[Adventure] The Paper Chase (Judge: renau1g)


log in or register to remove this ad

OOC: Again! Vow, this is fast combat :) Sorry.

DESTRUCTION: +1 to attack CE3 or Necromancer

Orsik charges from the darkness ignoring the ghoul and hitting the necromancer squarely in the chest his maul flaring with divine energies channeled by his runes.

"Let's get them! Charge!" calls Orsik as he runs by his friends

OOC: Sorry, KarinsDad, no more healing from me until combat's over unless I get to hit next round somebody who can attack afterwards so we all recover 7hp, unfortunately I had to charge this round to cover you.

[sblock=Actions]
Move: C2
Standard: Charge vs Necro AC, end in D1 (1d20+10+1=23, 2d6+6+2=14) - +2 more damage from healing last round. The bonus expires TENT which will be after this attack. Total 16 fire and radiant on necro

Minor: Stone's Endurance (Orsik and Grys gain DR 5 TENT)
[/sblock]
 

[sblock=OOC]Orsik actually can't charge from C2, since you have to move at least 2 squares on a charge. Nothing to stop him from stopping his move at C3 and then charging to D1, though, so nothing changes. He provoke an OA from zom3 on his way: 1d20=9+? = hit vs AC 20, Damage 1d8+5=12, reduced to 4 by DR.

Regarding Serris's action – CE3 was already dead, so I just made the attack on zom3 instead (it's still a miss).[/sblock]

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.

As a summoner, I can see the worthlessness of those creatures at your command! Mythra jeers, summoning up icy cold hindering the remaining monsters. One of the two ghouls drops to the floor, its rotting flesh covered with a new coat of thick rime.

The warlock snorts with laughter by way of reply. "You call yourself a summoner, do you? Care to demonstrate your skill, or do you intend to save your hide by giving me a nasty chill?”

Serris slides across the floor out from under his companion, standing when he comes to a foe. “Get the Necro!”He stabs into the room, trying to keep the path clear.

Grys lies motionless on the floor.

Orsik charges from the darkness ignoring the ghoul and hitting the necromancer squarely in the chest his maul flaring with divine energies channeled by his runes.

"Let's get them! Charge!" calls Orsik as he runs by his friends.

* * *

The dark mage staggers a little beneath the heroes' attacks and takes a step back from the threat of Orsik's maul before levelling his wand and producing a flash of eerie light that almost blinds the runepriest and leaves him filled with a strange dread of approaching any closer. His undead minions also attack, but fail to do any real damage.

Behind Mythra, the shroud of seething darkness finally dissipates from the junction.

[sblock=OOC] nec – move: shift to B0
Minor: Curse Orsik
Standard: Dire Radiance on Orsik - 1d20=10+? (including -2 from Chilling Cloud) = hit vs Fort 18, Damage 1d6+5=11 plus 1d6=1 bonus curse damage for 7 total damage after DR. If Orsik moves closer to the Necromancer on his next turn he will take another 1d6+5 damage.

Hunger of Hadar is not sustained, and ends.

CE – standard: attack Orsik - 1d20=10+? (including +2 flanking) = hit vs AC 20, damage 5 necrotic, reduced to 0 due to DR.

zom3 – standard: attack Orsik - 1d20=6+? (including +2 flanking) = miss vs AC 20.[/sblock]

[sblock=Combatants]Orsik 8/45 hp, bloodied
Serris 15/45 hp, bloodied
kal'Tarron 33/44 hp
Mythra 3/38, bloodied
Grys -9/39, prone, bloodied, dying
zom3 -31 hp
zom2 - dead
nec -39 hp
CE -0 hp
CE1 -dead
CE2 -dead
CE3 -dead
TM - dead
TM1 – dead
zom - dead [/sblock]


OOC: Map note: Grys is prone in Orsik's square.
 

Attachments

  • temple map.jpg
    temple map.jpg
    157 KB · Views: 120
Last edited:

zom3 – standard: attack Orsik - 1d20=6+? (including +2 flanking) = miss vs AC 20

Just a note. Orsik was hit before this by CE and his AC goes up by 1 until start of his next turn due to property of his armor - should I list it somehow as a reminder? In stat blocks or on the top where I put runestates?
 


[sblock=Combatants]Orsik 8/45 hp, bloodied
Serris 15/45 hp, bloodied
kal'Tarron 33/44 hp
Mythra 3/38, bloodied
Grys -9/39, prone, bloodied, dying
zom3 -31 hp
zom2 - dead
nec -39 hp
CE - dead
CE1 -dead
CE2 -0 hp
CE3 -0 hp
TM - dead
TM1 – dead
zom - dead [/sblock]


OOC: Could you clarify the Combatants block? CE3 is listed as around, and CE is listed as dead, which disagrees with the map.
 


Serris cautiously moves forward, and then lances out with his spear at the dark caster.

[sblock=actions]Move: Shift to C2
Minor: Battlemind's Demand on Necro
Standard: Implanted Suggestion on Necro 18(19 if i get +1 from orsik) vs will. If it hits: Dazed, save ends ; free melee basic to adjacent ally after target attacks, save ends

Implanted Suggestion; Damage (1d20+8=18, 2d10+4=23)[/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]
 



Remove ads

Top