[Adventure] The Paper Chase (Judge: renau1g)

OOC: I'll retcon again, before new turns in put on, no healing to Mythra, Grys needs it more. I'll heal Mythra, Serris and myself with the power. I'll update as soon as my turn comes. Ignore AP line, no healing to Mythra this round. Sorry.

Also can't one initiate bull rush as part of a charge?
 
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OOC: You can initiate a Bull Rush as part of a charge, but you wouldn't be able to charge the zombie either, since you'd have to move into Serris's square at the end of the charge.

I'm truly confused now as to who is getting healed when. What are you doing with your AP action this round? You implied you wanted to heal Grys, but he's out of range for Rune of Mending.

I'm mid-way through writing an update, having already made all the enemies rolls, so bear with me if the roll notes are all wrong if I have to change things around because of this.
 

No, you will not have to change anything.
1. DO NOT apply healing to Mythra,
That's all. Grys will be in range once we move that zombie

AP action (and sorry for the delay, this action is based on the fact that torch niches can be ooccupied)


(charge ends in D6 - as it is equidistant as C6 and is unoccupied)
Orsik charges the zombie engaged with Serris, creating a buffer for belaguered mage and protecting the protector with his mere presence.

charge; damage (radiant and fire) (1d20+10+1=29, 2d6+6+2=19) - hit

Luinar, rb780nm, can one of you push that closes zombie back so I can get within 3 of grys? If I can get rune of mending and Symbol of the Wrath Reversed on him, he'll be nearly full and we'll all get some healing (7hp) assuming the target attacks in that round...thanks.
 
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OOC: Uh, D6 is in a wall. There seems to be a whole lot of confusion over terrain in this fight - I guess maybe that's my fault for not just making the corridors precisely 1 square wide on the map. But let me make it clear once again, the corridor may be ever so slightly more than 1 square wide, but there's no room to stand 2 abreast.

Sorry, but this is taking forever, I'm just going to move forward and assume Orsik hasn't used his AP this round; I can't see anything you could do with it, anyhow, that would have a big impact upon the enemies' turn. If you wanted to heal somebody after all, let me know and that can be retconned in.


kal'Tarron dashes through the whirling maelstrom of necrotic energy then snaps off a clumsy bolt of holy radiance that flies over the heads of all the combatants.

Grys, I thought uncle Lego told you not to drive your pet Tarrasque too fast... Mythra says, half dazed from all his near-deaths.

* * *

As Serris steps up to allow Mythra time to retreat from the front lines, the zombie swings out with its glowing staff once more, wielding it like a club. Serris doesn't get his spear up to block in time, and the blow cuffs him around the head.

Grys's attackers press in on him once more, clawing and biting, and his defence finally fails under their relentless attacks. Losing his footing, he falls to the ground and blacks out.

The necromancer laughs gleefully and hurls a blast of fire down the passageway towards Serris, but it goes wide.

[sblock=OOC]kal'Tarron takes 2d10 necrotic damage as he crosses the Hunger of Hadar zone: 2d10=11, reduced to 4 by his necrotic resistance.

Zom2 – takes 5 ongoing fire damage. Standard: attack Serris. 1d20=9=hit vs AC 21. 1d8+5=6 damage.
Save vs ongoing fire damage: 1d20=7, fail

zom2 – Move: D2
Standard: Attack Grys. 1d20=6+? = miss vs AC 22

CE – Move: Shift to D0
Standard: Attack Grys. 1d20=20, autohit for 5 necrotic damage.

CE2 – Move: C1
Standard: Attack Grys. 1d20=15+? = hit vs AC 22. 5 necrotic damage – Grys is knocked out; Aegis of Shielding ends on nec.

Nec – Minor: Sustain Hunger of Hadar. Gains a secondary attack on everybody within the zone. Hunger of Hadar secondary attack on Orsik: 1d20=12+? = hit vs Fort 19, 1d6+8=10 necrotic damage.
Move → Minor: Warlock's Curse on Serris.
Standard: Hellish Rebuke on Serris. 1d20=5+? = miss vs Ref 19.[/sblock]

[sblock=Combatants]Orsik 8/45 hp, bloodied
Serris 15/45 hp, bloodied
kal'Tarron 33/44 hp
Mythra 3/38, bloodied, prone
Grys -2/39, prone, bloodied, dying
zom3 -14 hp
zom2 -29 hp
nec -19 hp
CE -0 hp
CE1 -dead
CE2 -0 hp
CE3 -0 hp
TM - dead
TM1 –dead
zom -dead [/sblock]
 

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In this map it seems as there is torch bearing niche where mythra is lying down...

but I see the text says he's in Serris square...so once again by bad. :( I'll get out of this confusion eventualy :( Yes, don't do anything with AP.




I'm playing a warlock in LEB (my first char) and I don't think necro can curse anyone since Grys is closer to him then anyone else. He would need to move
 
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OOC: Minor: OoE on the Necromancer
I'm moving to B1 (which I know invites OA from Z2, Z3 and CE2 - but censure of retribution gives me +4 damage to my attack this turn for each that hits)

Then I attack with temple of light on the Necromancer

Temple of light (1d20+10=12, 2d12+6=17) 12 vs AC, 17 radiant damage plus any bonuses from being hit

I'll use that AP now to attack him again with avenging echo
avenging echo on Necro (1d20+10=28, 1d12+6=16) 28 vs AC, 16 radiant damage, plus any bonuses from being hit.

Until the end of my next turn, any enemy that ends its turn adjacent to me, or that hits or misses me takes 5+4(int) radiant damage




kal'Tarron summons the mighty energies of Balinor, but they dissipate as his strike whistles harmlessly infront of the necromancer. Summoning reserves of energy, kal'Tarron reverses his swing and strikes back at the necromancer with a second strike, this time connecting solidly with his side.

The air around the avenger blurs, filling with the promise of damage to any who stays too close to kal'Tarron.
 

OOC: MetaVoid - you're right about the curse, thanks for picking that up.

rb780nm - lol. My last post:

There seems to be a whole lot of confusion over terrain in this fight - I guess maybe that's my fault for not just making the corridors precisely 1 square wide on the map. But let me make it clear once again, the corridor may be ever so slightly more than 1 square wide, but there's no room to stand 2 abreast.


Moving to B1 would require going through zom2's space.

 

OOC: My reading of the movement rules is that I can move through a square, as long as I don't stop there and I'm open to OA from doing it. I don't have rules in front of me to check right now.
 

Slay them all you fools! Mythra shouts unleashing a winged horde on the zombie.

OOC: Why is Mythra prone? :)


[sblock=actions]
Move: Stand up from prone (if he is)
Winged Horde on Serris area 1. (it just hits the zombie)
Crit miss.

Sorry that is the best I can do.

[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]
 
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