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EricStratton
30th July 2009, 11:04 AM
Rend backs out of the cavern without incident leaving Greebo's sunrod behind. The party regroups and composes themselves.

They move back to the entrance and gather at the double doors in the goblins' barracks. Rend listens at the door and (perception 27) hears nothing.

Shiz
30th July 2009, 11:06 AM
I open one of the doors.

EricStratton
30th July 2009, 11:08 AM
Rend opens one of the doors. Discolored stairs lead down into cold darkness. An overpowering odor of damp rot fills the air.

Greebo
30th July 2009, 11:25 AM
HEY! Get my sunrod back!

Moonshadow
30th July 2009, 11:42 AM
Stop whining you've got another.

I cast light on a copper and pass it to Rend.

Greebo
30th July 2009, 11:47 AM
Stop whining you've got another.

I cast light on a copper and pass it to Rend.

Hey, cast it on gold instead and then see how you like it!

Mental note: Rend owes me money!

Moonshadow
30th July 2009, 12:01 PM
Hey, cast it on gold instead and then see how you like it!

Mental note: Rend owes me money!

You think that's bad? Why I once heard a story about someone dumping out a pouch of dust of appearance. Imagine that bill.

Greebo
30th July 2009, 12:02 PM
You think that's bad? Why I once heard a story about someone dumping out a pouch of dust of appearance. Imagine that bill.

:D :mrgreen: :rotflmao:

Shiz
30th July 2009, 12:06 PM
Rend opens one of the doors. Discolored stairs lead down into cold darkness. An overpowering odor of damp rot fills the air.

We move together, now. I cannot scout in the dark so Maz and Sagar lead us. I will be in the second rank with Jagged.

EricStratton
30th July 2009, 12:37 PM
You slowly walk down the stairs as a group.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Then you....?

Moonshadow
30th July 2009, 12:46 PM
I think we should just toss the coin out. We're ready for battle so we might as well know what's out there.

Shiz
30th July 2009, 01:08 PM
Toss the light a few squares, advance slowly to pick it up, repeat until we see a door or another passaegway.

EricStratton
30th July 2009, 01:12 PM
Cilene lights up a coin and tosses it 15' or so (to K5). The coin lights a short hallway that spawns three other hallways.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Shiz
30th July 2009, 01:16 PM
Take the first hallway north.

I don't want to be the one who says "we move..." and then Maz or Sagar falls in a pit so speak up everyone.

Moonshadow
30th July 2009, 01:16 PM
Take the first right?

Greebo
30th July 2009, 01:26 PM
Take the first hallway north.

I don't want to be the one who says "we move..." and then Maz or Sagar falls in a pit so speak up everyone.

I'm fine with Sagar falling in a pit. ;)

First right sounds good.

Sagar
30th July 2009, 01:50 PM
/em walks half a step behind Maz.

North sounds good.

Sagar
30th July 2009, 01:51 PM
Actually.. lets peek down each hallway before we choose one. I don't want to fight a 2 front war.

Shiz
30th July 2009, 01:58 PM
If we find something even slightly lighted, then I can scout it further. But if everything is dark, we cannot peek without casting a light source.

EricStratton
30th July 2009, 02:23 PM
Is anyone going to pick up the coin or are you proceeding w/o light?

Moonshadow
30th July 2009, 02:33 PM
Oh once we decide which way we're going I'll pickup the coin and toss again in the chosen direction.

Picking it up by stretching out my arm reallllly far though.

Shiz
30th July 2009, 02:34 PM
Use Mage Hand...

Sagar
30th July 2009, 02:46 PM
Let's just use a sunrod and have the light source with us. I'd rather not toss a light 20' then follow it. That just gives the mobs time to meet us there.

Moonshadow
30th July 2009, 02:46 PM
Actually where it is there should be no risk, and it should shine down the corridor we're planning to take as well.

Moonshadow
30th July 2009, 02:47 PM
We could just carry it as well, same as a Sunrod. The only reason for throwing is to extend the light a little. One of you in front grab it please.

Greebo
30th July 2009, 02:56 PM
We could just carry it as well, same as a Sunrod. The only reason for throwing is to extend the light a little. One of you in front grab it please.

And you need to keep recharging it. Light is 5 minutes. Sunrods are 4 hours.

EricStratton
30th July 2009, 03:24 PM
Before turning the corner, Sagar grabs the coin and cracks a sunrod.

Up ahead you see strange designs inscribed into the floor (represented by the column squares). You can't make them out from here, though.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

noptov52
30th July 2009, 03:24 PM
Impatient with the slow progress of the group, Jagged calls out into the darkness "In the name of my beloved Ninaran, I bring an offer."

