[Adventure] The Paper Chase (Judge: renau1g)

Mythra groans as he stands up, he gets into a defensive position, just trying to stay alive.

[sblock=actions]
Standard: Total Defense
Move: Stand up from prone.
Save succeeded.

[sblock=stats]Male Eladrin Wizard 4
Medium natural humanoid (Fey)
Initiative +3; Senses Passive Insight 19, Passive Perception 19
HP 1/38hp, Bloodied 19, Surge Value 9, Surges 1/9
AC 17+5; Fortitude 15+5, Reflex 16+4, Will 17+5
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

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[sblock=Aegis of Shielding and Fire Shroud]You're right about the mark of course. The attack still hit, but did 6 points less damage.

Fire Shroud is close burst 3, so it doesn't hit TM. I've just disregarded that attack roll and used the rest of the action.[/sblock]

"Thanks Orsik. You'll need to pull out a sunrod and drop it in this room cause I need to take my light with me. " Grys says. He lights up his sword and then moves through the darkness to find out what is on the side. Once there, he quickly evaluates the situation and teleports to the other side of the combatants.

In the sudden light, the unseen creature attacking Mythra is revealed to be a small agglomeration of rotting flesh and refuse, roughly humanoid shaped, with a pair of malevolent yellow eyes.

"Hello little mageling. You've made a pact with some very bad entities. But don't worry, I'm going to send you to meet them very soon." Grys says with all seriousness as fire erupts from him.

One of the zombies catches alight with a ghastly groan, and the necromancer is shrouded in flame too, although the brunt of the attack seems to be absorbed by some kind of defensive magic which is consumed in the process.

Mythra groans as he stands up, he gets into a defensive position, just trying to stay alive.


Orsik abandons his search for the passage and returns to combat at hand, healing Grys and finally connecting with the zombie, which drops to the floor.

* * *

The next moment however, even as the room is plunged into darkness as Grys takes the light source, the undead creature lurches upright once more with a hiss and stabs at him with its sword and scoring a glancing blow.

Meanwhile as Mythra struggles to his feet, his tormentors immediately press in from both sides. The repulsive little death sprite fails to do any real damage, but from the other side the zombie's staff comes crashing down on his head and sends him slumping back to the floor.

The necromancer leers at Grys, spitting on the floor at his feet as one of the zombies steps up behind him and raises its axe. The necromancer raises one hand in the air, fingers clawed, and rasps out “rise...”

All around Grys, the tombs open, and rotting carcasses drag themselves upright and close in on him hungrily. The zombie behind him brings its axe down at a signal from its master, sending Grys staggering and drawing a wound as he just barely manages to twist aside from the worst of it. At the sight of his blood the other undead seem to go into a feeding frenzy, pressing in upon him from all sides. Skillfully he fends off most of their attacks, but their sheer numbers are telling, and Grys knows that he can't last much longer against this onslaught.

[sblock=OOC]Grys takes 2d10 damage upon entering the Hunger of Hadar zone: 2d10=8.

Zom - recovers from its disabled state. Move: stand from prone
standard: attack Orsik.

standard: attack Orsik. 1d20=13+? = hit vs AC 20 (including -2 from Grys's mark). Damage 1d8+5=11, -6 from Grys's mark = 5 damage.

TM – Move: Shift to C7
Standard: Attack Mythra 1d20=7+? (+2 from flanking) = miss vs AC 21.

zom2 – takes 5 ongoing fire damage. Standard: Attack Mythra. 1d20=16+? (+2 from flanking) = hit vs AC 21. Damage 1d8+5=12, incapacitating Mythra again.
Save vs ongoing damage: 1d20=2, fail

Zom3 – move – C3
Standard – ready an action.

Nec: takes 5 ongoing fire damage. minor – Warlock's Curse on Grys
Move → minor – sustain Hunger of Hadar, gaining a secondary attack vs everyone in the zone. Hunger of Hadar secondary attack on Serris: 1d20=13+? = hit vs Fort 19, damage 1d6+8=10
Standard – Call of the Grave. New enemies appear in B2, C1, D2 and -A1.
Save vs ongoing damage: 1d20=20, pass

zom3 – readied action triggered. Attack grys. 1d20=13+? = hit vs AC 23. Damage 1d8+5=12

Grys is bloodied.

CE, CE1, CE2 – immediate reaction, blood frenzy attacks on Grys. 1d20=1=automiss. 1d20=19+? (including +2 flanking) = hit vs AC 23, damage 1d10+4=9
1d20=9+? (including +2 flanking) = miss vs AC 23.

CE: attack Grys. 1d20=1 = automiss.

CE1: attack Grys. 1d20=9+? = miss VS AC 23.

CE2: attack Grys. [url=http://invisiblecastle.com/roller/view/2700085/]1d20=1[/url] = automiss.[/sblock]

[sblock=Combatants]Orsik 33/45 hp
Serris 31/45 hp
kal'Tarron 37/44 hp
Mythra -11/38, bloodied, dying
Grys 8/39
zom3 -0 hp
zom2 -19 hp
nec -19 hp
CE -0 hp
CE1 -0 hp
CE2 -0 hp
CE3 -0 hp
TM - dead
TM1 –0 hp
zom -68 hp[/sblock]
 

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PROTECTION: adjacent allies gain DR 2

OOC: Shouldn't hunger of hadar end since necro didn't maintain it?


