue to dance in the air around it, darting back and forth as though seeking a target to strike, as he ducks down to make way for Orsik.

Orsik reacts slowly to the instructions of kal'Tarron having hard time seeing through the vortex of negative energy. He moves closer and sees the peril his companions placed themselves in, all in an attempt to help Grys. Determination hardens his features and he rushes on the heels of kal'Tarron pushing the maul over their prone forms. The maul flares in response to Serris suffering and the zombie promptly explodes in a flash of radiance.

He takes time to swirl quick rune of mending over Grys, this time, bloodred crystals shoot out and increase the potency of his allies attacks.

* * *

OOC: Just remembered Orsik took 2d10 damage at the start of his turn due to Hunger of Hadar; that could have been a pain to resolve if the damage would have knocked him out before he got the chance to use his Second Wind, but as it is 2d10=3 – all is well.


The last of the ghouls joins the assault upon Grys as the remaining zombie continues to pressure him with reckless swings of its axe. At the first sign of weakness the two ghouls are sent into a feeding frenzy as before, and Grys is once again pulled to the ground as they swarm over him ravenously.

The necromancer grins gleefully and raises his wand once more, conjuring up a shadowy talon which clutches Orsik and drags him back into the cloud of hungry darkness.

[sblock=OOC]zom3 attacks Grys - 1d20=10+? = hit vs AC 22 (including +2 from flanking) Damage 1d8+5=10

Grys is bloodied, CE and CE1 make Blood Frenzy attacks as immediate reactions. 1d20=14+? = hit vs AC 22 (including +2 flanking), 1d20=19+? = hit vs AC 22, damage 1d10+4=10, 1d10+4=13, Grys is knocked unconscious again.

Nec: Gains pact boon as Grys is bloodied again.

Standard: Diabolic Grasp on Orsik. 1d20=16+? = hit vs Fort 18, Damage 2d8+7=11 and Orsik slides 2 squares to B8. He takes 2d10 damage upon entering the Hunger of Hadar zone: 2d10=11.

Minor: Sustain Hunger of Hadar, gaining a secondary attack on anyone in the zone. Hunger of Hadar secondary attack on Orsik: 1d20=2+? = miss vs Fort 18.

Move → Minor Warlock's Curse on Grys

n.b. Orsik will take 2d10 damage at the start of his next turn from starting in the Hunger of Hadar zone; this will almost certainly knock him out, all other things being equal.[/sblock]

[sblock=Combatants]Orsik 3/45 hp, bloodied
Serris 15/45 hp, bloodied, prone
kal'Tarron 33/44 hp, prone
Mythra 3/38, bloodied
Grys -9/39, prone, bloodied, dying
zom3 -22 hp
zom2 - dead
nec -19 hp
CE -0 hp
CE1 -dead
CE2 -0 hp
CE3 -0 hp
TM - dead
TM1 –dead
zom -dead[/sblock]

OOC: Map Note: Serris and kal'Tarron are both prone in C6.
 

Attachments

  • temple map.jpg
    temple map.jpg
    72.7 KB · Views: 68


OOC: hopefull. Orsik used second wind giving him Fort 20 instead of 18. Would that make it a miss? (doubtfull with 16 roll, but still...)

Also, if hit, Orsik uses
Endure Pain (Immediate Interrupt; Orsik is hit by an attack; daily)
Effect: Until TENT Orsik has 8 resistance to all damage

that reduces attack damage to 3 and will reduce start of the turn damage :)
 

rb780nm

First Post
kal'Tarron stands and raises his hand in front of him, finger horns raised. A curse in draconic rises from his lips, bringing the emnity of Balinor upon the necromancer. Then he lifts his other hand, brandishing the horned holy symbol.

[sblock=actions] Move: Stand, Minor: OoE on Necromancer, Standard Radiant vengeance on the Necromancer (1d20+7=15, 1d8+5=7) 15 vs Reflex, 7 radiant damage and I gain 4 temp hp on hit.[/sblock]

The bolt of energy misses the necromancer. "Hold on Grys, we'll be there in a moment!"
 

Luinnar

First Post
As a summoner, I can see the worthlessness of those creatures at your command! Mythra jeers, summoning up icy cold hindering the remaining monsters.


OOC: Mythra has line of effect over C6 since the two character are prone, right?

[sblock=actions]
Standard: Chilling Cloud area 1 centered on CE3.
Rolls
24 vs fort Nec
26 vs fort CE
10 vs fort Ce3
21 vs fort Zom3
On hit: 4 cold damage, -2 attack rolls EOTN.

[sblock=stats]Male Eladrin Wizard 4
Medium natural humanoid (Fey)
Initiative +3; Senses Passive Insight 19, Passive Perception 19
HP 3/38hp, Bloodied 19, Surge Value 9, Surges 1/9
AC 17+2; Fortitude 15+2, Reflex 16+2, Will 17+2
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:0

Conditions: Bloodthread armor in effect.

Powers:
At will:
Chilling Cloud
Winged Horde

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Grasping Shadows
Color Spray
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Tome

[/sblock]

[/sblock]
 

Antithetist

First Post
OOC: zom3 did indeed take 5 points of force damage, thanks for the reminder.

The attack still hit Fort 20 MetaVoid, sorry. But yeah, Endure Pain is surely the right call. :)

Mythra has Line of Effect over C6, yes; the cloud hits everything except CE3, and CE dies.
 


Antithetist

First Post
OOC: Sorry, I guess I should have been clearer: with the 8 points of damage reduction there's no way that 2d10 damage will knock Orsik out (he'll be on 19 hp with 8 DR). I guess we may as well be precise, he takes 2d10=7 - no damage, and remains on 19 hp. So you can go ahead and take his turn.
 

An Advertisement

Advertisement4

Top