EricStratton
30th July 2009, 03:32 PM
Impatient with the slow progress of the group, Jagged calls out into the darkness "In the name of my beloved Ninaran, I bring an offer."
Jagged's voice echos in the darkness. "...an offer...offer...offer..." A dank breeze continues to blow softly.

Moonshadow
30th July 2009, 05:44 PM
Lets move down and peer around the first corner.

Sagar
30th July 2009, 10:31 PM
Agreed, Moon

EricStratton
31st July 2009, 09:29 AM
The group moves forward quietly. Sagar and Maz peer around the corner. Another hallway stretches out to the west. It looks like it has three other hallways branching off it.

You also get a good look at the rune carved into the floor to the north. (see attached)

Greebo
31st July 2009, 10:00 AM
Arcana - what's the rune? +5

Sagar
31st July 2009, 10:01 AM
Arcana check on the rune +8.
Also, religion check on the rune +8
Perception check on the area +9

Shiz
31st July 2009, 10:08 AM
Turn left and then look down the next left?

EricStratton
31st July 2009, 10:13 AM
Greebo and Sagar bend down and start examining the rune.

"These symbols are..." "Yes, and the way the edges..." "I *do* remember that. The bit that's raised here..." "The hand is obviously..." "And the lightless glow is evidence of..." "I totally agree."

They stand up, both with serious looks on their faces.

"It's a terror rune. Triggered on contact, it will assault your mind with the worst images and sounds you can imagine. You won't be able to stop yourself from running screaming in every which direction. Serious stuff here. Don't touch it."

While the group takes a minute to absorb the sobering information, Sagar takes the time to study his surroundings. The damp rot he smelled when Rend opened the door has actually gotten a little better. Or he's getting used to it. No no, it *has* gotten a little better. And the slight breeze he feels seems to be coming from both the north and west.

Sagar
31st July 2009, 10:18 AM
Shall we try west?

Shiz
31st July 2009, 10:20 AM
Yup.

Any chance the smell we smell is similar to what we might have smelled in the graveyard zombie fight?

Do I need to make a roll to know?

EricStratton
31st July 2009, 10:25 AM
Now that you think of it, it *does* remind you of your encounter with Maw and his zombie minions.

EricStratton
31st July 2009, 10:35 AM
The group continues on turning west and heading down the hallway. Sagar stops at the first intersection and peaks down the hall. He spots a T-intersection with another one of those terror runes smack dab in the center.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Greebo
31st July 2009, 10:38 AM
Um, hold on...

... any chance we can deactivate the rune?

EricStratton
31st July 2009, 11:01 AM
Um, hold on...

... any chance we can deactivate the rune?
Studying the runes further you deduce that either these runes were created with no "off" switch or it's beyond your understanding.

Greebo
31st July 2009, 11:06 AM
Very well...I'll keep following along...

Shiz
31st July 2009, 11:37 AM
Move west some more and check out the north hallway.

Shiz
31st July 2009, 11:39 AM
Um, hold on...

... any chance we can deactivate the rune?

If we have to cross them, we can try jumping.

EricStratton
31st July 2009, 11:56 AM
The group continues west. "Dammit," Mazirith sighs. "Another rune."

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Quervo
31st July 2009, 12:31 PM
guys are these runes one shots?

noptov52
31st July 2009, 12:44 PM
"You volunteering to find out?"

Quervo
31st July 2009, 12:47 PM
if they are i will take the hit for the team

Shiz
31st July 2009, 12:59 PM
I won;t bet against them affecting anyone who steps on them. Let's make sure there is no way around them before we step on them.

Sagar
31st July 2009, 07:01 PM
This could be making a maze. Let's not cross one until we run out of options.

Let's continue west.

Greebo
31st July 2009, 07:24 PM
Agreed - follow the clear route until we have to make a choice or see something alive or unusual.

EricStratton
31st July 2009, 10:58 PM
The party continues on the path of least resistance. They head to the end of the hallway and follow it to the south. The path then turns east (which leads them to the runes they'd already seen). To the south they find a large, empty room.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

I didn't move the toons cuz I didn't see a need. Technically you're currently in the large empty room to the SW.

Greebo
31st July 2009, 11:12 PM
Anything at all in this room? Completely empty?

Shiz
31st July 2009, 11:12 PM
Let's backtrack to the stairs we came down and explore south.

Shiz
31st July 2009, 11:26 PM
Anything at all in this room? Completely empty?

Before we go, let's enter the room and I will do a secret door search at E18 (27), G18 (22), I18 (11). Then let's look south.

EricStratton
1st August 2009, 09:08 AM
Rend's search for anything secret comes up empty. You see a lot of dust, though. Bits of...are those bone chips? Weird.

The group moves back to the stairs. As you round the corner, Sagar peaks south. Zombies. They shamble in and out of the darkness. They don't seem to notice you or your light.

