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


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"After the guy with the big club falls, we take out the guy with the staff next. That will place all of the foes to the west and north where we can form a defensive line. We then go reinforce the west flank and finish this. Ignore the monster for now and take out the brigands first." Grys again starts shouting orders as he moves the sphere towards Muzdum and drops some more fire on the Staff wielder.

[sblock=Actions]
Move: Move Sphere to C10
Standard: Scorching Burst on Staff 1
Minor: Sustain Sphere

16 vs. Reflex, 15 damage

DR 5 from Orsik

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: 4 temp hit points, DR 5
Adverse Conditions:
Initiative: +4
Passive Insight: 14 Passive Perception: 19
Senses: Low Light Vision
HP 22/49
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: 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]
 

OOC: I accidentally kept the discard lowest setting (and I only rolled one die). The rolled value is visible in the expanded dice view.

Sorry about the confusion

 

OOC: [MENTION=91452]rb780nm[/MENTION] - you've already utilized your AP here - http://www.enworld.org/forum/5483910-post287.html this is why keeping an updated stat block is so important for PbP . Grys, Alexia, and Mythra are the only ones to maintain their stat blocks through the encounter. It only takes a couple minutes to set-up and only like 10 seconds to update each round, which saves me tons of time having to review past posts to see if you've used up resources (like the aforementioned AP) and thus leads to slower posting.
 

Alexia takes advantage of her newly regained mobility to start harrying the staff-wielding foe.

[sblock=Actions]Virtue of Valor: Doesn't look like anyone qualified for last round's.
Move: Move to G14.
Standard: Vicious Mockery Staff. I have other powers, I swear. Hits Will 25 for 7 psychic damage, and he takes a -2 penalty to attack rolls TE of my NT.

Err, I believe I should be at 16 hp. I was at 35+4, and then I took 23 damage.[/sblock]

[sblock=mini stat block]Alexia Madgearu - Human Bard 6
Initiative: +3 | Passive perception: 20 | Passive Insight: 20
AC 21 | F 17 | R 17 | W 19
HP: 16/53 | Bloodied: 26 | Surge value: 13 | Surges: 9/10
Speed: 5 | Languages: Common, Dwarven
AP: 0 | Second Wind: not used
MBA: +13 vs AC, 1d8+4, +2d6 on crit
Powers: Cutting Words, Guiding Strike, Vicious Mockery
Blood Drain, Majestic Word (0/2), Words of Friendship
Inspiring Refrain, Dissonant Strain
Stirring Shout, Satire of Bravery
Inspire Confidence, Ode to Sacrifice
Performer's Longsword, Skald's Chainmail

Conditions:[/sblock]
 

OOC: [MENTION=54810]renau1g[/MENTION]

Sorry, I'll keep my box updated...

Ignore the Second wind - i'll take it if I survive to the next round.

I think it's right now....



[sblock=Quick Stats]kal'Tarron, Deva Avenger 5 Speaks in Bold Purple[/B

HP 12/50 Temp HP 0 Initiative +3 AC 22, Fort 15, Reflex 18, Will 18 AP 0, Surges 6/8, (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]
 

Having the bowman grabbed, Muzdum circles around the monster and slams the man against the pile of barrels, leaving him in the ground.

[sblock=Actions]
Pass forward on Monster (doesn't provoke)
Slamming rush vs bow 2: Muzdum moves to F 5 (circling on the north of the monster) and Critics for 17 and knocks Bow 2 prone on F4.[/sblock]
 
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The giant man with the club falls to the radiant assault.

The crossbowmen fire at the staff, nearly dropping him, but the man stubbornly clings to life.

The monster continues to nibble at Muzdum, but still can't find a chink in the armor.

The woman with the axe moves up, clearly angered at her ineffectiveness and unleashes a blast of sickly green energy that slams into Grys, the Dretch and Orsik. The eladrin can't fight off the debilitating poison.

The bowman moves around and fire an arrow into Muzdum's shoulder.

