[Adventure] The Paper Chase, Part 2 (Judge: renau1g)

Muzdum simply takes his small crssbow, advances a few steps, and shoots a bolt.

17 vs Club 2 AC for 8 dmg, and I don't know if I can mark him (in case he's not a minion)
 

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[sblock=VV]
So I'm assuming the actions are like this.

Minor: Draw crossbow
Minor: Load crossbow
Standard: RBA

I would also appreciate if people could keep an updated ministats in combat posts(as Karinsdad has in his last post) [/sblock]

[sblock=Mythra]
The barrels/crates provide superior cover, but don't block LOS/LOE[/sblock]
 

So the fools have finally arrived! Mythra says smirking. He move over to the west side of the camp and summons a burst of arcane which forms into deep mud that bind the axe user and her pet's feet.

Next he opens his tome. Its pages move of their own accord and the book starts to glow. The ground opens up next to the archers and a great beast made of magma crawls out of the hole. The creature then slams its mighty fists against the nearest bowmen.

[sblock=actions]
Move:I7

Standard: Illusory Obstacles: Burst 1 Between Axe and Monster.
Roll
Axe: 26 vs will
Monster: 18 vs will
Hit:Target is dazed and unable to charge EONT.
Miss:Unable to charge EONT.

One target hit grants CA EONT (monster preferred) (resplendent gloves)

Free:Tome of Binding (+3 to damage)

Minor: Summon Magma Beast between B3 and Bow 1

Mythra is slowed EONT

Magma beast Intrinsic Action attack and damage roll. (you choose who it attacks I believe)

15 vs ref, On hit: 15 fire damage, 5 ongoing fire damage and is slowed (save ends both).
[/sblock]
[sblock=Magma beast]
Senses Passive Insight 20, Passive Perception 20
HP 23/23
Speed 4 (8 while charging) 5 fire resistance.
AC 21; Fortitude 17, Reflex 18, Will 19

Standard Action:Melee 1,1 creature +9 vs reflex, 1d10+8, 5 ongoing fire damage, and is slowed (save ends both).

Intrinsic Action:If you don't command the Magma Beast to attack, you are slowed and the Magma Beast attacks or charges the nearest creature with the above action, if it can't do either it moves to closest enemy.

Symbiosis: While Magma Beast is summoned, you can shift 2 squares as a move action and each target you attack with an basic or at-will attack cannot shift EONT.
[/sblock]
[sblock=Mythra]
Mythra Stelwart (slowed EONT)
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9
AC 20; Fortitude 16, Reflex 17, Will 18
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
[/sblock]
 
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OOC: Sorry for the delay all, our boys picked up a stomach flu and one of them was in the hospital starting yesterday. We're home now though and he's doing better (he suffered from dehydration so a day of IV's and he's better)


Orsik's maul catches the beast in the chin, before magically returning to his hands.

Grys' fiery assault catches most of his targets in the blast, but leaves the monster unharmed. One of the men with a bow falls to the flames, his charred corpse popping from the continual fire still clinging to his skin.

Muzdum's bolt catches one of the wild men in the eye, piercing through the brain stem and dropping the man.

Mythra manages to assault the enemies minds and summons a flaming beast but the disorientation of its summoning leaves it disoriented and it's attack misses.

Letting out an ear-piercing roar, the monster quickly steps towards the magma beast, but it is unable to bite its target.

The woman with the axe points at Grys, her tattoo's flaring with a sickly green light and the eladrin is surrounded by the same light, an insidious poison infects the swordmage for a moment, draining his vitality.

"Kill dis thing" she hisses.

The bowman remaining steps away from the summoned monster and fires an arrow that catches the beast just behind it's neck, nearly dropping the monster.

The wild men to the east rush to the tent line and hurl small needles, homemade darts from the look of them, at deva, catching him with some minor poison.

The man with the large club roars out a challenge "You Defile our Land! Ready to die!" as it moves around the barricades to the south.

The short man with the staff moves into the clearing, smiling as he sees everyone close together. "Ancestor's punish these men" the man says, the air grows loud and howling, ghostly spirits rise up from the ground and grab and pull at all but Grys. Mythra manages to bat them aside with a magical shield, but that just sends them into Alexia. The spirits cling to legs, arms, and feet keeping those hit from moving.

To the north another group appears, another pair of bowman move out of the tree line.

To the south, the remaining man with the club rushes forward, throwing another homemade dart at kal. It also connects. His bowman ally moves up and his powerful attack leaves the deva on his back.

[sblock=ooc]
Orsik hits, Grys hits all but monster (kills B 3), Muzdum kills Club 1, Mythra hits both. Summon misses the Bow 1.