You recognize the closer three from your fight with Maw as Zombie Rotters. You don't recall seeing the other two before.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Greebo
1st August 2009, 09:42 AM
If they haven't seen us, then can we initiate combat with surprise?

Religion - do I have a clue what they are? 21 - yay - what are they and what are their strengths?

EricStratton
1st August 2009, 12:29 PM
If they haven't seen us, then can we initiate combat with surprise?
It would certainly seem so.

Religion - do I have a clue what they are? 21 - yay - what are they and what are their strengths?
Greebo opens his mental book on religious creatures. He recalls these specific monsters quite clearly as he was having the most peaceful ride through the countryside while he read this chapter in his undead compendium.

He whispers, "They're Zombies with a capital zee. They have a nasty left hook and, if they can get close to you, will grab you with surprising strength. Remember, " he continues, "any perfect (aka critical) hit should turn them to little more than dust and bone fragments."

Shiz
1st August 2009, 03:50 PM
Consider this a surprise round, then. We get one action only before initiative.

Rend moves to M14. This should give him a view of the other side of the room. He will communicate what he sees.

Init +4 = 14

EricStratton
1st August 2009, 05:10 PM
Consider this a surprise round, then. We get one action only before initiative.

Rend moves to N15.
[-]You all should just move normally until I say otherwise.[/-] I realize my answer to Greebo's question *was* me saying otherwise. So go ahead and act as if this is a surprise round.

Greebo
1st August 2009, 05:37 PM
Init +2

Greebo
1st August 2009, 05:39 PM
EB on Zombie rotter 1 - it has cover

Oh goodie. A crit on a minion. Blah. Well I think its a minion. If it is, I teleport to O14. If not, here's my 1d6 to add to my 20 dmg (1d10+4+1d6 maxed + 1d6 wand crit so 20+1d6)

Sagar
1st August 2009, 10:28 PM
Init +0

Total 11

Quervo
2nd August 2009, 10:13 AM
Ini 8

noptov52
2nd August 2009, 10:23 AM
Init + 2
Init = 22 (20 + 2)

A Crit initiative turns them all into dust, right? Right? *sigh*

Shiz
2nd August 2009, 03:04 PM
Guys, it really helps the DM if you put your total INIT roll in the post so they don't have to go looking for the dice window.

Moonshadow
4th August 2009, 10:24 AM
Initiative 17

Moonshadow
4th August 2009, 10:27 AM
Move to O14
Use Wand of Accuracy for ZR 2
Cast Scorching burst on O22

ZR 2 13 vs reflex
Z1 15 vs reflex
Z2 8 vs reflex

10 dmg for any and all hit.

Greebo
4th August 2009, 11:01 AM
We're on hold until ES returns

noptov52
4th August 2009, 12:49 PM
Eager to enter the fray, Jagged charges howling softly (+9 vs AC, d12+d6+5) - his throat sore after a long day of vocal attacks.

Atk Zombie Rotter 3 if viable - Does the target have to visible at the start of the charge (move+atk) action?.

Atk: 24 vs. AC
Dmg: 22

Shiz
4th August 2009, 08:28 PM
Umm, ES has to show us the rest of the room since I moved west a bit. Jagged might not want to charge in before he knows how many we face.

EricStratton
10th August 2009, 10:09 AM
The group waits for Rend to do a bit more scouting. He peers into the other side of the room revealing two more zombie rotters. The zombies still pay no attention to the man in the hallway.

Rend gives Jagged a nod and the barbarian charges Zombie Rotter 3 with a (quiet) Howling Strike. The moment his foot touches down inside the room every zombie head whips around toward him. "Mmmrrrrmmmmggghhh!!!" As if by magic (and it probably is) the zombies are immediately aware of the intruders and ready to fight! The element of surprise has been lost!

This is no longer a typical surprise round. In order to keep things moving, everyone still only gets one move this round. But the zombies get to go as well (they'll only get one move) and no one gets the surprise round attack bonus.

Unfazed, Jagged continues his charge. Zombie Rotter 4 takes a swing at him as he runs by but Jagged easily ducks under the attack and puts a sudden and swift end to the Rotter 3's moaning (24 vs AC; 22 dmg = dead). Jagged's entrance into the room also revealed one more rotter hiding in the NW corner of the room.

Greebo casts a perfectly placed Eldritch Blast on Zombie Rotter 1 and the creature explodes in a shower of dust and bone (25 vs REF; dmg = dead).

Cilene...

Since this is a pseudo-surprise round you only get one move.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxfInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Rend16/310080-Faerie Fire22Jagged19/370080-Swift Panther Rage; Inspiring Word21Greebo22/350050-Crown of Stars18Cilene26/300130-Expeditious Retreat12Zombies0????-?11Sagar21/320090-Cascade of Light; Shield of Faith8Mazirith29/370070-Dimensional Thunder7Zombie Rotters0????-?

