Scales of War #1 Rescue at Rivenroar IC

One creature gone rogue, strange shifts in that picture, and ghostly undead? And who knows what manner of strangeness is going on in that scene! While Ah-shahran considers the identities of the new creatures, Gorm once again comes to Freggo's aid, doing what he can to mitigate the acid before helping Freggo try to destroy its source. Then, as Ah-shahran sees Velani draw the attention of the undead, he sends Gorm to her side. Kali! Help bring this one down. Ah-shahran indicates the sagging undead near Velani. Gorm will aid you!

[sblock=Mechanics]Minor: Call Spirit Companion at B15, temp HP to Freggo
Standard: Spirit Infusion on Freggo
Move-->Minor: Call Spirit Companion at F11, temp HP to Velani
Action Point: Ready an action to Spirit Infusion Kali when he moves to E10

Of course, I'm relying on Kali to actually move to E10 so I don't waste the action point :)
Assuming he does--hairychin, go ahead and roll the extra attack. It goes off before your standard action, gives you +2 hit and +4 damage, and if it hits you can add Power Strike and/or Dual Weapon Attack. Just remember that you don't get a second instance of DWA if your normal attack also hits.

I wish I had more actions. I could shift to C13 to give Freggo a flank for trying to finish off the Ooze--or to E12 to give Kali a flank--or both would be awesome! But I decided on temp HP over flanking bonuses, which I may regret as soon as I make my attack roll....[/sblock]

[sblock=Combat Status]HP: 19/30 Surges: 7/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 11
Passive Insight: 19 Passive Perception: 19
Action Points: 3 2 [x][x][] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:
Readied action

Actions:
[x]Standard
[x]Move
[x]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Spirit of the Healing Flood, Potion of Healing

[/sblock]
 
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One creature gone rogue, strange shifts in that picture, and ghostly undead? And who knows what manner of strangeness is going on in that scene! While Ah-shahran considers the identities of the new creatures, Gorm once again comes to Freggo's aid, doing what he can to mitigate the acid before helping Freggo try to destroy its source. Then, as Ah-shahran sees Velani draw the attention of the undead, he sends Gorm to her side. Kali! Help bring this one down. Ah-shahran indicates the sagging undead near Velani. Gorm will aid you!

[sblock=Mechanics]Minor: Call Spirit Companion at B15, temp HP to Freggo
Standard: Spirit Infusion on Freggo
Move-->Minor: Call Spirit Companion at F11, temp HP to Velani
Action Point: Ready an action to Spirit Infusion Kali when he moves to E10

Of course, I'm relying on Kali to actually move to E10 so I don't waste the action point :)
Assuming he does--hairychin, go ahead and roll the extra attack. It goes off before your standard action, gives you +2 hit and +4 damage, and if it hits you can add Power Strike and/or Dual Weapon Attack. Just remember that you don't get a second instance of DWA if your normal attack also hits.

I wish I had more actions. I could shift to C13 to give Freggo a flank for trying to finish off the Ooze--or to E12 to give Kali a flank--or both would be awesome! But I decided on temp HP over flanking bonuses, which I may regret as soon as I make my attack roll....[/sblock]

[sblock=Combat Status]HP: 19/30 Surges: 7/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 11
Passive Insight: 19 Passive Perception: 19
Action Points: 3 2 [x][x][] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:
Readied action

Actions:
[x]Standard
[x]Move
[x]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Spirit of the Healing Flood

[/sblock]

Gorm appears momentarily- filling Freggo with valour- the young hero swings mightily and...

<HOOOOF>

Chops clean through the upper reaches of the Ooze before him, which sags instantly- deflates and spills out it's yellowish gooey contents.

Gorm reappears, again comforting Velani, and awaiting Kali's approach...

Meanwhile Ah-shahran scans all before him- on the screen the creatures are unknown- certainly not present in nature, something else... nor are they threats from the dungeon or the underdark- no, something else. Something not of this world...

The creatures continue to lurch and pull, suddenly the chain goes lank and the three heaving have to scurry and shuffle to prevent from falling- a naked hairy humanoid staggers through the grey-flamed doorway- follwed by another, and another- Dwarves, in chains...


Ah-shahran concentrates his efforts next on the creatures before them- Undead, Specters- insubstantial creatures (Half damage), each surrounded by a numbing aura (1 square -2 to all Defences). He remembers them as lurking threats able to drift in to mist (Invisibilty), thier touch delivering terrible Necrotised damage, but worse still the power each has already used- Spectral Barrage- which sends all close by (Close Burst 2) spinning away their senses attacked (Psychic damage). Lastly Specters are resistant to poison and disease like all Undead, and like most undead also resistant to necrotic wounds- the creature fears radiant blows- which cause its wounds to spoil and split further.

