Scales of War #1 Rescue at Rivenroar IC

Freggo supposes there's no point asking to parley...

Freggo peers around the corner and approves of Velani's approach to the situation. Readying himself for an even more dramatic entrance, he pauses...

Fiery creatures? Witch's breath, why now? I was planning on unleashing my most powerful attack to express my internal remorse! Poetically appropriate... but of course all my nicest tricks are fire-based! Ah, what the heck, there's always my magic Lure trick... AGAIN...

Freggo marches up, swinging his sword around to get the nearer scorpion's attention. "Look at the shiny sword. Oh, what ever will it do? It will start to glow... what a surprise. Stab." Clearly Freggo is not done pouting yet.

Yet the repeated practice of Freggo's magic lure and slash insures that the trick goes off without a hitch, delivering the blow as planned and pulling the creature out of flank position on his friend Velani. He barely manages a half-hearted, "ha ha, have at ye... foul beast...."

OOC: This is one of those times that I wish for a live game, to truly deliver Freggo's lines properly. He's going through the motions as though he's in a school play where participation is mandatory. The fun seems to have gone out of the job for Freggo.


[sblock=Mechanics]
Move: Move 6 spaces to N:9
Minor: Aegis of Ensnarement on FIB#1
Standard: Luring Strike vs. FIB #1, first shifting to M:10 for flank: Hit for 5 damage, shift to N:10 and pull FIB#1 to M:10. (If 18 is a miss, will use Brawling Warrior or Heroic Effort to insure a hit, depending on how close it looks.)
[/sblock]
 
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OOC: I'd have been delaying until after Freggo anyway, since Velani moved too far for Gorm to reach her in a single move.


With a sigh as his plan falls to shreds, Ah-shahran moves to where he can oversee the battle while Gorm charges to Freggo's side, aiding the despondent warrior before settling in to guard Velani's back.

[sblock=Mechanics]Delay until after Freggo's
Move: Ah-shahran 6 squares to P7, Gorm 6 squares to O9
Standard: Spirit Infusion on Freggo
Minor: Call Spirit Companion at N11, temp HP to Freggo[/sblock]

[sblock=Combat Status]HP: 28/30 Surges: 6/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 19 14
Passive Insight: 19 Passive Perception: 19
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:
Readied action

Actions:
[]Standard
[]Move
[]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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Freggo peers around the corner and approves of Velani's approach to the situation. Readying himself for an even more dramatic entrance, he pauses...

Fiery creatures? Witch's breath, why now? I was planning on unleashing my most powerful attack to express my internal remorse! Poetically appropriate... but of course all my nicest tricks are fire-based! Ah, what the heck, there's always my magic Lure trick... AGAIN...

Freggo marches up, swinging his sword around to get the nearer scorpion's attention. "Look at the shiny sword. Oh, what ever will it do? It will start to glow... what a surprise. Stab." Clearly Freggo is not done pouting yet.

Yet the repeated practice of Freggo's magic lure and slash insures that the trick goes off without a hitch, delivering the blow as planned and pulling the creature out of flank position on his friend Velani. He barely manages a half-hearted, "ha ha, have at ye... foul beast...."

OOC: This is one of those times that I wish for a live game, to truly deliver Freggo's lines properly. He's going through the motions as though he's in a school play where participation is mandatory. The fun seems to have gone out of the job for Freggo.


[sblock=Mechanics]
Move: Move 6 spaces to N:9
Minor: Aegis of Ensnarement on FIB#1
Standard: Luring Strike vs. FIB #1, first shifting to M:10 for flank: Hit for 5 damage, shift to N:10 and pull FIB#1 to M:10. (If 18 is a miss, will use Brawling Warrior or Heroic Effort to insure a hit, depending on how close it looks.)
[/sblock]

Our young hero is quickly on the scene, he uses his magical powers to distract one of the fiery brutes, and then- when he has its attention he leads it a merry dance. Slicing a scoring a minor hit against the brutes abdomen, between the plates, and then luring the thing out of Velani's way.

Quite the swordsman is Mr. Freggo.

[sblock=Combat]
Encounter #12 Fiery Fellows

Turn: 1

Initiative (* = Next to play)

27 Velani
14 Freggo
Ah-shahran*
12 Fiery Insect #1
12 Fiery Insect #2
11 Kyalia
8 Kali
5 Viator

HP & Conditions

PCs
Ah-shahran 30/28 Surges 8/6.
Freggo 27/27 Surges 9/3.
Kalimaru 25/25 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/28 (4 Temp HP) Surges 11/3.
Viator 26/26 Surges 8/5.

Monsters
Fiery Creature- 27 HP damage taken- DEAD.
Fiery Insect #1- 5 HP damage taken.
Fiery Insect #2

Actions To Date

Turn #1

Velani- Move P7. Defender's Aura. Charge Fiery Creature- Hit 16 damage- Bloodied. Action Point. Valiant Strike Fiery Creature- Hit 6 damage + Holy Smite 5 Radiant damage = 11 damage- DEAD.