Shiz
10th August 2009, 10:12 AM
Rend's location on the map is not reflective of his last move.

EricStratton
10th August 2009, 10:16 AM
Fixed

Greebo
10th August 2009, 10:26 AM
Oh yeah - we're in a fight! :)

noptov52
10th August 2009, 11:23 AM
Does the one action limit apply to free actions? If possible, Jagged roars in triumph (close burst 5, enemies have -2 all defenses till end of Jagged's next turn).

EricStratton
10th August 2009, 11:44 AM
Does the one action limit apply to free actions? If possible, Jagged roars in triumph (close burst 5, enemies have -2 all defenses till end of Jagged's next turn).
Free actions are allowed during a surprise round (both normal surprise rounds and this one).

Having easily dispatched the zombie rotter, Jagged Roars like a giddy school-barbarian rattling all the zombies in the room (all of them: -2 to DEF until EoNT-Jagged-1).

Quervo
10th August 2009, 12:19 PM
maz will move to O16 and charge rotter 2

MBA, +5 vs AC 1d8+1 dmg and a miss with an 9 vs ac (still a miss)

Greebo
10th August 2009, 12:24 PM
O12 is a wall. You can't move and then charge, that's 2 actions. This is a surprise round.

Quervo
10th August 2009, 12:38 PM
action stands just need to relook at map on the o# corrected original post.

Charge
You throw yourself into the fight, dashing forward and
launching an attack.

CHARGE: STANDARD ACTION

✦ Move and Attack: Move your speed as part of the

charge and make a melee basic attack or a bull rush
at the end of your move.
✦ +1 Bonus to the Attack Roll: You gain a +1 bonus


to the attack roll of your basic attack or bull rush.
✦ Movement Requirements: You must move at least


2 squares from your starting position, and you must
move directly to the nearest square from which you
can attack the enemy. You can’t charge if the nearest
square is occupied. Moving over difficult terrain


costs extra squares of movement as normal.

✦ Provoke Opportunity Attacks: If you leave a

square adjacent to an enemy, that enemy can make
an opportunity attack against you.
✦ No Further Actions: After you resolve a charge


attack, you can’t take any further actions this turn,
unless you spend an action point to take an extra


action.

Shiz
10th August 2009, 12:39 PM
O12 is a wall. From where you are, you could charge Rotter 6.

Note to ES: The movement requirements do not require a straight shot. You just have to approach from the nearest square, i.e. no rounding charge to flank.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf

Quervo
10th August 2009, 12:40 PM
Hey by the way, O12 is a wall, did you guys know that??? Why didnt someone tell me before.... sheese, atleast i didnt ask for some sharks with some frickin lasers....

Sagar
10th August 2009, 01:07 PM
For suprise action, Sagar will move to P17.

Moonshadow
10th August 2009, 01:11 PM
Move to O14

Greebo
10th August 2009, 01:37 PM
action stands just need to relook at map on the o# corrected original post
Oh I see - I mistook zombie 2 for rotter 2.

The phrasing got me too - "move to...and charge" sounds to me like taking a move action then executing a charge - which is legal in a standard round...

Quervo
10th August 2009, 01:52 PM
yeah I had to go look it up to double check. 3.5 a charge was a straight line and took a full round action to do.

4e a charge is part of a standard action that involves a move and you just have to move to the closest square possible. BIG DIFFERENCE

EricStratton
10th August 2009, 03:20 PM
O12 is a wall. From where you are, you could charge Rotter 6.

Note to ES: The movement requirements do not require a straight shot. You just have to approach from the nearest square, i.e. no rounding charge to flank.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxf
Yeah, that's why Jagged was able to do his charge.

Move to O14
Greebo is currently standing in O14.

Greebo
10th August 2009, 03:22 PM
Greebo is currently standing in O14.

I don't mind if she shares. "Hey, how YOU doin'?" ;)

Moonshadow
10th August 2009, 06:14 PM
apparently I am doing poorly at reading maps :D


Aha, P14 was the open spot. I'll take that one!

Zyzzyx
10th August 2009, 08:06 PM
BINGO!!!

EricStratton
10th August 2009, 09:44 PM
Surprise Round con't:

Cilene moves around the corner to stand nice and close to Greebo (P14).

Both Zombies charge Jagged, and they both easily connect (21, 21 vs 16 AC). The first backhands him across the face (19-13=6 HP, bloodied), and the second catches him on the rebound dropping him like a bad oxygen habit (6-13=-7 HP, prone, dying, unconscious).

Sagar moves behind the dying Jagged (P17).

Would you like to change your move taking into account recent events?