New Map-

140 The Portal Chamber- Ah-shahran in action

Next up- Kali (see Ah-shahran's turn) and then Viator.
 

GM: I however am certain that Freggo is in the way of where the ooze wants to get- it was always going down the corridor and you were in the way- sorry...


GM: As to the second attack with the Ghostly Creature, partially the path of least resistance but also the fact that I still managed to attack and damage Ah-shahran, Viator and kill Spizz- so that's a win for me still... happy to still do that.

OOC: Meanie! :'(
(You're correct of course, well played.)
 

Kali

Kali takes Ah-Sharan's advice and moves in to help kill off the strange creature.

OOC: Move to D11, which should be possible without OAs, Melee basic bs creature with dual att if hits, then shift to d12
 

The young Goblin staggers in to the centre of the chamber, seemingly experiencing a moment of clarity.

"I get it... we just need to be nice to each other!"

Spizz grins and spreads his arms out wide, nearly as wide on the smile upon his face.

<BOOF>

Then his head explodes like a ripe watermelon...

A sound arises from Viator's body. A keen, a snarl, a cry. His small, frail body shakes with rage as he runs to catch the body of the redeemed goblin. Laying him down gently, Viator's head snaps up.

His ice blue eyes flash, and his hands raise up...

OOC: If that doesn't kill him, I'll spend an AP to repeat the attack


[sblock=Actions]Move = Move to G10
Minor = Catch and lay Spizz down
Standard = Dimensional Scramble at D10: Ghostly Creature #2 - HIT for 6dmg (no teleport)
AP if needed = Repeat attack: Ghostly Creature #2 - if HIT 8dmg (no teleport)[/sblock][sblock=Viator Combat Stats]AC: 14 Fort: 12 Ref: 14 Will: 15
Init: 0 PI: 17 PP:17
HP: 15/26
Surges: 7/8
Power Points: 1/2
AP: (1 or 0)
[sblock=Powers]Dimensional Scramble (+5 vs Fort, 1d6+5 dmg)
Force Punch (+5 vs Fort, 1d8+5 force dmg)
Fey Step
Far Hand
Forceful Push
Living Missile (+5 vs Fort, immobilized/slowed (save ends); +5 vs Ref, 2d6+5 dmg and prone - half for primary target and prone)
[/sblock][sblock=Rituals]Sending
Tenser’s Floating Disk
[/sblock][sblock= Skills]Acrobatics +0
Arcana +13
Athletics -1
Bluff +1
Diplomacy +1
Dungeoneering +2
Endurance +2
Heal +2
History +11
Insight +7
Intimidate +1
Nature +2
Perception +7
Religion +4
Stealth +0
Streetwise +6
Thievery +0
[/sblock][/sblock]
 
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Kali takes Ah-Sharan's advice and moves in to help kill off the strange creature.

OOC: Move to D11, which should be possible without OAs, Melee basic bs creature with dual att if hits, then shift to d12
OOC: I don't think you read my mechanics section--I had a readied action triggered on your moving to E10, from where you'd make a granted attack at +2/+4, and then could shift to D12 before making your attack. Gorm can't flank, so you get no benefit attacking from D11.
 


OOC: I don't think you read my mechanics section--I had a readied action triggered on your moving to E10, from where you'd make a granted attack at +2/+4, and then could shift to D12 before making your attack. Gorm can't flank, so you get no benefit attacking from D11.

OOC: EDIT: tiornys posted first.

I'll just add that Kali has a dual attack coming too.

GM: Can someone take over for Kali- he's posting using his I-phone (not at home) and having real problems- like he got half way through it and... he can't get it to work anymore- his phone that is.

He phoned me land-line to tell me...
 

Kali takes Ah-shahran's advice, and advances on Spizz's murderer. As he closes with the specter, Gorm puffs into mist that swirls around Kali's axe as he cuts at the ethereal threads holding the ghostly form. Under a flurry of axe blades, the unnatural creature keens as it loses cohesion. Kali spares it no further attention, moving immediately to engage the other specter, but in his haste he swings wildly as he passes around it.

[sblock=New mechanical summary]Using Kali's rolls from his post above to stand in for his Spirit Infusion attack, he hits AC 19 for 23 damage (my earlier total of 25 was a math mistake). That's 11 damage after insubstantial. At this point there are two paths:

[sblock=Specter 2 lives]If you'll let my revisionist tactics stand:
Free action: Aspect of the Cunning Fox, shift to D12, flanking Specter 2
Free action: Dual Weapon Attack, hitting AC 19 for 6 post-insubstantial damage.