Monster: Bite (shift 2 as part of attack) to H0 - vs fort; dmg (1d20+8=16, 2d6+4=16) just miss.

Axe: Poison attack on Grys - vs fort (grys); poison (1d20+10=26, 4d6+5=22) hits for 22

Bow 1: shift - RBA - vs ac (beast); dmg (1d20+13=31, 2d10+5=20) hits beast for 20

Club 2 & 3 move up and hurl some small needles at kal - vs ac (kal); dmg (1d20+9=24, 1d20+9=26) both hit for 6 each + 2 ongoing poison (save ends)

Big club double moves

Staff 1: moves up - Spirit Creepers - burst 2 centered on H8 vs ref (orsik, myhtra, alexia, muzdum, kal) (1d20+10=20, 1d20+10=17, 1d20+10=30, 1d20+10=24, 1d20+10=16). Hits Orsik, Mythra (but can be blocked with Shield), crits Alexia, hits Muzdum, and misses kal. dmg (2d10+3=15) 15 (23 for Alexia) damage + immobilized (save ends)

Club 4 moves up and hurls a needle - vs ac (1d20+9=23) hits for 6

B4 moves to O15 - attacks kal - vs ref (1d20+7=26) hits for 6 & knocks prone.

Ok, so unlike in Moonwatch these enemies don't suck. KD can back me up, over there there was no attack roll over 10. I think here there was 1 under ten...
[/sblock]

[sblock=Unlocked Stats]

Monster: 24 AC; 15/??/18 F/R/W
Axe: ?? AC; 21/??/17 F/R/W
Bow 1: ?? AC; 17/??/?? F/R/W
B: ?? AC; 14/??/?? F/R/W
Staff 1: ?? AC; ??/??/?? F/R/W
Big club: ?? AC; ??/??/?? F/R/W
Club: 17 AC; ??/??/?? F/R/W
[/sblock]

[sblock=Status]

Grys: 29/49
Alexia: 30/53, immobilized (save ends)
Orsik: 33/48, immobilized (save ends)
Muzdum: 47/62, immobilized (save ends)
kal'Tarron: 26/50, 2 ongoing poison (save ends), prone
Mythra: 46/46, slowed TENT
Beast: 3/23, bloodied

Enemies:

Monster: -13hp, Target is dazed and unable to charge EONT, grants CA EONT (Mythra - everyone benefits)
Axe: -18 hp, marked (Grys), ongoing 5 fire (save ends), Target is dazed and unable to charge EONT
Bow 1: -18 hp, ongoing 5 fire (save ends)
Bow 2:
Staff 1: Used Spirit Creepers
Staff 2:
Big club:

[/sblock]
 
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"You do realize that you just set fire to the guys I just set fire to." Grys comments to Mythra as he rushes back to the other side of the camp. "Be a sport and help Orsik finish them off, will you?" he asks as he throws more fire at the foes on the right flank. "I did ask everyone to spread out. Now you're all stuck. Rumbum, is there any way you can throw something at the guy with the big club?"

"Alexia, I might need some help here for my plan to work out." Grys whispers as he passes her.

"COME GET ME BOYS!" Grys shouts out to the group on the right flank.

[sblock=Actions]
Move: Move to K10
Standard: Flaming Sphere in square E17, attacks Staff 1
Minor: Keke is now invisible

29 vs. Reflex on Staff 1, 20 fire damage, Staff1 and Club2 take 11 damage at the start of their turns.

Included challenge seeking damage.

If Axe attacks anyone other than Grys, he is at -2 to hit and Grys will use an Immediate Interrupt to lower the damage by 6.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions:
Adverse Conditions: 2 temp hit points
Initiative: +4
Passive Insight: 14 Passive Perception: 19
Senses: Low Light Vision
HP 49/49
Bloodied 24
Surge Value 12; Surges Per-Day 8/8
AC 23 Fortitude 15 Reflex 19 Will 18 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
Flame Cyclone
Fire Shroud

Daily:
Flaming Sphere
Lingering Lightning
Swordmage's Decree

Trained: 9 Athletics, 9 Endurance, 9 Perception, 9 Stealth

Untrained: 4 Acrobatics, 12 Arcana, 2 Bluff, 2 Diplomacy, 4 Dungeoneering, 4 Heal, 12 History, 4 Insight, 2 Intimidate, 4 Nature, 8 Religion, 2 Streetwise, 4 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte
Eladrin Soldier

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic Cloth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
[/sblock]
 
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OOC: Glad your kids are doing better :)

Nobody get near the Magma beast please ;)

By the way, it does not have a MBA so it does not get OAs.