Mazirith charges Zombie 1 but he slips on Jagged's blood and his swing goes wide (9 vs AC).

You can't charge Rotter 2 anymore since Zombie 1 is in the way so I changed your target. Let me know if that's not ok noting that you'll have to use that roll.

Pausing for Sagar's response.

Shiz
10th August 2009, 10:36 PM
Umm, who forgot to remind us to rest.....

EricStratton
11th August 2009, 12:08 AM
Umm, who forgot to remind us to rest.....
You did. As did the rest of you. :lowlol:

noptov52
11th August 2009, 10:27 AM
Jagged does have a shiny belt for such occasions: Belt of Resilience (+2 to Heal checks made on wearer's behalf)

Quervo
11th August 2009, 12:11 PM
ummm I forgot... if i havent used my utility yet I will pop it now. (guessing all enc powers are pop'd..)

Utility prevents 8 damage to jagged

EricStratton
11th August 2009, 01:38 PM
ummm I forgot... if i havent used my utility yet I will pop it now. (guessing all enc powers are pop'd..)

Utility prevents 8 damage to jagged
Your encounter powers are all available. You took a short rest while Greebo questioned and killed the goblin; no one used any surges, tho.

Quervo throws a shield up around Jagged as Zombie 2's arm comes down on Jagged's skull. The shield takes the brunt of the blow, lucky for Jagged (6-(13-8)=1 HP, very very bloodied).

Still waiting for Sagar. Guess he's got meetings today. If someone else wants to post for him, feel free.

Shiz
11th August 2009, 01:47 PM
Sagar will Healing Word (minor) on Jagged, 9+3+1d6 = 15.

Healing Word does not require LoS.

EricStratton
11th August 2009, 02:11 PM
Surprise Round:

Sagar, seeing the beating Jagged just took, decides to stay put and heal him instead (1+15 = 16 HP, still bloodied).

Zombie Rotter 2 charges Mazirith but the swordmage brings up his sword and easily deflects the attack (9 vs 22 AC) while Zombie Rotter 6 moves to snuggle up close to him (N18).

Zombie Rotter 4 and Rotter 5 go for Jagged. 4's swing (15 vs 16 AC) just barely misses while 5 tries a charge but Jagged blocks that one as well (13 vs 16 AC).

End of Surprise Round

EricStratton
11th August 2009, 02:17 PM
Start of Round 1:

Rend...

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxfInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Rend16/310180-Faerie Fire22Jagged16/370180Bloodied; Swift Panther Rage; Inspiring Word21Greebo22/350150-Crown of Stars18Cilene26/300230-Expeditious Retreat12Zombies0????-2 to DEF until EoNT-Jagged-1?11Sagar21/320191-Cascade of Light; Shield of Faith8Mazirith29/370170-Dimensional Thunder7Zombie Rotters0????-2 to DEF until EoNT-Jagged-1?


Also - I forgot to update your APs previously as the last fight was a milestone. Everyone now has 1 AP and Cilene has 2.

Shiz
11th August 2009, 02:26 PM
Round 1 Rend:

Move: to O16
Minor: Barkskin on Jagged (+2AC until EOMNT)
Std: Chill Wind at R19, +7 vs FOR

9 vs FOR, ZR4
11 vs FOR, ZR5

noptov52
11th August 2009, 03:05 PM
Minor: Longtooth Shifting (+2 bonus to damage rolls, +2 regen while bloodied).
Std: Great Cleave, Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy (4).
Free: Rampage vs. Zombie 1 (Can immediately make a basic melee attack as free action when you score a crit with a barbarian power).
Move: Shift to O17.

Last attack roll (of the first set) is for Zombie 1, not Zombie Rotter.

Great Cleave:
Atk Z Rotter 4 = 14 (5 + 9) vs AC
Atk Z Rotter 5 = 13 (4 + 9)
Atk Zombie 2 = 29, Natural Crit (20 + 9).
Atk Zombie 1 = 12 (3 + 9)

Damage = 23 for Rotter 4, 5, and Zombie 1 (if it hits)
Damage = 31 for Zombie 2

Rampage vs. Zombie 1
Atk: 17 (9 + 8) vs. AC
Dmg: 21 (12 + 5 + 2 + 2)

Greebo
11th August 2009, 03:31 PM
Somehow I thought the surprise round was already over. Apparently it wasn't.

Which means - why are the enemy moving?

Surprise serves no advantage if the enemy gets to move too...

Quervo
11th August 2009, 04:07 PM
go back to the very beginning of the combat... ES said we have surprize but the zombies reacted to Jagged's attack... so IE not surprized after all but we get jip'd to a single action while they get a full action. So i guess we were partially surprized by them??

