View Full Version : Group 4: Part 6 - Reporting Back
EricStratton
18th May 2009, 11:17 AM
Our heroes bid their goodbyes to the kobolds. Issitik wishes you good luck in your fight against "the darkness" and Moskig says he'll see you soon.
The trip back to Winterhaven is peaceful despite what you know of the goings on to the north at the Keep. The forest feels different. You realize it's knowing that the kobolds that once occupied them are gone. You make it back to town before the sun fully sets.
The party heads to Thair Coalstriker's smithy. Cilene orders a longsword which, Thair explains, will require a day to prepare as it's a military-grade weapon so he'll have it ready for her the day after tomorrow as he's getting ready to close up shop. Greebo picks out and buys a sickle (2 gp, please).
Thair notices the haggared and tired look of the adventures and suggests heading to Bairwin's Grand Shoppe as he some times carries healing potions. "But hurry, he closes at about the same time I do."
Greebo goes to the inn where he inquires about anything weird in an attempt to find out more about the spy. He's able to get a table of men talking but it degenerates into finger pointing and wild accusations and no really reliable information is gathered. Further discussions with more level headed folk, like the Innkeeper, also produce nothing substantial. The only name that appears with any frequency is "Ninaran" the elf hunter from your previous visit to the Inn. Her name is always proceeded by a look around the bar to verify she's not present, and then quickly followed by variations of "She's only been here about six months" and "She's always going off on her own into the woods."
Cilene then visits Lord Padraig at his manor while Rend stealthily stands watch. She tells him the kobolds are gone detailing the fight in the lair. He explains that he'll send a scout to the lair to verify and, upon a successful report, he'll have your 150 gold reward delivered to you or your rooms if you're out.
She also tells him about what you learned about the keep and that there is a spy for this Kalarel guy in the town by showing him the note. "A spy? No no, it can't be. It must be a ruse to cause in fighting in our town. To keep us further off balance. But this news of a 'dark portal' is incredible. If even a little of that is true, if a cult is operating in this area, please take care of it. I'll consult with Valthrun on this and if he agrees, perhaps, I can allocate some more funds as a reward for dealing with it. If it's all true, of course. It's just so...unbelievable. I have much to think about. Thank you for coming to me with this. Please keep me informed as to your progress."
Anything else, Cilene?
Rend then follows Sagar over to Valthrun's tower where Sagar informs both Valthrun and Master Staul about the kobolds and the Keep. Douven takes it all in nodding at key points. "Ack, it all makes sense. It all fits. This Kalarel would probably 'ave been better served not gettin' the kobolds involved at all but it's good for us that 'e did. I believe this shows 'e's no mastermind. And the fact that we're all still sittin' here talkin' about it proves that he's not finished his ritual yet. Rest up, laddy. Then get back to that Keep and stop 'im."
Anything else, Sagar?
Anything else, everyone?
Greebo
18th May 2009, 11:20 AM
Is Ninaran around? I'd like a chat with her if so. Otherwise, no, nothing else.
EricStratton
18th May 2009, 11:32 AM
You don't see her in the Inn. A couple people you talk to say they saw her head out hunting earlier and haven't seen her since.
Greebo
18th May 2009, 11:36 AM
Ok, to bed, to new powers, and to the keep if everyone else is ready.
Shiz
18th May 2009, 11:39 AM
Back to the Keep at dawn.
noptov52
18th May 2009, 12:32 PM
When the group is back together...
Jagged grunts "We need to set a watch tonight; someone to watch our backs and keep an eye out for the spy."
"And let's get Padraig to send a squad of guards with us to hold the keep entrance, while we take on the cult."
Shiz
18th May 2009, 02:12 PM
Cilene should ask Master Douven if he got my Animal Messenger and if the town sent guards to the barricade.
EricStratton
18th May 2009, 04:30 PM
Lord Padraig tells Cilene "I did get the message and the talking sparrow was...unnerving. Unfortunately, I needed to keep my men here to guard against kobold attacks. But if you have indeed taken care of them I'll send some men out soon."
If you all want to set up watches, let's hear it. Else we're going to continue on w/o.
Shiz
18th May 2009, 04:39 PM
We will retire about 9pm and set up a rotating watch schedule alphabetically. Since I assume we are not all in the same room, the watch will sit in the hallway, watching the stairs.
Greebo
18th May 2009, 04:43 PM
Speak for yourself. The stairs are boring. I'll watch the hallway. ;)
EricStratton
18th May 2009, 04:59 PM
You all return to the Inn and inform the Innkeeper, Salvana, that you'll be requiring your rooms for another night. She nods and everyone heads to their beds after establishing that from 9pm to 6am everyone will rotate keeping watch for 1.5 hours each.
At around 4am during Rend's watch he hears what could be the howl of a distant wind. But the sound doesn't end and, in fact, starts to get louder. Suddenly he hears the *crash* and *smash* of the front gates being blown open as if attacked by an army. The howling wind suddenly distinguishes itself as a dozen moans from the decomposing throats of the undead as they shamble through the now useless gates and into the town.
A voice you recognize as Salvana's yells, "The dead! They've risen! Wake up! Wake!! Up!!"
From outside you hear a woman scream "Zombiiiiiiiies!!!! *iiiiieeeeeee-*"
Rend wakes everyone and you all meet downstairs in the bar area. Through the windows to the east, past the two zombies attempting to break said windows, you see the town's gates battered and wide open. Through the front door, in the middle of the road, you see the remains of a horse drawn cart. A zombie is currently munching on the, hopefully, dead driver.
The shrubs provide cover but are not difficult terrain. The remains of the cart provide cover and are difficult terrain.
For reference the building to the south is the Stables and the one to the west is the Smithy.
http://www.primeaxiom.com/rpgt/scene.asp?ID=jefw5bk1glbda4zj7ecf438ytzd448k2uiqvg rz6m8u6cevwwfjtov8jelppiphi
Roll Initiative!
Greebo
18th May 2009, 05:02 PM
Initiative +2
EricStratton
18th May 2009, 05:02 PM
Please note - you went to bed at 9pm, you're now up at ~4am - congrats you dinged!
Greebo
18th May 2009, 05:07 PM
Knowledge checks on zombies and big zombie. DUnno which skill to use, so nature's +2, the others are +5
Greebo
18th May 2009, 05:07 PM
*(@#$
Look, walking bodies!
Shiz
18th May 2009, 05:16 PM
****ing sweet ES!
Init +4
My Religion is +1 so that won't be a help either.
Rend also starts this battle in human form.
EricStratton
18th May 2009, 05:17 PM
Just verified that undead checks are Religion.
12 and 9 vs DC. Greebo recognizes nothing about the monsters that have invaded the town.
Shiz
18th May 2009, 05:19 PM
Sagar is the religion/undead expert. He is afk tonight. I expect most are minions. I sure as **** hope so!
Shiz
18th May 2009, 05:24 PM
Rolling for Sagar so you can set this up for tomorrow.
Init +0
Religion +8
He is gonna hate me...
EricStratton
18th May 2009, 05:30 PM
After some discussion and more research on my part I've found that Nature is also a valid roll for undead (or at least these undead).
Greebo
18th May 2009, 05:33 PM
Great!
Look! Walking dead things!!
noptov52
18th May 2009, 05:34 PM
Being the sensible thing to do when confronted with a horde of dangerous thingies, Jagged also attempts to discern what exactly he is about to dismember.
EricStratton
18th May 2009, 05:44 PM
You recognize the smaller zombies as Zombie Rotters, weak little minions who attack with their bare hands and have been known to grab their quarry.
If Sagar wants to check the bigger one I require another roll.
I'm going to assume Noppy rolled against the big one.
You think back to your natural studies classes. Suddenly you realize you recognize this creature not from school but from fables and tales you've read in your leisure. It's Maw, undead servant of Orcus!
Shiz
18th May 2009, 05:58 PM
Sagar vs Big Zombie Religion +8=20
DinbinFanfoom
18th May 2009, 06:03 PM
Big Zombie Religion
Good band name!
EricStratton
18th May 2009, 06:19 PM
With a gasp you recognize the big zombie as Maw, undead servant of Orcus. You remember that he's a biter and has the ability to enhance Zombie Rotters in a wide area around him allowing them to attack more often and grab their victims. He can even *gulp* raise the dead! Looking at him closer you believe he might have been additionally enhanced by another servant of Orcus, Kalarel, giving Maw the ability to slide people from afar.
Quervo
18th May 2009, 06:53 PM
Maz Ini +2
(i think i can handle the 2 games i am playing in, but group 6 will be too much for a while... I will shelve it for later when we can get some sleep at nights.)
Moonshadow
18th May 2009, 07:08 PM
Lets get 'em!
EricStratton
18th May 2009, 09:41 PM
Round 1 - Ahhhh, zombies!
Cilene...
Cilene
Jagged
Rend
Greebo
Maw
Mazirith
Zombie Rotters
Sagar
Shiz
18th May 2009, 09:51 PM
Are the windows difficult terrain if we want to go out of them?
EricStratton
18th May 2009, 10:09 PM
Are the windows difficult terrain if we want to go out of them?
Windows provide line of sight and grant cover. Opening a window is a minor action, and moving through one large enough for a creature to fit itself through costs 1 extra square of movement.
Shiz
18th May 2009, 10:50 PM
Can one make an attack from within the window square without penalty? Are you more vulnerable while in that square (i.e. do you lose cover and/or considered prone)?
Greebo
18th May 2009, 11:22 PM
I would presume that granting cover is two directional, much like the window itself.
EricStratton
18th May 2009, 11:58 PM
I'm not sure I get the question. It provides cover, like a tree or bush.
Greebo
19th May 2009, 06:22 AM
Move - To J4
Minor - Curse Zombie 14
Standard - Eldritch Blast Zombie 14
+4 vs reflex
1d10 + 3 + 1d6
Won't bother rolling dmg.
Sagar
19th May 2009, 08:11 AM
We need to clear out the big guy and FAST. He makes all the rest stronger.
Shiz
19th May 2009, 08:23 AM
Let the little guys spread out a bit first.
Greebo
19th May 2009, 09:24 AM
I wonder - think we made a mistake coming back to town?
Anyway - I agree - we need to focus on the big guy but at the same time, the little guys can take us down while we concentrate all on one.
My recommendation - Cilene and I work around the sides clearing out zombies while the rest of the group focuses on the big jerk.
Moonshadow
19th May 2009, 10:33 AM
To attack we're going to need to get the heck out of here.
Here's hoping someone is following me and the dice love me!
Move: Feystep to N3
Minor action: Just wand of Accuracy for first roll
Standard action Scorching burst on M6
Moonshadow
19th May 2009, 10:35 AM
Well hell. Hopefully I've at least pissed off these 3 so you guys can get out the window.