"Stay down!" shouts Orsik and sketches fiery rune in the air with his maul before slamming it into the zombie.

Maul flares with bright radiant energy blinding the zombie.
"Finish him up, kal'Tarron! I'm off to help the mage."

Using the fact that zombie cannot see him, Orsik moves away, lighting the sunrod and dropping it in the middle of the hall.

"Everyone, hit them with strongest you've got! We need to finish this quickly!"

[sblock=Actions]
Standard: Rune of Endless Fire vs zom AC (1d20+10=27, 4d6+6=16) - target is blinded, Orsik gets +2 to damage and his powers grant +4 hp and thp until the end of the encounter. All attacks deal fire AND radiant damage.
Potential vulnerability NOT included in above damage.
Move: D8
Minor: light the sunrod
Free: drop it on the move in F8

AP: have to go, finish up tonight...
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C'MON EVERYONE, DROP THAT DAILIES, WE'RE NOT GOING ANYWHERE BEFORE EXT REST BECAUSE OF MYTHRA
Unelss of course Mythra dies and we can continue sans one mage :devil:

OOC: How's that for leadership? :D
 
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Serris strikes at the foe in front of him, bringing spirit back to his fallen comrade. Then he moves forward to stand over Mythra, threatening the zombie.
"Get back, Mythra."

[sblock=actions]Standard: Energizing Strike, heals Mythra for 3
Energizing Strike (aug 1), Damage (1d20+9, 1d10+4=[14, 9], [1, 4])
Move: to C6
Minor: Battleminds Demand on Zom2[/sblock]

[sblock=sheet]Serris - Male Human Ardent|Battlemind (Mantle: Elation) 4
Passive Perception: 13, Passive Insight: 13
AC:20, Fort:18, Ref:18, Will:20 -- Speed:5(6 w/ pp)
HP:31/45, Bloodied:22, Surge Value:11, Surges Left: 9/11
Power Points: 2/4, Action Points: 1, MI Daily Uses: 1, Second Wind: not used
Powers: Ire Strike, Energizing Strike, Whirling Defense
Battlemind’s Demand, Mindspike, Spectral Legion
Ardent Surge, Implanted Suggetion, Feather Step
Byeshk Spear Power
Mantle of Elation: Serris and each ally within 5 squares has +3 to damage rolls for opportunity Attacks. Each ally within 5 squares gets +2 to diplomacy and intimidate.
Conditions: None[/sblock]
 

"I'll tell you one thing." Grys shouts out. "For a bunch of stupid undead, these guys sure fight as if they were being controlled by an external force. Their moves are choreographed and near perfect."

"Not to be critical in a situation like this Serris, but the last time you healed Mythra, he just fell over again without even trying to do anything. Is there any way you can get over here? I can eventually kill this b**stard if you can heal me." Grys says conversationally through the pain.

[sblock=Actions]
Standard: Sword Burst on CE, CE2, Zom3, and CE1 in that order
Move: Shift to D1
Minor: Familiar Harrier Keke to B1

Sword Burst vs. Reflex, CE automiss, CE2 automiss, Zom3 26, and CE1 18, 9 damage normal, 14 damage with Challenge Seeking Longsword

Ok, 3 natural ones rolled out of the last 7 rolls. IC has sucked so much recently. I think their program is broke. :confused:

If Zom3 or CE1 were hit by this attack and they attack Grys, then they immediately take 5 points of damage.
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[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions:
Adverse Conditions:
Initiative: +3
Passive Insight: 13 Passive Perception: 18
Senses: Low Light Vision
HP 8/39
Bloodied 19
Surge Value 9; Surges Per-Day 3/8
AC 22 Fortitude 14 Reflex 18 Will 17 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Not Used

Powers:
At will:
Scorching Burst
Sword Burst
Familiar Harrier
Ghost Sound
Light
Mage Hand
Presidigitation

Encounter:
Fey Step
Aegis of Shielding
Sword of Sigils
Fire Shroud

Daily:
Flaming Sphere

Trained: 8 Athletics, 8 Endurance, 8 Perception, 8 Stealth

Untrained: 3 Acrobatics, 11 Arcana, 1 Bluff, 1 Diplomacy, 3 Dungeoneering, 3 Heal, 11 History, 3 Insight, 1 Intimidate, 3 Nature, 7 Religion, 1 Streetwise, 3 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic CLoth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
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C'MON EVERYONE, DROP THAT DAILIES, WE'RE NOT GOING ANYWHERE BEFORE EXT REST BECAUSE OF MYTHRA
Unelss of course Mythra dies and we can continue sans one mage :devil:

OOC: How's that for leadership? :D

OOC: I'd gladly drop a daily if I ever had a chance to do so and was planning it for this round. But, the best laid plans and all that. :-S
 


OOC: What is at B7? Can Mythra shift or teleport to the square?

[sblock=OOC]Mythra cannot move or shift there because of the wall. However, Mythra did see that corridor previously (and Grys' light from a second ago combined with low light vision should have enabled Mythra to see some distance down it), so he should be able to teleport (line of sight not required) even further down that corridor if he wants as per the original map.

http://www.enworld.org/forum/5321227-post439.html
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