That's 17 damage this turn, against a target who was bloodied after taking 17 damage. Therefore, Specter 2 is dead.

Standard: Charge Specter 1, attack from E8. 13 vs. AC (12 rolled + 1 for charging), I assume misses.
Free Action: Aspect of the Cunning Fox, shift to D6.

Turn ends. Specter 2 dead, Specter 1 attacked, Kali's final position at D6[/sblock]

[sblock=Specter 2 is dead]Free Action: Aspect of the Cunning Fox, shift to D8
Standard Action: Melee Basic Attack, 12 vs. AC on Specter 1, missing.
(I also rolled this attack in case the previous attack hit: Free Action: Dual Weapon Attack, 12 vs. AC on Specter 1, also missing)
Free Action: Aspect of the Cunning Fox, Shift to D6

End result: Specter 1 dead, Specter 2 attacked and missed, Kali to D6.[/sblock]

Sorry for the confusion! Also, ignore the second DWA rolls below--in no case are they needed (unless these things have shockingly low AC).[/sblock]

[sblock=Previous Post]Keeping in case we need it.
OOC: I'll use the die rolls from above to be Kali's granted melee basic from Spirit Infusion, adding Power Strike. Attack roll is correct, damage should be increased by 4. Since Velani hit with a 19 earlier, I assume this also hits. So that's 25 damage, halved to 12. It was bloodied at 17, so decent chance it's dead. If not, Dual Weapon Attack!

If that hits, the specter is dead. If a miss (and it lived through the earlier damage), shift to D12 with Aspect of the Cunning Fox, then attack it again. If it died (before or after DWA), shift to D8 and attack the other specter. Lots of conditionals here.

[MENTION=6676224]hairychin[/MENTION]: when you have a functional connection, PM me an in-character description of the turn and I'll edit it in and sblock this massive OOC entry.


[sblock=Mechanics]Move: to E10
No action (Ah-shahran Immediate Reaction): Spirit Infusion granted MBA
No action: Power Strike added to hit
(possible) Free Action: Dual Weapon Attack
Free Action: Shift to D12 or D8, depending on status
Standard: MBA on a specter, maybe with flank
(possible) Free Action: Shift to E7 if attacking Specter 1
(possible) Free Action: Dual Weapon Attack if it wasn't needed earlier AND MBA hits
(possible) Free Action: If attacking Specter 2 AND it dies, shift to F11. If attacking Specter 1, shift to D5

Possible end results: Specters both alive, Kali flanking at D12, OR Specter 1 dead and Kali at F11, OR Specter 1 dead and Specter 2 attacked and Kali at D5[/sblock][/sblock]
 
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OOC: I'll use the die rolls from above to be Kali's granted melee basic from Spirit Infusion, adding Power Strike. Attack roll is correct, damage should be increased by 4. Since Velani hit with a 19 earlier, I assume this also hits. So that's 25 damage, halved to 12. It was bloodied at 17, so decent chance it's dead. If not, Dual Weapon Attack!

If that hits, the specter is dead. If a miss (and it lived through the earlier damage), shift to D12 with Aspect of the Cunning Fox, then attack it again. If it died (before or after DWA), shift to D8 and attack the other specter. Lots of conditionals here.

[MENTION=6676224]hairychin[/MENTION]: when you have a functional connection, PM me an in-character description of the turn and I'll edit it in and sblock this massive OOC entry.


[sblock=Mechanics]Move: to E10
No action (Ah-shahran Immediate Reaction): Spirit Infusion granted MBA
No action: Power Strike added to hit
(possible) Free Action: Dual Weapon Attack
Free Action: Shift to D12 or D8, depending on status
Standard: MBA on a specter, maybe with flank
(possible) Free Action: Shift to E7 if attacking Specter 1
(possible) Free Action: Dual Weapon Attack if it wasn't needed earlier AND MBA hits
(possible) Free Action: If attacking Specter 2 AND it dies, shift to F11. If attacking Specter 1, shift to D5

Possible end results: Specters both alive, Kali flanking at D12, OR Specter 1 dead and Kali at F11, OR Specter 1 dead and Specter 2 attacked and Kali at D5[/sblock]

GM: I have no idea what this means- where did Power Strike come in to it... how do you get to 25 damage... sorry I get as far as move to E10 and then a basic attack- I get the 4 extra damage from this being the roll for your Spirit Infusion, and then- it all unravels. I really have no idea how you get to 25 damage from there... actually now I look it at I'm not even sure why Kali does +7 damage on his last DW damage roll... when you wrote Power Strike did you mean Dual Weapon?

Completely lost.

Sorry, please type it out so I can understand- action by action...
 

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