Sagar
19th May 2009, 10:56 AM
I'll wait to see what the rotters do, I guess. Not that I have a choice :p
noptov52
19th May 2009, 10:59 AM
Charge Zombie 15 (to K5), Howling Strike, +9 vs AC, d12+d6+5
Atk: 20 (10 + 9 + 1) vs. AC
Dmg: 20 (15 + 5 + 5)
If Z15 is killed or moves back, Jagged will move through the window to L6 (even if that invokes an OA).
Quervo
19th May 2009, 11:02 AM
Too much action goinig on to post ahead of time... I will be out till about 3-4 est. Maz's new stats and abilities are up, if you need to post for me to get things moving go for it, other wise I will figure out what to do when i get back.
Shiz
19th May 2009, 11:33 AM
Rend tosses a Chill Wind at M5.
+6 vs FOR, d6+1
Z11:13
Z15:11
Not a good first try.
Sagar
19th May 2009, 11:47 AM
Sagar shouts, "Remember, Zombies are slow but sturdy and strong. They don't dodge well!"
Shiz
19th May 2009, 02:11 PM
I think we should all exit via the windows behind Maz and Sagar and push south. Cilene and I can AE from the back ranks.
EricStratton
19th May 2009, 02:54 PM
Start of Round 1:
Cilene expresses her desire to get out of the Inn. She teleports outside the building (N3), grips her Wand tightly, and casts Scorching Burst on M6. The three zombies sloooooowly look up at the wizard and barely even register the explosion that consumes them (10, 9, 23 vs REF; 7 dmg = dead, dead, dead).
Jagged jumps through the window taking a little damage from the glass (37-3=34 HP) to get outside (L6). He Howlingly Strikes Zombie 16 (19 vs AC) causing it to crumble to dust in the wake of his axe (20 dmg = dead).
Rend...
Those zombies are gone. What do you want to do?
Greebo follows Cilene out the side but he takes the window like a normal person - opening it (minor action) and going through it to the NE corner of the building (L1). Then he throws an Eldritch Blast at Zombie 12 that misses the creature but not by much.
Cilene
Jagged (34/37 HP)
Rend
Greebo
Maw
Mazirith
Zombie Rotters
Sagar
Shiz
19th May 2009, 02:56 PM
Rend will climb out the window, moving to N5 and shoot a sling stone at Zombie 12.
Bah why do I roll dmg against minions....
Greebo
19th May 2009, 03:02 PM
I didn't roll damage cause I thought I missed, not cause I thought they were minions...
EricStratton
19th May 2009, 03:18 PM
Round 1 con't:
Rend heads out the window as well and also misses an attack against Zombie 12 (8 vs AC) who is proving to be more resilient that first thought.
Maw surveys the battlefield. Behind his eyes you see an intelligence rare for a zombie. He turns his face to the sky. A moment later a shadowy hand appears. It floats behind Jagged and grabs him. He's unable to break free of its grasp as it slides him into the waiting arms of Zombie 12 (M8) then promptly disappears. The zombie attempts to take a swipe at the barbarian but its arm actually falls off during the backswing (natural 1). Jagged and the creature take a second to look down at the limb laying the dirt.
Mazirith...
Cilene
Jagged (34/37 HP)
Rend
Greebo
Maw
Mazirith
Zombie Rotters
Sagar
Shiz
19th May 2009, 03:46 PM
Don't forget about Bullrushing if you want to move an enemy out of the way or back from a door. I think it is a STR vs FOR attack.
Sagar
19th May 2009, 04:33 PM
Sagar will go out the open window and move to M5.
From there, he will cast a lance of faith at Zombie 12 (+4 vs Ref, d8+3 radiant damage).
11 vs Ref to hit, 4 radiant damage, +5 damage if vulnerable
Shiz
19th May 2009, 04:52 PM
Zombie 12 is a ****ing ninja.
Greebo
19th May 2009, 04:58 PM
Zombie 12 is a ****ing ninja.
I think he meant the floating hand disappeared, not the zombie...
Quervo
19th May 2009, 05:16 PM
Maz will move through the window to M7,
Using luring strike Maz will shift one to M8 and attack Zombie 12, +8 vs AC
Attk vs AC 13, if hit 8 dmg and shift into the vacated space as a secondary effect of hitting my target.
Shiz
19th May 2009, 05:18 PM
Well, now that we all got our bad rolls out of the way, let's kick some ass!
Greebo
19th May 2009, 05:23 PM
I forget if I mentioned it - I'm working my way around to the west side to clear out the weak zombies on that side.
Shiz
19th May 2009, 05:25 PM
Rend might join you depending on how they decide to react to us. We don't want half of them deciding to ransack the town.
EricStratton
19th May 2009, 05:47 PM
Round 1 con't:
Mazirith moves through the window (M7) then, using Luring Strike he side steps (to L8) and attacks Zombie 12 (13 vs AC) cutting the zombie down (8 dmg = dead) and sidestepping into the vacated space (M9).
The zombies' moaning continues. Zombie 9 shambles over to Mazirith and puts a lot of effort into an attack but the swordmage's armor is too strong (19 vs 22 AC). The rest of the zombies amble around in search of brrrraaaaaaains.
Sagar goes outside via the open window (M5). From there, he casts Lance of Faith at Zombie 9 laughing at the audacity it had "thinking" it could attack the group. The Lance hits the zombie (11 vs REF) blowing it to dust (4 dmg = dead).
End of Round 1
EricStratton
19th May 2009, 05:47 PM
Round 2:
Cilene...
Cilene
Jagged (34/37 HP)
Rend
Greebo
Maw
Mazirith
Zombie Rotters
Sagar
Moonshadow
19th May 2009, 06:19 PM
Round 2
Move to N9
Cast Scorching burst on M15.
Adding: I am an idiot - all those are +6 vs reflex not 5.
Shiz
19th May 2009, 06:23 PM
Saving my rolls since Cilene killed my intended targets:
8 vs Maw,3,11
Greebo
19th May 2009, 08:15 PM
Move to H1, gaining concealment as I go.
Curse Zombie 17
Eldritch Blast on Zombie 17 +4 vs Ref; 1d10 + 3 + 1d6
And assuming its a minion, teleport to e1 to regain concealment.
Shiz
19th May 2009, 09:28 PM
Round 2 Rend:
Using the 8 I rolled against the Maw:
Minor: Wild Shape
Move: bushes at L11
Std: Cull the Herd (beast form), Range: 5, +6 vs WIL, 2d8+5, Hit: pull the target 3 squares.
AP: move back to M6
8+6=14 vs WIL, 16 dmg, pulled to M13
noptov52
20th May 2009, 10:33 AM
Move to M12, Charge Maw using Howling Strike.
Atk: 12 vs. AC
Dmg: 18
Using AP to launch a Recuperating Strike.
Atk: 11 vs. AC
Dmg: 14
EricStratton
20th May 2009, 11:02 AM
Round 2:
Cilene advances through the town (N9) and throws another fireball this one aimed at Maw. It explodes catching the two rotters in its blast but missing Maw (11, 24, 11 vs REF; some dmg = dead, dead).
Jagged charges Maw and launches into it with a Howling Strike but the blow is easily absorbed by its thick, dead tissue (12 vs AC). Unfazed, Jagged attacks again this time with a Recuperating Strike but, like the last attack, Maw shrugs it off. You hear a guttural noise seep from deep within the creature. It's...it's *laughing* at you!
Rend shifts into wolf form and moves into the bushes. It takes some effort but he's just able to lock eyes with Maw assaulting it's mind (16 dmg) and pulling it towards him (pull to L13). Then Rend retreats back to the group (M6). Maw's laughing stops. He's not happy now.
Greebo...
Gotta go work out. I'll continue - after these messages.
http://www.primeaxiom.com/rpgt/scene.asp?ID=jefw5bk1glbda4zj7ecf438ytzd448k2uiqvg rz6m8u6cevwwfjtov8jelppiphi
Cilene
Jagged (34/37 HP; 0/1 AP)
Rend (0/1 AP)
Greebo
Maw (16 dmg)
Mazirith
Zombie Rotters
Sagar
noptov52
20th May 2009, 11:17 AM
If he gets pulled by me, does that invite an opportunity attack?
Greebo
20th May 2009, 11:21 AM
Forced movement never provokes OA
EricStratton
20th May 2009, 12:20 PM
Round 2 con't:
Greebo continues his journey around the Inn (H1; concealment). He throws a curse on a zombie (17) and then turns the zombie into an almost pretty display of dust and bits of tissue floating in the wind glowing in the fire light of the town's street lamps (lots of dmg = dead). Happy with his work, Greebo teleports farther to the west (E1).
Maw still unhappy about being hurt calls upon the power of Orcus. The words he utters and the sound of his voice when he speaks them you'll remember in your nightmares for months to come. Suddenly the ground around him starts to blacken as if the dirt was rotting. The street begins to crack and four zombies looking fresher than the other zombies you've been fighting break through the ground pulling themselves up to stand with Maw.
From the stables you hear a young voice yell "Daddy!" and a small girl runs out of the double doors towards the newly arrived zombies, her mother trailing behind her. "Layla, NOOOOO!!"
The skin around Maw's face pulls back revealing what one can only imagine is what a zombie would look like if it smiled. He then retreats back to the safety of his army.
Pardon the totally inappropriate avatars for Layla and her mom. It's all I got.
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=jefw5bk1glbda4zj7ecf438ytzd448k2uiqvg rz6m8u6cevwwfjtov8jelppiphi
Cilene
Jagged (34/37 HP; 0/1 AP)
Rend (0/1 AP)
Greebo (Concealment)
Layla
Layla's Mom
Maw (16 dmg)
Mazirith
Zombie Rotters
Sagar
Shiz
20th May 2009, 12:30 PM
Maw just healed 11 dmg. Take note.
Greebo
20th May 2009, 12:31 PM
I wanna know why all these dead people are apparently buried under the streets..
EricStratton
20th May 2009, 12:31 PM
Maw just healed 11 dmg. Take note.
****, I'm all over the place today. No he didn't. He was going to and then I decided not to but didn't change it on all of the three places I have to do such things. My bad, ppls, my bad.
EricStratton
20th May 2009, 12:33 PM
I wanna know why all these dead people are apparently buried under the streets..
Were they? Hmmmm.
Shiz
20th May 2009, 12:34 PM
Someone make a Religion check on the new zombies, too, please.
Greebo
20th May 2009, 12:50 PM
Were they? Hmmmm.