Freggo- Move N9. Aegis of Ensnarement Fiery Insect #1. Luring Strike Shift M10 CA Fiery Insect #1- Hit 5 damage & Shift N10 & Pull Fiery Insect #1 M10.

Ah-shahran-

Fiery Insect #1-

Fiery Insect #2-

Kyalia-

Kali-

Viator-

[/sblock]

New Map- to follow.

Next up Ah-sharhran, and then the nasties.
 

OOC: I'd have been delaying until after Freggo anyway, since Velani moved too far for Gorm to reach her in a single move.


With a sigh as his plan falls to shreds, Ah-shahran moves to where he can oversee the battle while Gorm charges to Freggo's side, aiding the despondent warrior before settling in to guard Velani's back.

[sblock=Mechanics]Delay until after Freggo's
Move: Ah-shahran 6 squares to P7, Gorm 6 squares to O9
Standard: Spirit Infusion on Freggo
Minor: Call Spirit Companion at N11, temp HP to Freggo[/sblock]

[sblock=Combat Status]HP: 28/30 Surges: 6/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 19 14
Passive Insight: 19 Passive Perception: 19
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:
Readied action

Actions:
[]Standard
[]Move
[]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]

Ah-shahran rushes forward, letting Gorm find his way in to the fray- the spirit hound swirls and mists and enters Freggo's body, at the same time the young swipes with his longsword and digs in deep. The scorpion like fiery creature before him attempts and fails to work its right pincer, it instead trails molten lava from the wreck of its claw.

Gorm blinks back in to existence, filling Freggo with a sense of health and happiness- unprompted he grins as he persues his foe.

[sblock=Combat]
Encounter #12 Fiery Fellows

Turn: 1

Initiative (* = Next to play)

27 Velani
14 Freggo
Ah-shahran
12 Fiery Insect #1*
12 Fiery Insect #2
11 Kyalia
8 Kali
5 Viator

HP & Conditions

PCs
Ah-shahran 30/28 Surges 8/6.
Freggo 27/27 (4 Temp HP) Surges 9/3.
Kalimaru 25/25 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/28 (4 Temp HP) Surges 11/3.
Viator 26/26 Surges 8/5.

Monsters
Fiery Creature- 27 HP damage taken- DEAD.
Fiery Insect #1- 20 HP damage taken.
Fiery Insect #2

Actions To Date

Turn #1

Velani- Move P7. Defender's Aura. Charge Fiery Creature- Hit 16 damage- Bloodied. Action Point. Valiant Strike Fiery Creature- Hit 6 damage + Holy Smite 5 Radiant damage = 11 damage- DEAD.

Freggo- Move N9. Aegis of Ensnarement Fiery Insect #1. Luring Strike Shift M10 CA Fiery Insect #1- Hit 5 damage & Shift N10 & Pull Fiery Insect #1 M10.

Ah-shahran- Move P7 & Gorm O9. Spirit Infusion Freggo Longsword Fiery Insect #1- Crit 15 damage. Call Spirit Comapanion N11 & 4 Temp HP Freggo.

Fiery Insect #1-

Fiery Insect #2-

Kyalia-

Kali-

Viator-

[/sblock]

New Map- to follow.

Next up the Fiery Insects.
 

Fiery Insect #1

The beast dances left then right, looking for an opening, it's one battered claw hangs limp- it darts forward, feints and regurgitates a scalding stream of molten lava, straight at Freggo...

The boiling mass hits Freggo's legs, he screams and momentarily hops from foot to foot, that is until the semi-liquid quickly cools and turns to a tacky solid- he's stuck, and his feet are on fire... hot foot, hot foot!

The creature clacks open and shut its one good claw and shifts around Freggo, who is forced to twist his body just to stay facing the brute.

[sblock=Combat]
Encounter #12 Fiery Fellows

Turn: 1

Initiative (* = Next to play)

27 Velani
14 Freggo
Ah-shahran
12 Fiery Insect #1
12 Fiery Insect #2*
11 Kyalia
8 Kali
5 Viator

HP & Conditions

PCs
Ah-shahran 30/28 Surges 8/6.
Freggo 27/27 Surges 9/3. Ongoing 5 Fire & Immobilised (save ends both)
Kalimaru 25/25 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/28 (4 Temp HP) Surges 11/3.
Viator 26/26 Surges 8/5.

Monsters
Fiery Creature- 27 HP damage taken- DEAD.
Fiery Insect #1- 20 HP damage taken.
Fiery Insect #2

Actions To Date

Turn #1

Velani- Move P7. Defender's Aura. Charge Fiery Creature- Hit 16 damage- Bloodied. Action Point. Valiant Strike Fiery Creature- Hit 6 damage + Holy Smite 5 Radiant damage = 11 damage- DEAD.

Freggo- Move N9. Aegis of Ensnarement Fiery Insect #1. Luring Strike Shift M10 CA Fiery Insect #1- Hit 5 damage & Shift N10 & Pull Fiery Insect #1 M10.

Ah-shahran- Move P7 & Gorm O9. Spirit Infusion Freggo Longsword Fiery Insect #1- Crit 15 damage. Call Spirit Comapanion N11 & 4 Temp HP Freggo.