The staff wielder manages to recover some strength and then unleashes another assault on the grouped heroes. The spirit vines reach up and grab onto everyone except Alexia who jumps out of the way. Grys, kal, and the human crossbowman fall to their constricting energy, while Mythra barely hangs on.

The man battling with Muzdum still can't break through his formidable defenses.

The woman finally manages to put out Gry's enchanted flames.

[sblock=ooc]
Mythra misses and hits, Orsik & kal hit Big Club hard, Grys misses, Alexia hits, [MENTION=51271]Voda Vosa[/MENTION] - you can't move to F5, there's a tent there and a barrel stack behind you. Need some more detailed actions, this one was hard to decipher. I just left you where you were and knocked the man prone.

The crossbowmen (M) fire at staff 1 - vs ref (1d20+7=10, 1d20+7=17) two misses, Crossbow 1 butt-ends Woman - vs ac (1d20+9=22) hits for 4

*Start of round, axe take 5 fire damage. Big Club dies.

Monster: Bites Muzdum vs ac; dmg (1d20+12=18, 1d10+8+1d6=13) miss

Axe: move to J9 (draws OA - vs ac (1d20+9=21) hits for 4 more, which bloodies her). Poison Spew - Close Blast 3 - vs fort (grys, dretch, orsik) (1d20+10=24, 1d20+10=15, 1d20+10=17) only hits Grys for poison (3d8+5-5=18) + slowed TENT

Bow 1: move to C4 - attack Muzdum - harrying shot on muzdum (1d20+13=32, 2d10+5=16) hits for 16 & he grants CA to Bow 2 TENT

Staff 1: recharge (1d6=6) recharges. Spirit Creepers centered on I12. - vs ref (Alexia, m2, mythra, dretch, orsick, grys, kal) (1d20+10=15, 1d20+10=20, 1d20+10=29, 1d20+10=12, 1d20+10=30, 1d20+10=21, 1d20+10=27) misses Alexia and the dretch. Hits M2, mythra, grys and kal. Crits Orsik. Forgot -2 to hit, but it still hits everyone poison (2d10+3=21) and 23 to Orsik...wow nearly max damage too. + restrained (save ends).

Bow 2 - vs ac (incl ca); dmg (1d20+13=20, 2d6+5=15) miss again

save (1d20+2=18) she finally saves....
[/sblock]

[sblock=Unlocked Stats]

Monster: 24 AC; 15/??/18 F/R/W
Axe: 19 AC; 21/??/17 F/R/W
Bow 1: 18 AC; 17/??/?? F/R/W
B: 16 AC; 14/??/?? F/R/W
Staff 1: ?? AC; ??/18/19 F/R/W
Big club: 22 AC; 19/17/?? F/R/W
Club: 17 AC; ??/??/?? F/R/W
[/sblock]

[sblock=Status]


Grys: -8/49, bloodied, DR 5 TENT, slowed TENT, restrained (save ends), dying, prone, 0/3 death saves
Alexia: 16/53, bloodied,
Orsik: 15/48, DR 5 TENT, bloodied
Muzdum: 16/62,(until end of encounter Muzdum grants CAto Monster), bloodied
kal'Tarron: -4/50, Until end of encounter, and enemy that begins its turn adjacent to me suffers a -2 penalty to AC until end of its next turn, Until end of encounter, gain +5 bonus to athletics checks, +2 Power bonus to speed and to damage rolls, bloodied, 1/3 death saves, restrained (save ends), dying, prone
Mythra: 2/46, bloodied, restrained (save ends)
Dretch: 7/23, bloodied, DR 5 TENT


Enemies:

Monster: -21hp, used paralyzing bite
Axe: -100 hp, marked (Grys), bloodied, used Poison Spew
Bow 1: -33 hp, bloodied
Bow 2: -39 hp, marked (Muzdum), prone
Staff 1: Used Spirit Creepers, -60 hp, bloodied, -2 penalty to attack rolls TE of my NT (Alexia)
Big club: -140hp(144 hp total), Oath'd, used Spinning Club, , bloodied, grants CA TENT -

[/sblock]
 
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