Well they popped up in the middle of the street, so ... YES. :lowrazz:
Moonshadow
20th May 2009, 01:06 PM
Well one of them might be the dead cart driver
Greebo
20th May 2009, 01:07 PM
Well one of them might be the dead cart driver
No! The world is as I imagine it, and they were buried under the street!!!
Shiz
20th May 2009, 01:21 PM
Jagged, single moms put out. Now's your chance to look like a hero!
noptov52
20th May 2009, 04:11 PM
Jagged doesn't want to support no kid! He'll wait till Layla's mom is grieving :P
Quervo
20th May 2009, 05:56 PM
Maz will moved to G12 and use Dimensional Thunder to teleport to E14 and attack MAW
15 vs Fort, 14 thunder damage AND.... all adjacent enemies take ongoing 5 thunder damage...
Minor action to mark Maw
Sagar
20th May 2009, 06:13 PM
Sagar moves to L10, prays for divine fortune (free, +1 to hit) and casts Cascade of Light on Maw. (Range 10, +4 vs Will, 3d8+3 radiant damage, target gets 5 vulnerability to all future attacks from me. Miss = half damage, no vulnerability.)
12 vs Will to hit. 13 radiant damage on hit. 6 radiant damage on miss. +5 damage if vulnerable to radiant.
EricStratton
20th May 2009, 07:18 PM
Round 2 con't:
Mazirith moves through the zombie army (to G12). Then he disappears and reappears (E14) next to Maw. A thunderous roar follows his reappearance slamming into the creature causing a black tar-like substance that you guess used to be blood to pour from its body (15 vs FORT; 16+14=30 dmg, bloodied). The shock wave also effects zombie 10 (5 ongoing thunder dmg (save ends)) sending him to the ground a few seconds later.
The zombies seem to finally realize that there exists an actual threat in the area and they begin to converge on our heroes. Zombie 1 and 3 converge on Mazirith. Zombie 1 takes a swing at the swordmage and, against all odds, connects (23 vs 22 AC). Not only does the rotting arm sting as it his (37-5=32 HP) but with the help of Maw, the zombie is able to grab Mazirith.
---
Mazirith is immobilized until the grab ends.
From PHB page 288:
Escape: Move Action
Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you.
Success: You end the grab and can shift as part of this move action.
Failure: You?re still grabbed.
---
More zombies join the attack on Mazirith (Zombies 3, 4, 5, and 6). Two zombies miss (3 and 5; 19, 7 vs 22 AC) but the other two connect (4 and 6; 22, 24 vs 22 AC) battering Maz around his head and neck (32-5-5=22 HP).
The four newly arrived zombies go for Jagged. As it was with Mazirith, two of the zombies miss (19 and 21; 14, 11 vs 16 AC) and two hit (20 and 22; 24 and 26 vs 16 AC; 34-5-5=24 HP).
Sagar moves to closer to the battle (L10), prays for divine fortune (free, +1 to hit) and casts Cascade of Light on Maw. The beam of light doesn't fully consume Maw but enough of it his to cause him nasty burns. Maw lets out a gurgly scream as the holy light touches him (30+6+5 (vuln) = 41 dmg).
End of Round 2
http://www.primeaxiom.com/rpgt/scene.asp?ID=jefw5bk1glbda4zj7ecf438ytzd448k2uiqvg rz6m8u6cevwwfjtov8jelppiphi
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals22Cilene0-309-17Jagged13-3711-13Rend0-319-12Greebo0Concealment357-12Maw41Bloodied---8Mazirith15Grabbed by Zombie 13711Dimensional Thunder8Zombie Rotters0----3Sagar0-329-2/2
(Let me know whether or not you like the new Summary section. Or if you have suggestions for changes.)
Greebo
20th May 2009, 07:27 PM
It's the most awesomest thing I've ever seen! Too bad you didn't think to include APs!
Moonshadow
20th May 2009, 07:46 PM
Round 3
/shout Trust me honey this is for your own good
Move: K11
Standard: Cast Scorching burst centered on Maz
Shiz
20th May 2009, 08:24 PM
Round 3 Rend:
Move to I13, shift to normal form (shift to I12) and cast Barkskin on Maz (+2 AC until EOMNT).
That is a move and 2 minors.
Quervo
20th May 2009, 09:14 PM
uhhh (do ties favor allies???? )
Dont worry about me, burn em down...
Greebo
20th May 2009, 09:41 PM
Move to G2
Curse Z13 (at F5)
Eldritch Blast +4 vs. Ref
Pretty sure that's a hit, so...
Teleport to G5
Use Action Point
Crown of Stars - Daily
Ranged 10
Attack: Cha(4) vs. Reflex (+1 vs. bloodied)
Hit: 2d12 + Cha(3) (+1d6 with Warlock's curse 1x/ round). If target is bloodied, it is blinded until end of my next turn.
Sustain Minor: Roll Cha(3) vs. Will against any target in range. Hit: Deal Cha(3) radiant damage.
P(*@#$&Y)(*& MOTHER PUSS BUCKET!!!
EricStratton
20th May 2009, 10:09 PM
It's the most awesomest thing I've ever seen! Too bad you didn't think to include APs!
Fixed!
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHealsAPs22Cilene0-309--117Jagged13-3711--013Rend0-319--012Greebo0Concealment357--112Maw41Bloodied-----8Mazirith15Grabbed by Zombie 13711Dimensional Thunder-18Zombie Rotters0------3Sagar0-329-2/21
noptov52
21st May 2009, 11:11 AM
"Line them up, Chop them down"
Great Cleave, Close burst 1 that you can see, +9 vs AC, d12+5+4 (1/adjacent enemy)
Greebo
21st May 2009, 11:11 AM
Great. Now can I pretend I didn't just spend my AP to fumble my DAILY since your table says I didn't? ;)
EricStratton
21st May 2009, 02:54 PM
Start of Round 3:
Cilene moves toward Mazirith (K11) and then shouts to him, "Trust me honey this is for your own good." With a little smile she casts Scorching burst centered on Maz. The explosion is amazing and effective igniting every one of the creatures in the blast area. The five Zombie Rotters quickly burn away to almost nothing. Mazirith takes some damage bloodying him (22-8=14 HP, bloodied). With a scream of the damned, Maw's burning body falls to the ground giving off a putrid, oily black smoke (41+8=dead).
Jagged swings his axe around his head laughing all the way. His Great Cleave catches two of the Zombies (20 and 21 = dead) missing the other two.
Rend...
Maz isn't any immediate danger now. You still want to cast Barkskin on him?
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHealsAPs22Cilene0-309--117Jagged13-3711--013Rend0-319--012Greebo0Concealment357--112Maw44Dead; ??????????8Mazirith23Bloodied; 3711Dimensional Thunder-18Zombie Rotters0-??????????3Sagar0-329-2/21
Greebo
21st May 2009, 03:03 PM
If Maw is dead, does that mean I can rescind my AP use?
Oh **** I never specified that Maw *was* the target...
Greebo
21st May 2009, 03:04 PM
Oh and, btw... note to self. Do not piss off Cilene.
Moonshadow
21st May 2009, 03:06 PM
Oh and, btw... note to self. Do not piss off Cilene.
LOL says the man who has been taunting me for the last 2 days. I'll show you M5 buster.
\
Shiz
21st May 2009, 03:06 PM
Rend...
Nope.
Round 3 Rend:
Move and Charge Zombie 22 with Pounce (+7 vs REF, d8+5, CA to next attack).
14 vs REF, 8dmg.
Greebo
21st May 2009, 03:08 PM
LOL says the man who has been taunting me for the last 2 days. I'll show you M5 buster.
\
As {insert diety name here} as my witness, NEVER again.
Well, probably never again.
Maybe.
*snicker* M5... ;)
You know if we called it "Cilene's Multiple Magic Missing Missiles" you could be C4 for short.
C4 Dud but still, C4...
DinbinFanfoom
21st May 2009, 03:27 PM
You know if we called it "Cilene's Multiple Magic Missing Missiles" you could be C4 for short.*nasal voice* Wouldn't that be C1M4?
Celine's C4 would be something like:
"Chronically Confounded Cosmic Cannon"
Which has a nice ring, don'tcha think?
Greebo
21st May 2009, 03:29 PM
*nasal voice* Wouldn't that be C1M4?
Celine's C4 would be something like:
"Chronically Confounded Cosmic Cannon"
Which has a nice ring, don'tcha think?
Hmm. Yes I did rather foolishly drop the M. CM4 then, which is completely nonthreatening sounding, unlike C4, but very much like the actual magic missiles...
EricStratton
21st May 2009, 03:36 PM
Round 3 con't:
Rend charge Zombie 22 and Pounces on it coming away with a mouthful of rotten meat and tissue. Yuck. (8 dmg = dead).
Greebo moves to the south, curses and fries Zombie 13 (dead), teleports farther south and hangs out with the odd feeling that, in another life, he did something completely different here.
Layla runs up to Zombie 19. Tears streaming down her face, she cries "Daddy! Daddy, what are you doing?! Come home with us!"
Layla's mom screams at the girl again. Then she swipes her up and starts running back to the Stables.
Layla's mom avatar now represents both mom and daughter.
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=jefw5bk1glbda4zj7ecf438ytzd448k2uiqvg rz6m8u6cevwwfjtov8jelppiphi
EricStratton
21st May 2009, 03:50 PM
I realize that Greebo never said who his target for CoS was at all. I trust that it was really Maw and, w/ Maw back being dead, he gets to keep his AP and Daily. He must use the 1 if something requires it this round, but round 4 (if there is one) he gets to roll again.
Greebo
21st May 2009, 03:52 PM
I realize that Greebo never said who his target for CoS was at all. I trust that it was really Maw and, w/ Maw back being dead, he gets to keep his AP and Daily. He must use the 1 if something requires it this round, but round 4 (if there is one) he gets to roll again.
Thanks, ES. You're the BESTEST
Sagar
21st May 2009, 06:02 PM
Sagar will move to G10. I'll cast Lance of Faith at Zombie2 (+5 vs Ref, d8+3+5 damage). Then I'll give Maz a healing word (minor, surge+3+d6)
21 vs Ref to hit. 9 damage
Heal Maz 16 hp.
Moonshadow
21st May 2009, 06:04 PM
Thanks, ES. You're the BESTEST
Now if only that would rub off on Greebo
Quervo
21st May 2009, 07:34 PM
Maz will charge to E4 and attack Zombie18
BMA vs AC 12
Shiz
21st May 2009, 08:12 PM
Why isn't it +6? +4 INT, +1 lvl, +1 charge
Quervo
21st May 2009, 09:41 PM
I added it into the total when i posted... but if you do the math it is +6 IE vs AC 12, otherwise it owuld have been vs AC 11
EricStratton
21st May 2009, 09:41 PM
Round 3 con't:
Mazirith charges Zombie 18 but his attack misses (12 vs AC).