Fiery Insect #1- Spew Lava Freggo- Hit 4 damage & Ongoing 5 Fire & Immobilised (save ends both). Shift N9.

Fiery Insect #2-

Kyalia-

Kali-

Viator-

[/sblock]

New Map- to follow.

Next up Fiery Insect #2.
 
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Fiery Insect #2

The second brute takes a more direct approach- it lurches forward and attempts to snap and tear at Velani with one of its fiery pincers...

Alas its aim could not be worse- it aims too low and instead thuds its pincer in to the hard stone floor, chipping the flags but also numbing the beasts limb- instinctively it retreats a little and makes hissing noises while waving its one good claw before it.

[sblock=Combat]
Encounter #12 Fiery Fellows

Turn: 1

Initiative (* = Next to play)

27 Velani
14 Freggo
Ah-shahran
12 Fiery Insect #1
12 Fiery Insect #2
11 Kyalia*
8 Kali
5 Viator

HP & Conditions

PCs
Ah-shahran 30/28 Surges 8/6.
Freggo 27/27 Surges 9/3. Ongoing 5 Fire & Immobilised (save ends both)
Kalimaru 25/25 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/28 (4 Temp HP) Surges 11/3.
Viator 26/26 Surges 8/5.

Monsters
Fiery Creature- 27 HP damage taken- DEAD.
Fiery Insect #1- 20 HP damage taken.
Fiery Insect #2

Actions To Date

Turn #1

Velani- Move P7. Defender's Aura. Charge Fiery Creature- Hit 16 damage- Bloodied. Action Point. Valiant Strike Fiery Creature- Hit 6 damage + Holy Smite 5 Radiant damage = 11 damage- DEAD.

Freggo- Move N9. Aegis of Ensnarement Fiery Insect #1. Luring Strike Shift M10 CA Fiery Insect #1- Hit 5 damage & Shift N10 & Pull Fiery Insect #1 M10.

Ah-shahran- Move P7 & Gorm O9. Spirit Infusion Freggo Longsword Fiery Insect #1- Crit 15 damage. Call Spirit Comapanion N11 & 4 Temp HP Freggo.

Fiery Insect #1- Spew Lava Freggo- Hit 4 damage & Ongoing 5 Fire & Immobilised (save ends both). Shift N9.

Fiery Insect #2- Claw Velani- Miss. Shift P14.

Kyalia-

Kali-

Viator-

[/sblock]

New Map-

http://gallery.rptools.net/v/contri...r/148+Another+Crypt-+Into+the+action.jpg.html

Next up Kyalia (do you want to use rolls and/or actions from previous?), then Kali and Viator.

Velani- is that 6 points of Radiant damage then? Do I presume you use this every time?
 
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Kyalia

Kyalia silently curses for her clumsiness, when around her things get busy all of a sudden. The elf rushes around the corner to get closer to the second beast, before putting her bow and arrows to good use. A total of four arrows race towards the second beast.


[SBLOCK=OOC]Move: Move to Q12
Minor: Hunter's Quarry on #2
Standard: Twin Strike on #2
ACTION POINT: Twin Strike on #2[/SBLOCK]
 

Fiery Insect #2

Velani- is that 6 points of Radiant damage then? Do I presume you use this every time?

OOC: If it shifted, which you wrote that it did, then yes, 6 radiant dmg, happens automatically as long as it is subject to my defender aura. If it 'moves', then no auto dmg, only provokes an OA.
 

Kali

Kali rounds the corner, sees arrows flying at one of the beasts, and follows them in, marking the creature for death as he dashes forward. His axe comes around in a mighty sweep as he dances around the insectoid. As his axe glances off the creature's carapace, Kali snarls and loops the axe around for another strike. He shakes his head in frustration as the second attack goes wide.

[sblock=mechanics]Move: to P9
Free: Assassin's Shroud on FIB2
Standard: Charge to P13 on FIB2
Free: Aspect of the Cunning Fox shift to P15
Action Point: MBA

End result: Kali to P15, much sound and fury[/sblock]

[sblock=Kali quick reference]For my convenience:
MBA (battleaxe): +7 vs. AC; 1d10+7
DWA (handaxe): +7 vs. AC; 1d6+7

Power Strike, Razorclaw Shifting
Assassin's Shroud [x][]
Action Points [x][][]
[/sblock]
 
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Viator steps up quickly to the action, the shimmering disc trailing sadly behind him. Seeing the swordmage's plight, he reaches to control his power, attempting to disrupt the fiery creature and free his friend from the hardened lava.

Ignoring the blood trickling past his lips, his fingers twitch, shaping the static as the explosion erupts around Freggo.

[sblock=Actions]Move = Move to P6
Standard = Dimensional Scramble (Aug 1) at O10: Fiery Insect Beast #1 - if HIT, 11 dmg and teleport to M9
Minor = Stunt - Arcana to remove Immobilized from Freggo[/sblock][sblock=Viator Combat Stats]AC: 14 Fort: 12 Ref: 14 Will: 15
Init: 0 PI: 17 PP:17
HP: 26/26
Surges: 5/8
Power Points: 1/2
AP: 1
[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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