EricStratton
11th August 2009, 04:09 PM
go back to the very beginning of the combat... ES said we have surprize but the zombies reacted to Jagged's attack... so IE not surprized after all but we get jip'd to a single action while they get a full action. So i guess we were partially surprized by them??
See on-going discussion thread.

And you didn't get gipped. You got magicafied. Someone should've made an Arcana check. :lowrazz:

Shiz
11th August 2009, 04:09 PM
Exactly. The second Jagged entered the room, it was clear that "surprise" was lost.

noptov52
11th August 2009, 04:55 PM
Can we get back to Jagged's gorebliteration of the zombies? Thanks.

Zyzzyx
11th August 2009, 05:02 PM
I'm visualizing this all as a movie, with little talking heads below it, MST3K style. This is great!

EricStratton
11th August 2009, 10:08 PM
Start of Round 1:

Rend, pleased to finally see some action, moves into the mouth of the room (O16) and says a few magical words. Suddenly bark and is that a leaf? start to grow around Jagged encasing him in a strong barrier (Barkskin, +2 AC until EONT-Rend-2). Satisfied with the safety of his friend, Rend casts Chill Wind on the two eastern most rotters. The breeze catches Zombie Rotter 5 thanks to Jagged's Howl of Triumph and it collapses in a pile of freeze dried dead thing (9, 11 vs FORT-2 = miss, some dmg = dead).

Jagged flashes a big grin. A big, scary grin. Those brave enough to look directly at him see his canine teeth grow a little (Longtooth Shifting: +2 bonus to damage rolls, +2 regen while bloodied). With a smile on his face, he heaves his axe in a great arc. It starts mowing down zombies like a scythe through the spring harvest. Zombie Rotter 4 crumples in a heap (14 vs AC-2). Zombie 2 bursts into a cloud of dust and disgusting stuff (Crit vs Zombie = insta kill = dead). Greebo squeals as he's pepper with bone bits. Zombie 2 is too shaken by Jagged's Howl to block the blow, and the axe finally comes to a stop halfway through it spraying black ichor all over (12 vs AC-2; 23 dmg, bloodied).

Jagged watches as zombie bits flutter to the ground. Suddenly his head snaps back up and he stares at Zombie 1. With fire in his eyes (Rampage!) Jagged swings again. There's no stopping the axe this time; it slams into the zombie (17 vs AC-2) finishing the job the previous swing started (23+21=dead).

Anticlimactically, almost as an afterthought, Jagged shifts back out of the room (O17).

Greebo...

Grrr. Jagged never lets me have any fun! The outcome was so different w/o Roar.

http://www.primeaxiom.com/rpgt/scene.asp?ID=srjqcpehlw2nkqov13iy338sqz68xcvfp6ydo 25mrkoc3lth7spgk6hq7xh1nqxfInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Rend16/310180-Faerie Fire22Jagged16/370180Bloodied; +2 AC until EoNT-Rend-2 (Barkskin); +2 bonus to dmg rolls, +2 regen while bloodied (Longtooth Shifting)Swift Panther Rage; Inspiring Word21Greebo22/350150-Crown of Stars18Cilene26/300230-Expeditious Retreat11Sagar21/320191-Cascade of Light; Shield of Faith8Mazirith29/370170-Dimensional Thunder7Zombie Rotters0????-2 to DEF until EoNT-Jagged-1?

Shiz
11th August 2009, 10:20 PM
And I thought the Roar build was less attractive...wow. That was a 60+ dmg turn.

Greebo
11th August 2009, 11:06 PM
Move P16
Curse Rotter 6
Eldritch Blast +5 vs. ref; 1d10+4+1d6(curse)

17 vs. ref
9 dmg if hit
if killed teleport 3 south and gain concealment

Sagar
12th August 2009, 07:42 AM
Remember, minions take no damage on a miss - even from attacks that have damage on miss.

Sagar
12th August 2009, 07:44 AM
Sagar moves into the room (P18) and fires a lance of faith at ZR2.

Attack: 16+4 vs Ref on ZR2
Damage: 5+3+5 radiant on ZR 2

Minor: Healing word to Jagged (9 + 3 + 5 = 17)

EricStratton
12th August 2009, 10:35 AM
Greebo and Sagar, with apologies to Cilene for skipping her, clean up Jagged's leftovers. They step into the room and almost simultaneously an Eldritch Blast from Greebo and a Lance of Faith from Sagar obliterate the last two rotters.

To finish the clean up Sagar throws a heal to Jagged, patching him up almost completely (16+17=33 HP).

End of encounter

90 xp / person for defeating the zombies handedly.

Shiz
12th August 2009, 10:51 AM
RESTING! Rend will use 2 surges to full.

Greebo
12th August 2009, 10:58 AM
1 surge for Greebo - +8 hps to 30

Greebo
12th August 2009, 10:58 AM
Search the bodies, search the room.