The remaining zombies don't even seem to notice that Maw is gone. Zombies 2 and 18 attack Mazirith. Zombie 2 misses (16 vs 22 AC) but the other Zombie whacks Maz in the side (24 vs 22 AC; 14-5=9 HP, Bloodied).
Likewise Layla's Zombie Dad doesn't notice the child or her mother. He continues attacking Jagged (17 vs 16 AC) punching him in the gut (24-5=19 HP).
Sagar will moves to the corner of the Inn (G10) and casts Lance of Faith at Zombie 2 resulting in a one dead zombie (9 dmg=dead). Then he gives Maz a healing word (9+(9+3+4)=25 HP, no longer bloodied).
End of Round 3
EricStratton
21st May 2009, 09:43 PM
Round 4:
Cilene...
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHealsAPs22Cilene0-309--117Jagged18-3711--013Rend0-319--012Greebo0Concealment357--112Maw44Dead; ??????????8Mazirith12-3711Dimensional Thunder-18Zombie Rotters0-??????????3Sagar0-329-2/21
Moonshadow
21st May 2009, 10:07 PM
Round 3
*whispers* G'night Layla's daddy.
Cast Magic Missile on Zombie dad.
Greebo
21st May 2009, 10:12 PM
Curse 18
The usual story +4 vs. ref
And since they have pathetic reflex, 1d10+3+1d6
so if that hits its 13 dmg vs. minion and I teleport 3 south free and then walk towards the last zombie by the most direct route. Concealment.
If it didn't hit, maz is gonna get the zombie, so I still walk towards the last one by the most direct route - concealment.
Shiz
22nd May 2009, 09:35 AM
If Layla's Dad survives Cilene and Jagged's actions, Rend will clean him up. If not, Rend will move and charge the last remaining rotter (move 7 then charge). Rend loves large battlefields!
It looks like 14 is plenty to get there, but if not, then shift out of animal and use sling.
It's a minion so I didn't roll dmg.
EricStratton
22nd May 2009, 10:58 AM
Jagged's going to get skipped just to finish the clean up quickly.
Round 3 conclusion:
Cilene whispers "G'night Layla's daddy" and blasts him in his once fairly attractive face (dmg = dead).
Rend charges the last remaining zombie Pouncing on it making sure to let his claws do the hurting this time (dmg = dead).
End of encounter
139 xp / person for defending the city against zombies.
As you all take a moment to catch your breath, Layla's mom runs off back into the Stables.
Several guards with their swords drawn come running in from within the town accompanied by Lord Padraig. They are out of breath and battered and bruised themselves. "*huff* Zombies! *puff* We are in peril! Several villagers have disappeared!"
Two more guards come running in through the gates from the east. One of them stops to check the bodies of the two guards that used to be standing watch at the now destroyed town gates. The other runs up to Lord Padraig and stammers "The dead in the cemetery have risen. These creatures will emerge to drag us all away!"
Lord Padraig listens with a worried look on his face. and then turns to you all. "The cemetery is just down the path from the gates. Please, you must help us!"
Moonshadow
22nd May 2009, 11:04 AM
Lets go boys!
noptov52
22nd May 2009, 11:15 AM
Without waiting, Jagged trots off in the direction of the cemetery.
Greebo
22nd May 2009, 11:17 AM
Search Maw and the other bodies.
"You go ahead, I'll catch up."
Shiz
22nd May 2009, 11:23 AM
Rend will follow Sagar.
Moonshadow
22nd May 2009, 11:37 AM
Following Jagged.
Quervo
22nd May 2009, 11:43 AM
Heading out
EricStratton
23rd May 2009, 06:11 PM
Everyone heads out of town and down the path from Winterhaven's gate, through a grove of trees to the graveyard. A fence of wrought iron bars encloses the cemetery. Within the graveyard, the tombstones are densely packed. Three mausoleums sit amid the markers. The soil around some of the graves seems disturbed. A sickly glow pulses from somewhere near the largest of the three mausoleums (represented by the dark black tiles).
Tombstones provide cover. The poorly rendered two square long things are coffins.
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3
Greebo
23rd May 2009, 06:19 PM
I didn't head out yet. I searched Maw.
Moonshadow
23rd May 2009, 07:31 PM
I'll take the top of the map.
Initiative! (which should be +8 and I need to learn to read before hitting post)
Shiz
23rd May 2009, 08:15 PM
The grey squares are what? The coffins are inside or outside?
Init +4=16, Rend is not in animal form right now.
Sagar
23rd May 2009, 09:42 PM
Init +0
Sagar
23rd May 2009, 09:47 PM
The grey squares are what? The coffins are inside or outside?
Init +4=16, Rend is not in animal form right now.
Sickly green glow.
Head towards the glow or follow the path?
And where are the disturbed graves?
Shiz
23rd May 2009, 10:24 PM
I am not clear what is what on the map. Is the dark cube the mausoleum with the green glow?
EricStratton
23rd May 2009, 11:00 PM
I didn't head out yet. I searched Maw.
You found nothing but dead zombie.
The grey squares are what? The coffins are inside or outside?
Init +4=16, Rend is not in animal form right now.
Grey squares are the inside of the mausoleums. The mausoleums are indoors hence the coffins are inside
Also, technically you shouldn't be able to see the coffins as all of the mausoleums have doors (now added to the map). But here we are.
Sickly green glow.
Head towards the glow or follow the path?
And where are the disturbed graves?
A couple directly south of you and a bunch directly west of you are disturbed.
I am not clear what is what on the map. Is the dark cube the mausoleum with the green glow?
Ok, here's what you actually see. It's a glowing circle. I thought about creating tiles for the circle but it's been a day and I'm not in the mood. So please do me a favor and use your imagination - the 3x3 square of dark tiles represents the attached picture.
Quervo
24th May 2009, 01:35 AM
Maz INI 21
Greebo
24th May 2009, 05:55 AM
Thanks, ES. Init +2
noptov52
24th May 2009, 09:42 AM
Initiative + 2
Greebo
24th May 2009, 10:17 AM
Arcana and Religion on the glowing circle - wtf is that?
EricStratton
24th May 2009, 11:22 AM
Arcana and Religion on the glowing circle - wtf is that?
Before you rack your brain for information on the circle you realize that you're a bit too far away to get a good look at it. You think an unobscured view should do it.
I'll save the rolls for when you do get closer.
Greebo
24th May 2009, 11:36 AM
Ok, well I'll move towards the circle, carefully, actively looking for any general threats as I move. I don't see anything on the map that looks dangerous other than the circle...do I?
Shiz
24th May 2009, 11:50 AM
Let's move around the north side.
Quervo
24th May 2009, 01:13 PM
i will follow at the ready...
Shiz
24th May 2009, 02:24 PM
To be specific, we are going to move in single file along the 1 row and then make a semi-circle around the northern part of the runes. We will avoid the squares with grave icons.
Marching order:
Maz
Greebo
Sagar
Jagged
Cilene
Rend
At the runes,
Maz G5
Greebo H4
Sagar I3
Jagged J3
Cilene K3
Rend M4
Greebo
24th May 2009, 05:50 PM
Rend may rush in where angels fear to tread if he wishes, but I'm not so eager to charge to possible doom. I am moving no more than my normal speed, alert, stopping short if I sense *anything* amiss, and well short of the circle until I feel comfortable proceeding.
Quervo
24th May 2009, 07:35 PM
I am siding with Greebo on this one.... This just feels likes a trap.
Shiz
24th May 2009, 07:52 PM
Fine. Rend will scout to M1, 5 squares ahead of the group.
It is still 4am so it should be on the dark side.
Sagar
25th May 2009, 01:29 AM
Sticking with the G-man on this one. Moving cautiously and alertly.
They town guys said there was trouble. It seems too quiet. I have my axe out and ready.
Shiz
25th May 2009, 10:11 AM
Well we can move cautiously along the route I suggested. Doesn't mean we are going to run pell mell. If nothing happens along the way, we will spread out as described?
EricStratton
25th May 2009, 10:46 AM
I couldn't get Rend to M1 & keep him 5 squares in front of the group & maintain the single file order due to Sagar's 5 movement speed. So Cilene is in front of Sagar.
As you all walk through the northern part of the graveyard Greebo keeps an eye out. It's certainly spooky but he doesn't see anything specifically interesting.
Rend does his sneaking and scouts ahead of the group also not seeing anything else of note.
As soon as he stops moving you all feel the ground vibrate. The dead burst from the soil and attack! The mausoleum doors swing open revealing undead dogs and Jagged sees none other than his drinking pal, Ninaran!
Greebo...
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350170-21Mazirith25/3701110-Dimensional Thunder20Jagged19/3701110-17Ninaran0????-?16Rend31/310090-15Sagar32/320092-13Cilene30/304190-10Undead dogs0????-?4Skeletons0????-?
Greebo
25th May 2009, 11:01 AM
Move to W3, gaining concealment
Curse Skel 2
Eldritch Blast on skeleton 2
If its dead, tp to T4 (do the rocks give cover?)
If not I did 13 dmg
And - Religion knowledge check, what are the skeletons? That's a 15 so presumably all I know is the name :/
EricStratton
25th May 2009, 11:34 AM
Round 1:
Greebo moves out from behind the trees. He curses one of the skeletons and blasts it to bone shards (Skeleton 2 = dead) teleporting to cover behind the rocks.
Studying the skeletons he's able to determine they are Decrepit Skeletons.
Yes, the rocks give cover.
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3
Greebo
25th May 2009, 11:57 AM
Oh, concealment with the teleport please, of course. :)
Quervo
25th May 2009, 12:05 PM
MOVE - Maz will move to M6,
MINOR - Mark dog 3
Standard - Luring Strike against Dog 3. Shift to M7, then attack, if hit will trade places with dog 3
EricStratton
25th May 2009, 12:26 PM
Round 1 - con't:
Mazirith moves to the nearest mausoleum and marks Undead Dog 3. Then he uses his swordmage ability to move in for the strike but he's unable to hit the creature (12 - 2 (cover) vs AC).
Jagged...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350170Concealment21Mazirith25/3701110-Dimensional Thunder20Jagged19/3701110-17Ninaran0????-?16Rend31/310090-15Sagar32/320092-13Cilene30/304190-10Undead dogs0????3: Aegis of Shielding (Maz)?4Skeletons0????-?
Greebo
25th May 2009, 01:23 PM
"Hey Jagged, what's up with your girlfriend?"
noptov52
25th May 2009, 03:29 PM
Move W6, Charge DS1 with Howling Strike, +9 vs AC, d12+d6+5
"Nin, baby, how ya been? Crazy meeting up here, eh?"
