covaithe
Explorer
Round 6
Tander steadies himself, and points out evidence of one of the invisible motes' locations.
Woe looks around for more motes, but finds nothing visible. He runs southward, putting on an extra burst of speed to lunge at the withdrawing half-orcs. He calls out taunts as he approaches, and the warning is enough that Goldtusk barely twists aside from Woe's point. (Woe has to move 12 squares to get there, so needs his AP. It's a miss, but GT is still marked.)
Palindrome directs the flaming sphere to the north, into a clump of greenery, which starts to curl and blacken. Then Palindrome drops a blast of fire on the area. For a brief moment, a griefmote's icy ephemeral form is outlined against the blast, then it is out of sight again. The greenery now is beginning to smoke in earnest, and the trunks of the scrubby trees are starting to scorch. (hits mote 2 for 4 damage after resists.)
[sblock=Nature DC 10]much more fire damage to those areas (adjacent to O3), and they'll burst into flame.[/sblock]
Atreus circles to the south after the withdrawing half orcs. He quickly spots them, and, with blinding speed, plucks his sling, already loaded, from his belt and hurls the bullet after the fleeing orc, but it flies uselessly down the hill. (You've got Quick Draw, so you can technically get away with drawing, loading, and firing your sling without any extra actions. It's out of range for a thrown dagger (12 squares), and takes a long range penalty for the sling, which is offset by CA since the h/o ran. 1d20+7=9. Oops.
Atreus saves vs. cold vulnerability.)
"Tha's the way it be, is't?" Goldtusk snarls. "Aye, then." He shrugs his shoulder, letting Arnest drop in a squelching heap, and turns, bringing his axe around in a vicious, quick chop into the side of Woe's leg, cutting deeply into the muscle. (hits for 9 damage. Woe is marked and slowed TENT Goldtusk.)
The other half orc stops and turns, and moves back up the slope a moment to pick up Arnest's corpse himself. He then turns again and continues down the hill as fast as he can go.
Atreus suddenly feels a deathly cold touch on his neck. A sudden painful decrepitude comes over him, and he feels his legs slow to a crawl. He turns and a mote is right there, inches from his face, before disappearing. (mote 1 hits Atreus with chilling touch; 7 necrotic damage and Atreus is slowed til the end of his next turn. Atreus is bloodied again.)
[sblock=Atreus]You can feel the cold presence, quite close to you still.
ooc: It's in your square.[/sblock]
There are a pair of the familiar flashes then, from either side of Tander and Palindrome. Tander spots one of them coming and is able to brace himself, avoiding the worst of the cold. He fails to spot the other one, and Palindrom notices neither mote, but somehow none of the cold attacks find their mark this time. Again the motes disappear just after their blasts of cold. (mote 2 takes 3 fire damage after resists for starting near Happy. mote 2 blows a stealth roll again and loses CA against Tander. Mote 2 and 3 flash from R3 and S7 respectively, but all miss. The blown stealth roll plus the 2nd wind defense bonus saves Tander this time.)
[sblock=initiative and status]
Tander hp 10/29 surges 7/8, bloodied, +5 to healing, +2 defenses TSNT <=== You're up
Woe hp 16/40 surges 8/10, bloodied, marked by Goldtusk, slowed (both TENT goldtusk)
Palindrome hp 6/24 surges 5/6, bloodied, prone
Atreus hp 8/29 surges 3/7, bloodied, slowed TENT
Arnest dead
Half orc 1 40 damage, bloodied, vulnerable 3 cold (save ends), carrying Arnest's body
Half orc 2 dead
Goldtusk 10 damage, marked by Woe
specter 1 destroyed
specter 2 dead
specter 3 dead
mote 1 4 damage, invisible, last seen in S10
mote 2 9 damage, invisible, last seen in R3.
mote 3 13 damage, invisible, last seen in S7
wraith 1 destroyed
wraith 2 destroyed
wraith 3 destroyed
wraith 4 destroyed
wraith 5 destroyed
wraith 6 destroyed
wraith 7 destroyed
wraith 8 destroyed
wraith 9 destroyed
wraith 10 destroyed
wraith 11 destroyed
Resources used:
Tander: divine glow, beacon of hope, AP, 2xHealing word, turn undead, second wind
Palindrome: grasping shadows, flaming sphere, AP
Atreus: second wind, AP
Woe: Second Wind, AP
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[sblock=map]
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Tander steadies himself, and points out evidence of one of the invisible motes' locations.