EricStratton
12th August 2009, 11:06 AM
Search the bodies, search the room.
A search of the room reveals nothing but dead zombies. Looking down the hallway you see the following:

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehd

Greebo
12th August 2009, 11:06 AM
Map update please?

EricStratton
12th August 2009, 11:13 AM
Map.

Greebo
12th August 2009, 11:16 AM
Go south and see what we see?

Shiz
12th August 2009, 11:17 AM
Do we want to explore north, beyond the sigils? They are probably guarding something worth discovering.

Someone can jump the sigils. It takes a modified 10 to do it with a 2 square running start. Divide Athletics check by 5 to determine how many squares are jumped over. Jagged is +12 so he doesn't even have to roll.

Greebo
12th August 2009, 11:20 AM
Eventually - lets continue with path of least resistance for now though.

Shiz
12th August 2009, 11:30 AM
Ok. South we go. Maz and Sagar in front as usual.

Moonshadow
12th August 2009, 11:46 AM
Yep, least resistance it is.

Shiz
12th August 2009, 11:50 AM
I keep forgetting that our goal is not to clear the dungeon, just stop the summoning.

DinbinFanfoom
12th August 2009, 12:25 PM
I keep forgetting that our goal is not to clear the dungeon, just stop the summoning.I think this one grants an Achievement Point and title, IIRC. :P

EricStratton
12th August 2009, 03:45 PM
The group heads south and you walk into a long, narrow crypt. Ten massive stone sarcophagi, five on each wall, line this crypt. The sarcophagi are granite and contain relief images of human warriors in plate armor. To the east, the crypt opens into a higher, wider area from which a starry glow emanates.

All of you notice indecipherable draconic script adorns each sarcophagus. On each one wax seals in the image of Bahamut, eroded and broken by the passage of time.

A couple of you also hear muffled clicks and scratching noises which seem to come from within a few of the sarcophagi.

(ignore init numbers, those were from last encounter)

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Rend30/310160-Faerie Fire22Jagged33/370160+2 AC until EoNT-Rend-2 (Barkskin); +2 bonus to dmg rolls, +2 regen while bloodied (Longtooth Shifting)Swift Panther Rage; Inspiring Word21Greebo30/350140-Crown of Stars18Cilene26/300230-Expeditious Retreat11Sagar21/320191-Cascade of Light; Shield of Faith8Mazirith29/370170-Dimensional Thunder

Sagar
12th August 2009, 03:57 PM
I would like to surge once before we go any farther. (+8 hp)

EricStratton
12th August 2009, 04:01 PM
Done

noptov52
12th August 2009, 04:22 PM
"The dead should stay that way. Sounds like some of these warriors forgot that lesson."

Greebo
12th August 2009, 04:30 PM
Lets rectify that. Shall we start opening the tombs?

EricStratton
12th August 2009, 04:54 PM
If someone decides to open a tomb, whoever does so please give me a STR check.

Moonshadow
12th August 2009, 06:56 PM
I'll stand a few feet back from any tomb they are opening with the intent of preparing Magic Missile to blast the hell out of anything that tries to get out of a tomb.

Greebo
12th August 2009, 07:18 PM
Oh what the heck, I'm a born wuss, may as well prove it:

Str-1

Ha - 17 - first one on the top left

EricStratton
12th August 2009, 09:26 PM
Cilene readies Magic Missile while Greebo gets an *amazing* hand hold on the lid of one of the sarcophagi. He puts his back into it and with groan the lid swings open. Greebo slowly peaks his head in. The sarcophagus is empty.

Greebo
12th August 2009, 10:58 PM
The one to its south: Damn, I'm on a roll! 19

EricStratton
12th August 2009, 11:05 PM
Cilene stays ready; Greebo gets a perfect handhold on the coffin lid. He's able to lift the lid easier this time but the result's the same - the sarcophagus is empty.


Coffins at C6 and C9 have been opened and checked.

noptov52
13th August 2009, 10:20 AM
"Bad voodoo here. Spirit ancestor, Barry Black Mamba White thinks we should check for magic. and traps. and magical traps."

"*I* think spirit ancestor Barry needs to give me better advice about wooing women." Jagged trails off muttering something about crazy elf chicks.

Greebo
13th August 2009, 10:22 AM
Stop yapping and get opening - I'm two up on you already.

Greebo
13th August 2009, 10:22 AM
# 2 from the left top, then bottom.
17, then 8

I'll stop after 8, cause I think I hurt myself.

EricStratton
13th August 2009, 10:41 AM
Greebo stares at a mumbling Jagged. "What big arms you have. Thanks for all your help."

He moves on to the next set of coffins. He's able to find the sweet spot on the first one and gets it open. Empty. Trying to open the second one he ends up wrenching his back and the lid stays shut.