Atk: 13 vs. AC
Dmg: 19
EricStratton
25th May 2009, 04:19 PM
Round 1 con't:
Jagged charges DS1 with Howling Strike but he's distracted by Ninaran and misses (13 vs AC).
Ninaran steps out of the mausoleum, smiles at Jagged, and says in her sweetest voice, "Hi, Jagged! I didn't expect to see you here either. You all were supposed to die in the kobold's lair. Oh well, here's as good a place as any for you to join my undead ranks!" She nocks an arrow and, with her Elven Accuracy, fires at Jagged hitting him in the chest (12 w/ a 20 reroll (Elven Accuracy) vs 16 AC; 19-12=7 HP, bloodied).
Rend...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350170Concealment21Mazirith25/3701110-Dimensional Thunder20Jagged7/3701110Bloodied; 17Ninaran0????-?16Rend31/310090-15Sagar32/320092-13Cilene30/304190-10Undead dogs0????3: Aegis of Shielding (Maz)?4Skeletons0????-?
Shiz
25th May 2009, 04:33 PM
Rend:
"Jagged, I will take the skel, you take out the skank!"
Shift to animal form, move and charge DS1, +7 vs REF. Puts me at V8. 15 vs REF
Someone Religion the Undead Dogs. It is pretty clear the skels are minions.
Moonshadow
25th May 2009, 07:04 PM
Round 1
Move: Feystep to S7
Standard: Cast Scorching burst on V13
/shout leave the minons to me, get the dogs and the girl
Please note that after carefully reminding myself that my attack bonus is +6, I used an old rolling description and said it was +5. Again.
EricStratton
25th May 2009, 09:10 PM
Please note that after carefully reminding myself that my attack bonus is +6, I used an old rolling description and said it was +5. Again.
Easiest way to make sure I get it right is to put the two numbers (modifier and roll) in your post along w/ the total. Usually I just copy and paste everyone's posts into mine and edit as I go along. I usually only go up and look for the rolls if the person didn't put them in their post.
Sagar
26th May 2009, 10:16 AM
Sagar moves to V6 (move), gives a healing word to Jagged (surge+d6+3) (minor), whispers a prayer for divine fortune (free, +1 to hit), then casts Cascade of Light (std) on Ninny. (+3+1 vs Will, 3d8+3 radiant damage, 5 vuln to all my attacks).
**Never mind. I used CoL last battle.
This is a lance of faith vs the skeleton ahead of me. I'll miss it instead.
Heal Jagged 9+4+3 = 16.
EricStratton
26th May 2009, 04:04 PM
Round 1 con't:
Rend yells, "Jagged, I will take the skel, you take out the skank!" (:lowlol:) Then he shifts to animal form, and charges DS1 knocking it into a pile of bones for him to chew on later (DS1 = dead).
Sagar moves toward Jagged and Rend (V6), gives a healing word to Jagged (7+(9+4+3)=23 HP), whispers a prayer for divine fortune (free, +1 to hit), then casts Lance of Faith (std) on DS3 missing terribly almost hitting Jagged in the back (natural 1).
Cilene teleports to the south (S6. Not S7, b/c teleport distance is only 5). Then she casts Scorching Burst burning DS3 and DS4 to toasting, boney bits (DS3 & DS4 = dead, dead). Then she shouts, "Leave the minons to me, get the dogs and the girl."
The undead dogs converge on Mazirith. They all attempt to bite Mazirith in various places but each one is blocked easily (10, 14, 16 vs 22 AC).
DS5, 6, 7, 12, and 13 all advanced toward Rend and Jagged. DS5 stabs Jagged with its longsword (22 vs 16 AC; 23-4=19 HP).
DS6 and 7 stop short behind the cover of tombstones and successfully fire their shortbows - one at Rend (25-2 (cover) vs 16 AC; 31-4=27 HP) and one at Jagged (24 vs 16 AC; 19-4=15 HP).
DS12 and 13 move into position and fire their shortbows at Cilene. Both *thunkthunk* hit home (20, 21 vs 16 AC; 30-4-4=22 HP).
The other skeletons (8, 9, 10, 11) stay put and fire their bows at Mazirith but none of them are able to penetrate his defenses (20, 8, 8, 14 vs 22 AC).
End of Round 1
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350170Concealment21Mazirith25/3701110-Dimensional Thunder20Jagged15/3701100Bloodied; 17Ninaran0????-?16Rend27/310090-15Sagar32/320092-Cascade of Light13Cilene22/304190-10Undead dogs0????3: Aegis of Shielding (Maz)?4Skeletons0????-?
EricStratton
26th May 2009, 04:04 PM
Start of Round 2:
Greebo...
Greebo
26th May 2009, 04:13 PM
Ok, so since the bad guy died before I could pop it last time...
"Die at the kobold lair? Why would our buds the Kobolds hurt us? We just solved a big problem of theirs. Now we get to solve the problem of you still breathing!"
Minor: Curse DS5
Move: To R6
Standard: Crown of Stars - Target : The skank
Attack: Charisma vs. Reflex
Hit: 2d12 + Charisma modifier (+3) radiant damage. If target is bloodied, it is blinded until the end of your next turn.
Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (+3).
Implement, Rod: +4 attack, 2d12+3 damage
Probably missed, but I still get the crown, so next round its 2 attack time :D
After that, spend the AP I didn't spend last time, and EB DS5
Well doesn't that just suck...
Moonshadow
26th May 2009, 05:03 PM
Can we get an updated map or positions for the skels and dogs?
Greebo
26th May 2009, 05:04 PM
The link never changes, unless its a whole new scene, so just click an older one.
THe DMS just repost them for convenience
Moonshadow
26th May 2009, 05:04 PM
Yeah I came back to say "oops". Damn you Greebo and your speedy posting!
Greebo
26th May 2009, 05:05 PM
Yeah I came back to say "oops". Damn you Greebo and your speedy posting!
What, you don't expect me to .. WORK .. at work, do you?
EricStratton
26th May 2009, 05:10 PM
I try to post the link every time I post the updated status but now that I'm using Greebs' spreadsheet I need to remember to do so.
noptov52
26th May 2009, 05:14 PM
Longtooth Shifting, Minor Action, Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Combat Sprint, Move Action, Speed + 4, +4 bonus to all defenses against OAs. Move to S16 (possible OA from DS 13).
Swift Panther Rage, +9 vs AC, 3d12+5, Miss: Half damage. Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
"Aww, a love tap! I told you she like me." Jagged becomes more bestial and sprints towards Ninaran. "A Gentleman never fails to return a favor."
Atk: 22 vs AC
Dmg: 25
Shiz
26th May 2009, 05:57 PM
Round 2 Rend:
Minor: Wild Shape back to normal (shift to V9)
Move: to W10 (cover)
Std: Attack Ninaran with
Faerie Fire (Implement), Area burst 1 within 10, +6 vs WIL, Hit: targets are slowed and grant CA (save ends both). When save is made, 3d6+5 radiant damage and targets grant CA until end of my next turn, Miss: d6+5 WIS radiant and targets grant CA until end of my next turn.
22 vs WIL
14 dmg when she makes her save
Someone needs to back up Maz. Those rolls aren't going to go his way forever.
EricStratton
26th May 2009, 06:19 PM
Waiting on Mazirith before posting. Unless he's waiting on the results of Greebo's attack.
Quervo
26th May 2009, 07:50 PM
Maz will use lighning clash on doggie 2 secondary damage to doggy 1
not going to even bother writing out a short discription with those rolls
EricStratton
26th May 2009, 10:09 PM
Round 2:
Greebo taunts the elf ranger, "Die at the kobold lair? Why would our buds the Kobolds hurt us? We just solved a big problem of theirs. Now we get to solve the problem of you still breathing!" Then he curses DS5, moves out from behind the rocks (R6), and casts Crown of Stars. Flaring points of star-bright light encircle his head. With a gesture, a point of blue-white light leaps away in a halo of choking smoke toward Ninaran but she's able to avoid the light beam (11 vs REF).
Undeterred he (spends an AP and) fires an Eldritch Blast at DS5 but that too misses (7 vs REF).
Mazirith attacks Undead dog 1 with a Lightning Clash but the dog's hide is too thick (11 vs AC).
Jagged tells Ninaran "Aww, a love tap! I told you she like me." Then he becomes more bestial (Longtooth Shifting) and sprints towards Ninaran. As soon as he turns away from DS5 the skeleton takes a swing at him and hits (26 vs 16+4 AC; 15-4=11 HP). He speeds past DS13 which is too slow to connect (12 vs 16+4 AC). Upon reaching Ninaran, he says sweetly "A Gentleman never fails to return a favor" and executes Swift Panther Rage which hits solidly (22 vs AC) and nearly severs one of the elf's legs causing blood to gush out all over the place (25 dmg, bloodied).
Ninaran stumbles back and takes a split second to gaze down at the deep ravine in her leg. She shifts away from the angry barbarian and makes a break for her pets (shift to Q15, move to J8).
Rend...
Ninaran is no longer in LOS.
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350070-Crown of Stars21Mazirith25/3701110-Dimensional Thunder20Jagged11/3701100Bloodied; Longtooth Shifting (while bloodied); Swift Panther Rage17Ninaran25????Bloodied; ?16Rend27/310090-15Sagar32/320092-Cascade of Light13Cilene22/304190-10Undead dogs0????3: Aegis of Shielding (Maz)?4Skeletons0????-?
Shiz
26th May 2009, 10:19 PM
Rend revised:
Minor: Wild shape to normal, shift U7
Move to N5
Std: faerie fire at K8
Nin: 22 vs WIL carried over
UD1: 15 vs WIL
full dmg = 14 radiant dmg when save made
roll d6+5 radiant dmg if I missed the dog although I don't think I did
Faerie Fire (Implement), Area burst 1 within 10, +6 vs WIL, Hit: targets are slowed and grant CA (save ends both). When save is made, 3d6+5 radiant damage and targets grant CA until end of my next turn, Miss: d6+5 WIS radiant and targets grant CA until end of my next turn.
Sagar
26th May 2009, 10:54 PM
Sagar shoots a lance at DS 5 (+3 vs Ref, d8+3+5 damage)
Then he moves west to Q6.
So that's 16 vs Ref to attack.
15 damage vs DS5.
Moonshadow
27th May 2009, 12:17 AM
Round 2
Standard attack: Scorching Burst - R11 +6 to attack DS12 and DS13
Move: P12
Use Action Point
Standard Attack: Scorching Burst - I15 +6 to attack DS8, DS9 and DS10
noptov52
27th May 2009, 03:01 AM
26 vs AC? That skeleton ain't decrepit, he's a pro.