I know what I am doing! Mythra shouts at Grys, casting a blast of icy vapor, freezing the huge man with the club. Next Mythra chants and a iron golem materializes. it stands protectively before Mythra, shielding him from all attacks.

[sblock=actions]
Mythra will used shield.

Move:Shift to J9 (summon power)

Standard:Chilling Cloud J14, 23 vs fort, On Hit: 5 cold damage, -2 to hit EONT.

Minor: Summon Iron Cohort J10,

Mythra is slowed EONT

Magma beast Intrinsic Action attack and damage roll. (you choose who it attacks I believe)

12 vs ref, On hit: 9 fire damage, 5 ongoing fire damage and is slowed (save ends both). Grr bad roles for it.
[/sblock]
[sblock=Magma beast]
Senses Passive Insight 20, Passive Perception 20
HP 3/23, bloodied
Speed 4 (8 while charging) 5 fire resistance.
AC 21; Fortitude 17, Reflex 18, Will 19

Standard Action:Melee 1,1 creature +9 vs reflex, 1d10+8, 5 ongoing fire damage, and is slowed (save ends both).

Intrinsic Action:If you don't command the Magma Beast to attack, you are slowed and the Magma Beast attacks or charges the nearest creature with the above action, if it can't do either it moves to closest enemy.

Symbiosis: While Magma Beast is summoned, you can shift 2 squares as a move action and each target you attack with an basic or at-will attack cannot shift EONT.
[/sblock]

[sblock=Iron Cohort]
Senses Passive Insight 20, Passive Perception 20
HP 23/23
Speed 6.
AC 23; Fortitude 17, Reflex 18, Will 19

Immediate Interrupt:When Mythra is target by ranged or melee attack, Iron Cohort becomes the attack's target instead.
[/sblock]

[sblock=Mythra]
Mythra Stelwart (slowed EONT)
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9
AC 20; Fortitude 16, Reflex 17, Will 18
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
[/sblock]
 
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[sblock] I have resist 5 poison, from my amulet of health (resist 4 perhaps, I don't recall exactly how the errata that modified it last went right now), so the poison damage ought to be cancelled[/sblock]

kal'Tarron stands and points at the big man with the club. He can feel the poison working away at his insides, but held at bay by the magical amulet that clasped his vestments.

[sblock=draconic]"You have offended my masters. I will bring their vengeance upon you[/sblock]

Axe at the ready, he races at the man, making a powerful swing, that connects solidly and draws blood.

[sblock]

Move: Stand
Minor: Oath of Emnity
Standard Move to J13
AP Attack big club.

menacing presence on big club (1d20=3)
menacing presence, reroll for OoE (1d20+11=22)
vs AC. gives half damage on miss

damage (3d12+6=37)

save to end poison (1d20=8) Failed :(
[/sblock]

[sblock=Quick Stats]kal'Tarron, Deva Avenger 5 Speaks in Bold Purple[/B
HP 26/50 Temp HP 0 Initiative +3 AC 22, Fort 15, Reflex 18, Will 18 AP 1, Surges 8/8, (12hp)

+1 defense against bloodied creature, Resist 7 Necrotic, Radiant, 5 Posion, Censure of Retribution, Sanguine Vestments +1 (+1 defense when OoE target is bloodied), Amulet of Health +1

Bond of Retribution Radiant Vengeance Avenging Echo Halo of Fire Oath of Emnity Chanel Divinity Memory of a Thousand Lifetimes Bloodclaw Great Axe Aspect of Might Blessing of Vengeance Couter of Second Chances Menacing Presence
Special [/sblock]
 
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DESTRUCTION: allies gain +1 to hit vs enemies adjacent to Orsik;
+2 to damage TENT Orsik; Orsik gains additional +3 to damage vs old man TENT


"Oh, you will regret that, old man. kal'Taron, get up!"

Orsik draws blood red rune which flares shortly before bursting and coating the weapons of the group with thin layer of blood. kal'Taron feels rejuvenated by the blood pulse.

He then throws his weapon toward old shaman, but the weapon catches the barrel on it's way and disintegrates it.

[sblock=Actions]
Minor: Rune of Mending, kal'Tarron heals surge
Standard: Maul throw vs AC (old shaman); damage (1d20+10-2=9, 2d6+6+2+3=23) - natural 1 :(

Save: Save (1d20=3)

wasted turn
[/sblock]
 
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"Yer so dead..." Muzdum says, as he drops another deadly aimed crossbow bolt on the eye of another clubsman.
[sblock=Actions]
Stdrd: Kill Club2 with crossbow: 27 vs AC
Move: Stash Crossbow
Minor: Draw Axe
Save: 13 Made it.[/sblock]
 

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