Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

OOC: I vote we stash the militia in a cellar somewhere and lock the door. These guys are more of a liability than anything else. Or maybe it's just me, since I always need my minor action for something else.

Will post in the evening. DM: Toeto takes 6 damage from her spirit companion being dispersed, not her healing surge value.
 

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GM: I think I'm up to full - it didn't look like I got hit this turn and I had 12+5+5 healing last turn

Yishim silently explodes the air between the storytelling and one of the deathmotes in fire. While the ravens dodge the blast, the mote high in the air is fried.

Militia, these poor dead are no longer your friends and allies - you must attack!

The militiaman nearest to Yishim drops the newly risen dead, but another fails to connect when launching his spear at one of the undead orbs.
[sblock=Actions]
Standard: Scorching Burst on J21 (4 squares up) vs. Will Storytelling, Mote (1d20+7=10, 1d20+7=23) Hits Mote and drops him.
Minor: Command Militia in D26 to Charge RRD in G25 vs AC on RRD1 (1d20+7=18) and RRD1 is "dead"
Minor: Command Militia in D14 (map and status conflict, going off map) to throw spear at Death Mote I14 (5 squares up) vs. AC (1d20+7=13) Misses.[/sblock][sblock=Yishim Stat Block]Yishim- Male Human Wizard 3
Passive Perception: 14, Passive Insight: 17
AC:18, Fort:13, Reflex:18, Will:17, Resist 10 Force -- Speed:6
HP:29/29, Bloodied:14, Surge Value:7, Surges left:3/6
Initiative +5
Action Points: 0, Second Wind: not used
Powers: Scorching Burst, Chilling Cloud, Phantom Bolt, Shield, Grasping Shadows, Maze of Mirrors, Orb of Deception, Phantom Chasm, Orb of Unintended Consequences, Brooch of Shielding[/sblock]
 

OOC: The storytelling still grants combat advantage till the end of Salgyn's turn. I'll delay my post to let Kaz, Scarm, and Toeto take advantage of that if they'd like.
 

OOC: The militia in D14 is #2 and is the one I already charged and took out RRD 2 with. (plus, I moved anther militia next to RRD1 as he was only one square away, so somone else could attack with them...oh well..didnt' think about throwing the spear..is the Attack the same??)
 

OOC: Scarm hit the healing pinata twice last round so he's only down by 10 at the start of his turn.

"Best hit him while he's down," Scarmiglione advises one of the soldiers, while unchivalrously moving around so as to put another poor fellow in between himself and the huge cloud of ravens. He clears his throat. "SQUAWK!"

[sblock=actions]Minor: command militia in G26 (the one moved by Fredrock) to coup de grace the RRD in G25.

Standard: blazing starfall on ravens. 1d20+8+2=30 1d4+10=11 Crit! 14+1d10=5+5+5 is 29 radiant damage. Zone does 2 fire to the ravens if they leave it.

Scarm regains 5 HP from Stirring Shout.

Move: to F13.

Scarm will take hits for Militia until he's bloodied.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:34/39, Bloodied:19, Surge Value:9, Surges left:5/7
Action Points: 0
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Second Wind

Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions:

Full sheet: Scarmiglione[/sblock]
 
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OOC: [MENTION=14889]Mewness[/MENTION] - You should get 5 HP for the hit this round as well, so Scarm should only be down by 5.
 

GM: I had a feeling everything would be a bit screwed up this round since it ate my post and I had to put everything back together from memory... took me another hour-and-a-half and I still made a ton of mistakes. Frak.

I remembered losing a spirit being a hs lost, but it was incorrect. I fixed it when I actually applied the damage to Toeto, but not in the Enemy Actions section.

The Militia positions are screwed up because Fredrock posted while I was running the round and I had him moving two of the militia off the map with his minors. I put them back, but apparently screwed up the numbering and coordinates.

In doing so, I had a militia 3 at G14 when there was no militia there. Death Mote 3 targeted Militia 2 instead. It was also Militia 11 that the other one targeted not 14.

The Militia can throw their spears(range 5), but then they'll be unarmed(reducing their attacks to +5 vs AC, 2 damage).

Yishim wasn't hit, but took 4 damage from the Storytelling's Darting Flock miss.

To avoid people having to retcon a bunch, the Storytelling has 10hp left, at which point it will be "dead".

Rough round for me...
 

Seeing a sign of weakness, Kaz rushes over and swings his axe in one fluid motion, slicing nine more ravens it its wake. Now only a few remain, in a swarm that once felt like thousands.

[sblock=actions]
Move:F21 (around blazing starfall)
Standard: Bound of Pursuit storyteller. 28 VS AC, hit 18/2 = 9 damage.
If the target doesn't end its next turn adjacent to Kaz, he shifts 4 squares as a free action, closer to the target.