Shiz
27th May 2009, 09:12 AM
noppy, if Jagged doesn't Second Wind, I fear for Jagged.
Greebo
27th May 2009, 09:31 AM
The dorf isn't watching the hp bars again! Wake him up! ;)
EricStratton
27th May 2009, 10:05 AM
Round 2 con't:
Rend shifts back into Razorclaw form (U7) and joins Mazirith (N5). He casts Faerie Fire and a burst of colorful light envelops Ninaran (22 vs WIL) and Undead Dog 1 (15 vs WIL), distracting (grants CA) and slowing them.
Sagar shoots a Lance of Faith at DS 5 blasting it to bits (dead). Then he moves to the west (Q6).
Cilene throws a fireball at DS12 and DS13 blowing DS12 away (dead) but missing 13. Then she runs around the corner of the mausoleum (could only get you to Q11. You can't cut building/wall corners). As she rounds the corner DS13 takes a swing at her nicking her calf (21 vs AC; 22-4=18 HP).
Then she (uses an AP and) throws another fireball at another group of skeletons (J15 is the required target to hit all three). This one also only gets one skeleton - DS9 = dead.
The undead dogs all attack Mazirith. But they are turned away time and again (21, 13, 19 vs 22 AC). 22 AC....man oh man. Then Undead Dog 1 successfully breaks free of the effect and the light of the Faerie Fire flares one last time, searing its flesh and dazzling its eyes (14+5 (vuln) radiant dmg = 19 dmg).
Skeletons 6 and 13 advance upon Cilene swinging their swords but only one hits bloodying her (21, 15 vs 16 AC; 18-4=14 HP, bloodied).
Skeleton 7 approaches Jagged and attacks him successfully (26 vs 16 AC) taking more life from the barbarian (11-4=7 HP).
Skeletons 8, 9, and 11 fire their bows at Mazirith - *whoosh, whoosh, whoosh* - all three missing (18, 13, 9 vs 22 AC). The skeletons shake their heads in amazement of the swordmage's abilities.
End of Round 2
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350070-Crown of Stars21Mazirith25/3701110-Dimensional Thunder20Jagged7/3701100Bloodied; Longtooth Shifting (while bloodied); Swift Panther Rage17Ninaran25????Bloodied; Grants CA, Slowed (se)?16Rend27/310090-15Sagar32/320092-Cascade of Light13Cilene14/300190Bloodied; 10Undead Dogs 2 and 30????3: Aegis of Shielding (Maz)?10Undead Dog 119????-?4Skeletons0????-?
EricStratton
27th May 2009, 10:06 AM
Start of Round 3:
Greebo...
Sagar
27th May 2009, 10:08 AM
The dorf isn't watching the hp bars again! Wake him up! ;)
When I checked, I couldn't get Jagged in range. Looking back, I may have counted wrong and with full movement and a BIG stretch.. I just might have been able to heal him.
But he should duck into the building and SW.
Shiz
27th May 2009, 10:19 AM
Are the black squares passable? I just don't know what the runes might do, right?
Greebo
27th May 2009, 10:20 AM
Minor : Curse DS13
Standard: EB on DS13
Ok that probably missed so:
Minor - crown of stars on DS13 Cha(3) vs. Will against any target in range. Hit: Deal Cha(3) radiant damage.
That's a 20 so if DS13 is dead, I teleport to O4 and pick up concealment.
noptov52
27th May 2009, 11:11 AM
Jagged regens 2 as an effect of longtooth. Shift to T14 (can shift two spaces with swift panther rage). Inspiring Word (Jagged). Then recuperating strike DS7. Recuperating Strike, +9 vs AC, d12+5, Hit: you gain temporary 3 (CON) hit points If you are raging, you gain 8 (5+CON).
Heal 10 (9 + 1)
Atk: 17 vs. AC
Dmg: 10
- On hit, gain 8 tHP.
Quervo
27th May 2009, 01:26 PM
As an immidate interupt to jagged getting hit last round I will use my Utility Power Channeling Shield to Prevent 8 damage to Jagged. (5+ con mod) and Gain a +3damage to my next success full attack before the end of my next turn (IE this round)
Maz will Shift to M7, Maz will then Lightning Lure on Nin, Pulling her to L7, and spend an action point use Luring Strike on Nin, forcing her to trade places with him, Mark Nin as a minor action
So Break down as this...
Move - Shift to M7
Standard Action - Lightning Lure - 21 vs Fort, 7 lightning dmg, +3 physical damage, pull Nin to L7
Minor action Mark her with Aegis of Shielding
Action point - Standard Action - Luring Strike - 24 vs AC, 7 damage and Maz and nin trade places. Nin to M7 Maz to L7.
Greebo
27th May 2009, 01:27 PM
Are the black squares passable? I just don't know what the runes might do, right?
You probably do NOT want to test them...
EricStratton
27th May 2009, 01:32 PM
Are the black squares passable? I just don't know what the runes might do, right?
As far as you know, they are passable and of unknown effect (affect? ugh).
Greebo
27th May 2009, 01:56 PM
Before you rack your brain for information on the circle you realize that you're a bit too far away to get a good look at it. You think an unobscured view should do it.
I'll save the rolls for when you do get closer.
As far as you know, they are passable and of unknown effect (affect? ugh).
Am I closer yet? Enough, I mean?
Shiz
27th May 2009, 02:51 PM
Well Maz just made my life easier by moving Nin for me.
Quervo
27th May 2009, 04:02 PM
Well Maz just made my life easier by moving Nin for me.
I am tryin....
and yeah at level 2 a 22AC is kinda tough... my other defenses are a but lower... but hey
EricStratton
27th May 2009, 04:37 PM
Before you rack your brain for information on the circle you realize that you're a bit too far away to get a good look at it. You think an unobscured view should do it.
I'll save the rolls for when you do get closer.
Am I closer yet? Enough, I mean?
Do you have an unobscured view?
Greebo
27th May 2009, 05:05 PM
Do you have an unobscured view?
Never mind - lemme just knock Rend over...
Quervo
27th May 2009, 05:18 PM
Ahh crap i typoed that... Nin should have ended up in M6... that was where i was suppost to have shifted to... I started the round in M7 cant really shift to m7 if i am already there
Greebo
27th May 2009, 05:22 PM
ES was wondering about that in chat...
Shiz
27th May 2009, 05:26 PM
He will fix it.
EricStratton
27th May 2009, 05:40 PM
Round 3:
Greebo curses DS13 and then misses it w/ EB (10 vs REF). Concentrating he forces another light beam from his crown which vaporizes the skeleton (dead); he teleports to the west (O4) getting harder to see (concealment).
He is able to get a good look at the runes now. With his knowledge of Arcana (23 vs DC) he's able to determine that the magic circle is the reason for the animated undead, and that it can be disabled with the Arcana skill. (It's a 'get 3 successes before you 3 three failures' skill challenge.)
In a flashback you see Mazirith shield Jagged against Skeleton 7's attack (Jagged HP: 11-(4-4)=11 HP).
Back in the present Mazirith shifts (to M6) and casts a Lightning Lure on Ninaran (21+2 (CA) vs Fort) burning her (25+10=35 dmg) and pulling her toward him (L7). He marks her with Aegis of Shielding and (spends an action point and) uses a Luring Strike on the elf (24+2(CA) vs AC), hurting her further (35+7=42 dmg), and forcing her to trade places with him (Maz to L7, Ninaran to M6).
I assume you meant M6, not M7.
Jagged sees his wounds heal slightly (11+2=13 HP). Then he shifts (to T14) and says a few Inspiring Words to himself (13+10=23 HP, no longer bloodied). He executes a well formed Recuperating Strike against DS7 destroying the undead creature (dead) and making himself feel better in the process (+8 THP).
Jeez, who needs Sagar?
Ninaran feels the battle, and her life, slipping away. She shifts out of the flanking position (M7) and gets her Second Wind (42-11=31 dmg, still bloodied). Then she's able to successfully (19 save) clear her mind of the dazzling Faerie Fire lights. But before they fade fully they flare up one last time frying her brain from the inside out. Smoke slithers out of her ears as she sinks to the ground in a heap of once good looking elf (31+14=dead).
Rend...
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350070ConcealmentCrown of Stars21Mazirith25/3701110-Dimensional Thunder20Jagged23/378190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Dead?16Rend27/310090-15Sagar32/320092-Cascade of Light13Cilene14/300190Bloodied; 10Undead Dogs 2 and 30????-?10Undead Dog 119????-?4Skeletons0????-?
Sagar
27th May 2009, 05:46 PM
Sagar wants to move to M7. There he will Turn Undead (+3 vs will, d10+3 damage, push 5, immobilize until EoNT).
Correction: All of those are +4 vs Will.
Dog 1: 7 vs Will
Dog 2: 15 vs Will
Dog 3: 19 vs Will
9 damage.
Push 5 south (dog 3, out of the building and south)
Shiz
27th May 2009, 05:49 PM
Round 3 Rend:
Smirking at the smoking husk of Ninaran, Rend shifts back to primal animial form, moving to R5 and then charging DS6.
Greebo
27th May 2009, 08:03 PM
"Cilene come up here and help with this circle - you're better at the arcane than I!"
Moonshadow
27th May 2009, 10:50 PM
Sure just let me finish off this one skeleton!
Minor:Wand of Accuracy +3 to next attack
Standard: Magic Missile through Quarterstaff at DS6
Move: to K11
Sagar
28th May 2009, 07:49 AM
Sure just let me finish off this one skeleton!
Minor:Wand of Accuracy +3 to next attack
Standard: Magic Missile through Quarterstaff at DS6
Move: to K11
And this fire beetle....
Greebo
28th May 2009, 07:55 AM
And this fire beetle....
Has anyone here seen my corp...er...never mind, I found some spares...
EricStratton
28th May 2009, 03:50 PM
Round 3 con't:
Smirking at the smoking husk of Ninaran, Rend shifts back to primal animial form, moving to R5 and then charging DS6 but the skeleton is able to avoid the attack (11 vs REF).
Sagar...
Hate to do this to you but I'm not sure you can use Turn Undead. Unless I'm reading this wrong you're only allowed to use one Channel Divinity power per encounter and you used Divine Fortune in Round 1 (your post (http://www.legendsofwestwood.org/forum/showpost.php?p=245151&postcount=153), my post (http://www.legendsofwestwood.org/forum/showpost.php?p=245234&postcount=154)).
Shiz
28th May 2009, 03:59 PM
That is correct.