Woe looks around for more motes, but finds nothing visible. He runs southward, putting on an extra burst of speed to lunge at the withdrawing half-orcs. He calls out taunts as he approaches, and the warning is enough that Goldtusk barely twists aside from Woe's point. (Woe has to move 12 squares to get there, so needs his AP. It's a miss, but GT is still marked.)
Palindrome directs the flaming sphere to the north, into a clump of greenery, which starts to curl and blacken. Then Palindrome drops a blast of fire on the area. For a brief moment, a griefmote's icy ephemeral form is outlined against the blast, then it is out of sight again. The greenery now is beginning to smoke in earnest, and the trunks of the scrubby trees are starting to scorch. (hits mote 2 for 4 damage after resists.)
[sblock=Nature DC 10]much more fire damage to those areas (adjacent to O3), and they'll burst into flame.[/sblock]
Atreus circles to the south after the withdrawing half orcs. He quickly spots them, and, with blinding speed, plucks his sling, already loaded, from his belt and hurls the bullet after the fleeing orc, but it flies uselessly down the hill. (You've got Quick Draw, so you can technically get away with drawing, loading, and firing your sling without any extra actions. It's out of range for a thrown dagger (12 squares), and takes a long range penalty for the sling, which is offset by CA since the h/o ran. 1d20+7=9. Oops.

"Tha's the way it be, is't?" Goldtusk snarls. "Aye, then." He shrugs his shoulder, letting Arnest drop in a squelching heap, and turns, bringing his axe around in a vicious, quick chop into the side of Woe's leg, cutting deeply into the muscle. (hits for 9 damage. Woe is marked and slowed TENT Goldtusk.)
The other half orc stops and turns, and moves back up the slope a moment to pick up Arnest's corpse himself. He then turns again and continues down the hill as fast as he can go.
Atreus suddenly feels a deathly cold touch on his neck. A sudden painful decrepitude comes over him, and he feels his legs slow to a crawl. He turns and a mote is right there, inches from his face, before disappearing. (mote 1 hits Atreus with chilling touch; 7 necrotic damage and Atreus is slowed til the end of his next turn. Atreus is bloodied again.)
[sblock=Atreus]You can feel the cold presence, quite close to you still.
ooc: It's in your square.[/sblock]
There are a pair of the familiar flashes then, from either side of Tander and Palindrome. Tander spots one of them coming and is able to brace himself, avoiding the worst of the cold. He fails to spot the other one, and Palindrom notices neither mote, but somehow none of the cold attacks find their mark this time. Again the motes disappear just after their blasts of cold. (mote 2 takes 3 fire damage after resists for starting near Happy. mote 2 blows a stealth roll again and loses CA against Tander. Mote 2 and 3 flash from R3 and S7 respectively, but all miss. The blown stealth roll plus the 2nd wind defense bonus saves Tander this time.)
[sblock=initiative and status]
Tander hp 10/29 surges 7/8, bloodied, +5 to healing, +2 defenses TSNT <=== You're up
Woe hp 16/40 surges 8/10, bloodied, marked by Goldtusk, slowed (both TENT goldtusk)
Palindrome hp 6/24 surges 5/6, bloodied, prone
Atreus hp 8/29 surges 3/7, bloodied, slowed TENT
Half orc 1 40 damage, bloodied, vulnerable 3 cold (save ends), carrying Arnest's body
Goldtusk 10 damage, marked by Woe
mote 1 4 damage, invisible, last seen in S10
mote 2 9 damage, invisible, last seen in R3.
mote 3 13 damage, invisible, last seen in S7
Resources used:
Tander: divine glow, beacon of hope, AP, 2xHealing word, turn undead, second wind
Palindrome: grasping shadows, flaming sphere, AP
Atreus: second wind, AP
Woe: Second Wind, AP
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[sblock=map]

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