[sblock=stat block]
Kaz Male Elf Avenger 3, bloodied
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low Light
AC:20, Fort:14, Reflex:15, Will:16
HP: 33/40, Bloodied:20, Surge Value:10, Surges left:5/9
Action Points: 0
Basic Attack Battlecrazed Executioner's Axe+1, +5 vs AC, 1d12+2 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Aspect of Might
Battlecrazed Executioner's Axe +1
Deathscarred boon


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)
Can shift through difficult terrain (wild step)
[/sblock]
[/sblock]
 

Sprout's banishment leaves Toeto clutching at her chest in pain. The spirit is bound so tightly to her that its loss actually hurts her, sapping her vitality into the spirit world along with it. Thankfully, the battle appears to be drawing to a conclusion - but decisive action is still needed! She stands straight and calls,

"Are you warriors or not?! Miliita, f-finish off those b-birds already..." She begins to stammer at the end, sounding a little less than inspiring. Still, two of the militia answer her call. One near Scarm charges the raven flock while yelling "This is FOR NELSON!" referring to one of the now-rerisen militia. He sweeps his spear in a broad arc and knocks the few remaining birds out of the sky. He is then joined by another man next to Fredrock in stabbing the felled ravens over and over again, snuffing the unlife out of them. He adds, "We'll fight you to the end you bastards!"

Meanwhile, Toeto conjures her spirit companion in the sky beside a death mote. The basilisk looks annoyed, but no worse for the wear.

[sblock=Toeto stats/actions][sblock=actions]Minor: Command Militia 3 in A15 to charge to F18 vs Storytelling hits AC 19 for 4/2=2 damage, "killing" it. I can't tell if this militia already attacked or not; if he did, the one in C24 can charge instead.

Minor: Command Militia 1 in I18 to CDG storytelling, hits AC 25+5=30 for 4/2=2 damage, actually killing it.

Minor: Call Spirit Companion in H18, 5 squares up.[/sblock][sblock=Spirit's Shield OA]Toeto can take OAs through her spirit companion if an enemy adjacent to it moves without shifting. The power is At-Will, +6 vs Reflex, 4 damage, and Effect: one ally within 5 squares of the companion regains 5 hp (8 if adjacent to the SC).[/sblock]Toeto - Female Lizardfolk Shaman 3
Initiative +3, Senses: Insight +5, Perception +10; low-light vision
HP 22/38; Bloodied 19, Surge Value 9, Surges 7/10
AC 18; Fortitude 16, Reflex 14, Will 17
Speed 5
Action Points 0

Conditions
2 regeneration while bloodied until end of encounter
+2 to damage rolls until end of encounter

Powers
Call Spirit Companion, Protecting Strike, Spirit's Shield, Voice of Battle
Certain Threat, Healing Spirit x2, Lizardfolk Recovery, Speak with Spirits, Spring Renewal Strike
Hungry Spirits Totem, Protective Roots, Spirit of the Healing Flood

Notes
Any ally adjacent to Toeto's spirit companion regains +3 additional hit points when he or she uses second wind or when Toeto uses a healing power on him or her.

[sblock=Spirit Companion rules]The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 11 or more damage from a single blow, and Toeto takes 6 damage. It is otherwise unaffected by attacks. It uses Toeto's defenses.
  • It cannot be flanked and it does not grant flanking.
  • It can move 5 squares whenever Toeto takes a move action. It is not affected by difficult terrain.
[/sblock]
[/sblock]
 
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OOC: [MENTION=44459]Luinnar[/MENTION] - Kaz should have healed 5 for his hit on the ravens as well.


Salgyn's song falters as the ravens disperse the spirit stallion he had summoned. Shaking off the momentary pain he feels, he taunts, "Foolish burds. You cyannot destroy spirit of Suurgan! Great windhorse comes and goes as he pleases!," just as the militiaman cuts down the last of the ravens. To prove his point the half-elf whirls his riding crop in a circle above his head, and as he does so, two ethereal hooves appear in mid air next to one of the deathmotes, kicking it out of existence.

He then calls to his horse while pointing at the one still-twitching zombie, "Uyanmas, target!," and the compliant mare breaks into a gallop, trampling the fallen corpse and crushing its skull.

[sblock="Actions/Stat block"]Start=

Standard= :ranged:Twin Panthers vs. Death Mote 3 (I14) = miss, then hit

Minor= :bmelee:Uyanmas charges (for a coup de grace) RRD2 (A15 or G14?) = hit, it is destroyed

Minor= One militia who hasn't acted (?) takes total defense

End=

[sblock=stat block]Salgyn Khovalyg - Half-Elf Bard (Shaman) 4
http://l4w.wikia.com/wiki/PC:Salgyn_Khovalyg_(pacdidj)
Conditions: none
Passive Perception: 15, Passive Insight: 21, Init: +3
AC: 19, Fort: 16, Reflex: 15, Will: 19
Speed: 5
HP: 25/43, Bloodied: 21, Surge Value: 10, Surges left: 7/10
Action Points: 0, Milestones:
:bmelee:Basic Atk: Harmonic Songblade Scimitar +4 vs AC, 1d8 dmg
:branged:Ranged Basic Atk: none
At Will:
Staggering Note, War Song Strike, Call Spirit Companion, Virtue of Valor Versatile Chainmail
Encounter:
Twin Panthers, Dissonant Strain, Claws of the Eagle, Spirits Fangs, Majestic Word, Majestic Word, Words of Friendship, Second Wind
Daily:
Stirring Shout, Speak with Spirits, Nature Sense, Harmonic Songblade, Spring Renewal Totem
Combat notes:

Uyanmas - Riding Horse
HP: 36/36; AC: 14, Fort: 15, Ref: 13, Will: 10
Speed: 10
:bmelee:Basic Atk: Kick +4 vs. AC, 1d6+4 dmg
Combat notes:[/sblock][/sblock]
 

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