Sagar
28th May 2009, 06:15 PM
Round 3 con't:
Smirking at the smoking husk of Ninaran, Rend shifts back to primal animial form, moving to R5 and then charging DS6 but the skeleton is able to avoid the attack (11 vs REF).
Sagar...
Hate to do this to you but I'm not sure you can use Turn Undead. Unless I'm reading this wrong you're only allowed to use one Channel Divinity power per encounter and you used Divine Fortune in Round 1 (your post (http://www.legendsofwestwood.org/forum/showpost.php?p=245151&postcount=153), my post (http://www.legendsofwestwood.org/forum/showpost.php?p=245234&postcount=154)).
Well I'll be damned. I had no idea they were linked.
I'll move to L6.
I'll cast a lance of faith at dog 1 (+3 +2(ca) vs reflex, 1d8+3+5radiant vuln?, +2 to hit to Maz)
Minor check runes (arcana +8).
Sagar
28th May 2009, 06:16 PM
yeah.. well.
EricStratton
28th May 2009, 06:29 PM
Well I'll be damned. I had no idea they were linked.
I'll move to L6.
I'll cast a lance of faith at dog 1 (+3 +2(ca) vs reflex, 1d8+3+5radiant vuln?, +2 to hit to Maz)
Minor check runes (arcana +8).
I'll use your rolls from your previous post for the attack.
Are you trying to re-check the Runes to try to get more info then Greebo did out of them? Or are you attempting to deactivate the magic circle?
Quervo
28th May 2009, 07:12 PM
Round 4:
shift to M8
Attack UD1 with luring strike
then shift up to L7
14 vs AC on UD1, 3 dmg,
Sagar
28th May 2009, 11:21 PM
I'll use your rolls from your previous post for the attack.
Are you trying to re-check the Runes to try to get more info then Greebo did out of them? Or are you attempting to deactivate the magic circle?
I figured I couldn't deactive in a minor action. If I can, I will.
I was mostly looking to see what's there. I figured that's all I could do in a minor action.
EricStratton
28th May 2009, 11:45 PM
I figured I couldn't deactive in a minor action. If I can, I will.
I was mostly looking to see what's there. I figured that's all I could do in a minor action.
I honestly hadn't thought of that. When I have time tomorrow I'll have to look more into the action type used for a skill challenge like this. Unless one of you other DMs has a book and page number for me to read.
Greebo
29th May 2009, 11:13 AM
I interpret knowledge checks to be immediate - either you know what something is, or you don't - while a comprehensive study to determine the nature of something - like an arcane rune on the ground, if not immediately recognized, would not be a combat appropriate action at all. I mean, if I glance at a circuit board, I may recognize it immediately as a video card. However, if I don't recognize it immediately, then it'll take some minutes of study to determine if its audio or networking or modem. (rough analogy)
Shiz
29th May 2009, 11:22 AM
I agree with Greebo. A combat round is 6 seconds. That means an individual's turn is about a second or 2. I think of a minor action as looking at something and briefly concentrating. A Standard Action is a few swings of a weapon or lining up a ranged attack. How long does it really take someone to move 30' in a combat scenario?
Quervo
29th May 2009, 11:49 AM
You have to look at turns as concurrent actions more than turn based even though it is. in a single turn each person gets about 6 secs... can you take 10 steps and open a door in 6 secs? The average person's step is about 3 ft... a move of 30 and doing something.... and in a combat situation you would not be moving like you would to if you were going to get a coke from the frig. It would be more like how you would move if something was trying eat your dog or child
Sagar
29th May 2009, 01:41 PM
If you moved like that, you would get -5 to hit the dog and grant CA to it.
EricStratton
29th May 2009, 04:51 PM
Round 3 con't:
Sagar, having been told by his god that he already used his one lifeline, moves behind Mazirith and casts Lance of Faith on Undead dog 1 (3(previous roll against Dog 1) + 3 vs WIL) but misses wide.
You didn't have CA. I forgot to delete that from the dog's map info. The CA was from Faerie Fire which the dog saved from last round or so.
Then he takes a sidelong glance at the runes but doesn't notice anything new.
Cilene let's Greebo know that she'll be along in just a few. She gives her magic wand a shake and fires a Magic Missile at DS6 blowing it to splinters (dead). Then she heads west (K11).
The doggies, stubborn little buggers, continue going after Mazirith. Dog 1 and 2 miss pretty badly (12, 16 vs 22 AC) but Dog 3 finally hits home doing maximum damage (natural 20). The bite is painful enough on its own (25-(9-6 (resistance))=22 HP) and it knocks Mazirith on his behind (prone), but additionally the wound immediately starts to fester and blacken (5 ongoing necrotic dmg (save ends)).
The remaining skeletons (8, 10, 11) all ready their arrows and fire at their newly appeared target - Cilene. All three arrows drive themselves into Cilene's back (26, 22, 19 vs 16 AC; 14-4-4-4=2 HP!). Cilene is barely able to hold herself upright.
End of Round 3
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350070ConcealmentCrown of Stars21Mazirith22/3701110Prone; 5 ongoing necrotic dmg (save ends)Dimensional Thunder20Jagged23/378190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Bloodied; Dead?16Rend27/310090-15Sagar32/320091-Cascade of Light13Cilene2/300190Bloodied; 10Undead Dogs 2 and 30????-?10Undead Dog 119????-?4Skeletons0????-?
EricStratton
29th May 2009, 04:53 PM
Start of Round 4:
Greebo...
Shiz
29th May 2009, 04:56 PM
Round 4 Rend
Target J15 with Chill Wind, +6 vs FOR.
Moonshadow
29th May 2009, 04:59 PM
Round 4
Move: Expeditious Retreat Around the runes ending at L5
Standard: Second wind
Minor: Arcane rune check
Free: Whimpers quietly heallll me
noptov52
29th May 2009, 05:01 PM
Jagged: Howling Strike against DS11 (charge to L16).
Atk: 17 vs AC
Dmg: 17
Quervo
29th May 2009, 05:04 PM
note maz has resist necrotic 5+1/2 level so resist 6
Greebo
29th May 2009, 05:10 PM
Move to L5
Minor - Crown of stars attack on dog 1 Cha(4) vs. Will against any target in range. Hit: Deal Cha(3) radiant damage.
Standard - Attempt arcane deactivation of the circle + 5
Bah 11 (not 10, can't even remember what I'd just written) and 11 - probably failed the first skill check
EricStratton
29th May 2009, 05:11 PM
note maz has resist necrotic 5+1/2 level so resist 6
So you do! Wow, WotC, could that text be any smaller on the character sheet? :lowlol:
Editing now. Jeez, I guess 5 ongoing necrotic dmg isn't even an itch to Maz.
EricStratton
30th May 2009, 05:57 PM
Round 4:
Greebo moves farther west (L5, concealment) and just misses with a light beam from his crown (10 vs WIL). Then he attempts to decipher the runes and deactivate the circle but his hand slips and the circle sparks (11 vs DC; Failure #1).
Mazirith...
I'm not sure about your movement as M8 is currently occupied by Undead Dog 2.
But this revealed a mistake I made. I forgot to move Undead Dog 3. So it's now at M7. I do not believe that would've changed anything up to this point since after the dogs is the skeletons and after them is Greebo and he missed his attack anyway.
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3
noptov52
30th May 2009, 06:18 PM
If Jagged kills DS11: Roar of Triumph (free), when you reduce an enemy to 0 hit points, each target in within 5 takes -2 to all defenses until the end of your next turn.
Quervo
31st May 2009, 03:15 AM
Shift to M6, luring strike vs dog 3
23 vs AC, 1 dmg, UD 3 slides to M6, Maz slides to M7, then shift to L7
EricStratton
31st May 2009, 10:35 AM
Shift to M6, luring strike vs dog 3
23 vs AC, 1 dmg, UD 3 slides to M6, Maz slides to M7, then shift to L7
Mazirith was knocked prone by UD3. You need to stand up which is a move action.
Quervo
31st May 2009, 10:58 AM
Bahh.... ok complete the action without the last free shift I will use it as the first shift, power says can be befor or after
EricStratton
31st May 2009, 11:08 AM
Round 4 con't:
Mazirith would have taken some necrotic damage but he's resistant to it. Then he stands up, shifts away from the dogs (M6), and executes a successful Luring Strike on Undead Dog 3 (6 (from previous roll) + 6 (MoTL) + 8 vs AC) doing minor damage (3 dmg (previous roll)) and manipulating the battlefield (UD 3 slides to M6, Maz slides to M7).
Finally, not that it seems to matter, Maz fails his attempt to rid himself of the necrotic sore on his leg (save: 5).
Jagged charges DS11 with a Howling Strike smashing it to bits (dead). I'm assuming you're moving and then charging in order to get to L16. Jagged Roars Triumphantly at the death of his opponent (DS8 and DS10 -2 to all DEF until EONT-Jagged-Round5).
Rend attempts to conjure up an arctic wind on the remaining skeletons but the spell fizzles coming off his fingertips (natural 1, 8 vs FORT-2 (Roar)).
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo35/350070ConcealmentCrown of Stars21Mazirith22/37011105 ongoing necrotic dmg (save ends)Dimensional Thunder20Jagged23/378190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Dead?16Rend27/310090-15Sagar32/320091-Cascade of Light13Cilene2/300190Bloodied; 10Undead Dog 33????-?10Undead Dog 119????-?10Undead Dog 20????-?4Skeletons0????DS8 and DS10 -2 to all DEF until EONT-Jagged-Round5?
noptov52
31st May 2009, 12:42 PM
I'm assuming you're moving and then charging in order to get to L16.
It doesn't make much difference, but I thought I could get there with only a charge, since Swift Panther Rage gives +2 speed and when raging Howling Strike adds two more too charge speed.
EricStratton
31st May 2009, 01:59 PM
It doesn't make much difference, but I thought I could get there with only a charge, since Swift Panther Rage gives +2 speed and when raging Howling Strike adds two more too charge speed.
It's not the distance, it's the placement. Charge requires you move to the nearest square from which you can attack which would've been M16 and not L16. I know, I'm so picky. :)
Sagar
31st May 2009, 10:28 PM
Sagar shifts to M5 to flank dog 3 then swings his axe in a righteous brand against said Dog. +5+2 vs AC, d12+5 damage, =3 to hit to Maz until EoNT.
Minor: Healing word to Cilene. 7+3+1d6 hp.
22 vs AC to hit, 8 damage vs Dog 3
16 healing to Cilene
EricStratton
1st June 2009, 03:33 PM
Round 4 con't:
Sagar shifts to flank Undead Dog 3 (M5) then swings his axe in a Righteous Brand slashing the Dog (3+8=11 dmg) and giving Mazirith an advantage against the dog (+3 to hit to Maz until EoNT-Sagar-Round5).
Finally he gives a Healing word to Cilene (2+16=18 HP, no longer bloodied).
Cilene...
You got some healing. And Greebo's at L5. Do you want to change your action?
Moonshadow
1st June 2009, 07:05 PM
Jagged has these two under control so I'll continue with the same plan except I'll end at K4 and drop the pathetic whimper at the end.
EricStratton
1st June 2009, 09:53 PM
Round 4 con't:
Cilene executes an Expeditious Retreat around the runes (K4) and takes a moment to get her Second Wind (18+7=25 HP, +2 DEF until EONT-Cilene-Round5). She also looks at the runes but doesn't find anything new.
As soon as Greebo attempts to deactivate the runes, Undead Dog 1, whips its head toward him. It moves to Greebo and attacks scoring a perfect hit (natural 20) chomping down on Greebo's arm (35-9=26 HP), knocking him down (prone), and leaving behind saliva that burns the skin (5 ongoing necrotic dmg (save ends)).
Undead Dogs 2 and 3 use their flanking positions on Maz to limited advantage with only Undead Dog 3 successfully attacking (16+2, 23+2 vs 22 AC) not harming the deva much (22-(6-5(resist))=21 HP) but knocking him down (prone).
The two remaining skeletons fire their bows at Jagged - one arrow flies off into the sky (9 vs 16 AC) while the other strikes Jagged easily (26 vs 16 AC; 23-4=19 HP).
End of Round 4
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo26/350070Concealment; Prone; 5 ongoing necrotic dmg (save ends)Crown of Stars21Mazirith21/3701110Prone; 5 ongoing necrotic dmg (save ends)Dimensional Thunder20Jagged19/378190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Dead?16Rend27/310090-15Sagar32/320091-Cascade of Light13Cilene25/300180+2 DEF until EONT-Cilene-Round5Expeditious Retreat10Undead Dog 311????+3 to hit to Maz until EoNT-Sagar-Round5?10Undead Dog 119????-?10Undead Dog 20????-?4Skeletons0????DS8 and DS10 -2 to all DEF until EONT-Jagged-Round5?
EricStratton
1st June 2009, 09:53 PM
Start of Round 5:
Greebo...
Greebo
1st June 2009, 10:10 PM
What a BITCH.
Move: Stand up
Minor: Curse Dog
Standard: Point blank EB +4 vs ref
1d10 + 1d6 + 3
Greebo
1st June 2009, 10:11 PM
Yeah, well, or not...
Shiz
1st June 2009, 10:36 PM
Round 4 Rend:
Move: shift to N4 (cover)
Minor: Mark UD3 as my Quarry
Std: Sling shot between the eyes
Sling, +5 vs AC, d6+3(+1d6 quarry), R 10/20, load free
20 vs AC
15dmg
noptov52
2nd June 2009, 10:15 AM
Shift to J15, Great Cleave, Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy
Atk: 11 vs AC against DS 10
Atk: 23 vs AC against DS 8
Damage: 14 (5 + 5 + 2 + 2)
Moonshadow
2nd June 2009, 11:22 AM
Round 5
Standard - Attempt arcane deactivation on runes
Arcana +13
EricStratton
2nd June 2009, 03:51 PM
Round 5:
Before Greebo can stand, he's overcome by pain in his throbbing arm (26-5=21 HP). Then he stands up and curses the dog in no uncertain terms. Then he reaches out and touches the dog trying to cast Eldritch Blast but the doggy flinches back in time to avoid any pain (11 vs REF). Finally, he's able to scrape the burning flesh from his arm saving him from further pain (Save: 14).
Mazirith...
Greebo
2nd June 2009, 03:59 PM
BAD Dog!!!
Quervo
2nd June 2009, 06:51 PM
maz will use luring strike vs UD3
30 vs AC, 7 damage. UD3 and Maz swap places
EricStratton
2nd June 2009, 07:41 PM
Round 5 con't:
Mazirith stands up and maneuvers around Undead Dog 3 slashing it easily as he goes by (30 vs AC; 11+7=18 dmg; they switch places). He then saves against the minor discomfort in his leg (save: 15).
Jagged swings his axe and performs a Great Cleave missing DS 10 (11 vs AC-2) but destroying DS 8 (dead).
Rend shifts behind one of the gravestones (N4), marks UD3 as his Quarry, and fires a sling shot at it striking it between the eyes bloodying the beast (18+15=33 dmg, bloodied).
Nice rolls!
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo21/350070-Crown of Stars21Mazirith21/3701110-Dimensional Thunder20Jagged19/378190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Dead?16Rend27/310090-15Sagar32/320091-Cascade of Light13Cilene25/300180+2 DEF until EONT-Cilene-Round5Expeditious Retreat10Undead Dog 333????Bloodied; +3 to hit to Maz until EoNT-Sagar-Round5?10Undead Dog 119????-?10Undead Dog 20????-?4Skeletons0????-?
Shiz
2nd June 2009, 07:51 PM
Rend used Faerie Fire, his Daily.
noptov52
3rd June 2009, 10:27 AM
Incidentally, Jagged should be at 23 HP + 4 THP, since the damage from the skeleton (at the end of round 4) applies to temporary HP first.
Sagar
3rd June 2009, 11:18 AM
Sagar will shift to M6 and unleash a healing strike on UD 3. (+5 vs AC, 2d12+5 radiant damage, surge +3 to Maz)
Oh well, 10 to hit AC,
I would have done 20 damage.
EricStratton
3rd June 2009, 11:59 AM
Round 5 con't:
Sagar shifts to face Undead Dog 3 (L6. Maz is currently in M6) but misses with his Healing Strike (10 vs AC).
Cilene turns her attention to the runes. She makes some gestures and says some magic things and, as a result, the runes get a little dimmer (26 vs DC = success #1. 1 success/1 failure).
Undead Dog 1 growls at Cilene. It heads for her skirting all the other combatants. It bites her hard (20 vs 16 AC), hurting her (25-8=17 HP), knocking her down (prone), and giving her the plague (5 ongoing necrotic damage (save ends)).
Undead Dogs 2 and 3 continue to work on Mazirith but they are unable to penetrate his defenses (17, 19 vs 22 AC).
Skeleton 10 pulls out its sword and swings at Jagged but misses (11 vs 16 AC).
End of Round 5
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo21/350070-Crown of Stars21Mazirith21/3701110-Dimensional Thunder20Jagged23/374190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word17Ninaran45????Dead?16Rend27/310090-Faerie Fire15Sagar32/320091-Cascade of Light13Cilene17/300180Prone; 5 ongoing necrotic damage (save ends)Expeditious Retreat10Undead Dog 333????Bloodied; ?10Undead Dog 119????-?10Undead Dog 20????-?4Skeletons0????-?
EricStratton
3rd June 2009, 12:02 PM
Start of Round 6:
Greebo...
Quervo
3rd June 2009, 12:31 PM
Maz will use Lightning Lure on UD 1
18 vs Fort, 10 lightning damage, pulls target to M5
Minor action Mark UD2
AP - Lightning Clash UD3
19 vs AC, 7 Lightning Damage
Secondary effect, vs UD 1, 28 vs AC Crit, 11 damage
noptov52
3rd June 2009, 12:34 PM
Jagged, Howling Strike DS 10
Atk: 15 vs. AC
Damage: 20
Assuming DS10 dies, Jagged will move to M10.
Shiz
3rd June 2009, 12:40 PM
Round 6 Rend:
Minor: Barkskin self (+2 AC=18 until EOMNT)
Minor: Wild Shape into beast form
Std: Cull the Herd on Dog1, +6 vs WIL, 2d8+5, hit: pull 3 squares
15 vs WIL
12 dmg
Rend still has cover from the gravestone too.
Greebo
3rd June 2009, 01:07 PM
Greebo:
Minor: Curse UD 1
Minor crown: Cha +4 vs. will - UD 1 - Hit UD 1 takes 3 radiant
Standard: Arcana +5 disarm circle
17 vs. will
16 vs. circle
EricStratton
3rd June 2009, 05:59 PM
Round 6:
Greebo curses Undead Dog 1 and fires a well aimed light halo at the creature burning it with radiant damage just enough to bloody the creature (19+(3+5(vuln))=27 dmg, bloodied). Then he works his magic on the rune circle and it gets dimmer still (16 vs DC = success. 2 successes/1 failure).
Mazirith casts Lightning Lure on Undead Dog 1 burning it (27+10=37 dmg, bloodied) and pulling it away from Cilene (M5). Then he marks Undead Dog 2 and (using an AP) casts Lightning Clash on Undead Dog 3. The lighting hits UD3 (33+7=40 dmg, bloodied) and forks off hitting UD1 as well (37+11=48 dmg, bloodied).
Nice turn. And nice idea pulling the dog away from Cilene.
Jagged just misses with his Howling Strike (15 vs AC).
In the interest of moving things along since Rend is now next to UD1 I'm going to assume that you'd shift to M3 when you turn into a wolf thus allowing the rest of your turn w/o as little OAs to you as possible.
Rend turns his skin into Bark (+2 AC until EONT-Rend-Round7). Then he turns back into a wolf shifting a bit (M3) and easily Culls Undead Dog 1 causing it to die of fright (48+12=dead). After it's been forced to move forward but before it finally keels over dead, it reaches out one last time to bite Rend but it misses in its weakened state (Immediate reaction power; 12 vs AC).
UD1 is dead. To where does Greebo wish to teleport?
Sagar...
Cilene, please remember to roll a saving throw against the necrotic dmg.
http://www.primeaxiom.com/rpgt/scene.asp?ID=bctt3g7y4bx1ea2onaxoyg7wfz68vhfufzipo 18dk6sx6dhi28eepro347pbu4p3InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo21/350070-Crown of Stars21Mazirith21/3700110-Dimensional Thunder20Jagged23/374190Longtooth Shifting (+2 dmg); Swift Panther RageSwift Panther Rage; Inspiring Word16Rend27/310090-Faerie Fire15Sagar32/320091-Cascade of Light13Cilene17/300180Prone; 5 ongoing necrotic damage (save ends)Expeditious Retreat10Undead Dog 340????Bloodied; Quarry (Rend)?10Undead Dog 20????Marked (Mazirith)?4Skeletons0????-?
Moonshadow
3rd June 2009, 06:56 PM
Okay, one more try to shut off the runes! Arcana +13
Also ST to stop the necrotic
Sagar
3rd June 2009, 08:09 PM
Sagar stands tall and defiant and swings a righteous brand against dog 3. (+5 vs AC, d12+5 damage).
Then he will try to deactivate some runes (Arcana +8)
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