"Thanks again, Jagged," Greebo says as he walks back to the group.

Coffins at C6, C9, and E6 have been opened and checked.

Shiz
13th August 2009, 11:42 AM
Rend isn't helpful at lifting heavy things. He is just watching for trouble.

Greebo
13th August 2009, 11:47 AM
Eff it. Someone follow along and get the ones I can't. I'm a MINUS 1 to str and I'm getting some open...

ES - moving east, trying to open the north then the south before moving east again:
#5 19
#6 2
#7 8
#8 9
#9 14
#10 19

noptov52
13th August 2009, 12:03 PM
"Whine whine whine, demon boy."

Str check:
#6 16
#7 24
#8 23

Jagged attempts to determine any magical presence on the wax seals or coffins, but mostly ends up looking at the pretty pictures.

EricStratton
13th August 2009, 01:18 PM
Greebo yanks open the northern of the next set of coffins while Jagged pitches in and opens the south. "Empty." "Here too. And I don't sense anything magical...but I'm not good at that anyway."

As they step around between the coffins to move to the next set, the group feels a trembling coming from the ground. The glow coming from the higher, wider area to the east weakens significantly.

Suddenly the six open coffins *SLAM* shut. The scratching noises you heard before get louder and then concussive bangs sound throughout the crypt as each sarcophagus lid slams open. Clattering, clicking bones grope outward from each open tomb.

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehd

Roll Initiative!

noptov52
13th August 2009, 01:26 PM
I'm shocked, shocked I tell you!... but Jagged is not.

Init = 21

Greebo
13th August 2009, 01:56 PM
Religion +5 - what are the unknown skeleton types? - 8 - I don't have a freaking clue
Also Init +2

We already know the Decrepit's are wimpy.

Quervo
13th August 2009, 02:35 PM
Ini = 5

Moonshadow
13th August 2009, 03:17 PM
Initiative 14

Shiz
13th August 2009, 03:43 PM
Init +4 = 20

Someone do a Religion check. The decrepits are minions.

Shiz
13th August 2009, 10:40 PM
I was reviewing the Barbarian builds last night. I think we have forgotten one of Jagged's abilities:

pg 49 PHB2
whenever you bloody an
enemy, the next attack by you or an ally against that
enemy gains a bonus to the attack roll equal to your
Charisma modifier.

Maybe Jagged doesn't bloody. He just kills them.

Sagar
13th August 2009, 11:06 PM
Init: +0+9 = 9

Sagar will see what he knows about these skeletons (Religion +8) 20 Total.

EricStratton
14th August 2009, 10:14 AM
I was reviewing the Barbarian builds last night. I think we have forgotten one of Jagged's abilities:

pg 49 PHB2


Maybe Jagged doesn't bloody. He just kills them.
Funny, I noticed that just last fight. I'm not sure we've been applying it either. I was going to apply it to the zombie he bloodied but his next attack finished it off either way.

EricStratton
14th August 2009, 10:25 AM
Sagar recognizes the skeletons with the shields and longswords as Skeleton Warriors. He also recalls they're mean with those swords, can mark the target they hit, and are very fast - they'll make very good use of any attacks of opportunity you give them (bonus to hit and dmg on OAs).

Greebo
14th August 2009, 10:27 AM
Cilene can use one of her APs. I'm hanging onto mine. Everyone else, I suggest doing the same...

EricStratton
14th August 2009, 10:31 AM
Start of Encounter - Skeletal Legion!

Round 1

Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged33/370160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo30/350140-Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warriors0????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith29/370170-Dimensional Thunder

Greebo
14th August 2009, 10:36 AM
One day I'll remember to use Infernal Wrath...maybe today will be it since the skelly's go before me ;)

noptov52
14th August 2009, 10:37 AM
Funny, I noticed that just last fight. I'm not sure we've been applying it either. I was going to apply it to the zombie he bloodied but his next attack finished it off either way.

I believe I've used it once or twice and probably forgotten about the same amount... but yeah, Jagged tends to be pretty lethal.

Shiz
14th August 2009, 10:39 AM
Round 1 Rend:

Move: shift to H6
Std: Chill Wind at D7, +7 vs FOR, d6+1dmg, slide 1

DS1: 12 vs FOR
DS2: 24 vs FOR
SW1: 8 vs FOR
SW2: 14 vs FOR
7dmg, slide west

noptov52
14th August 2009, 10:45 AM
Recuperating Strike, (+9 vs AC, d12+5, Hit: you gain temporary 3 (CON) hit points) against DS3

R-Strike against DS 3
Atk: 25 vs AC
Dmg: 15

Free Action: Triumphant Roar (each target in within 5 takes -2 to all defenses until the end of your next turn.)

Shiz
14th August 2009, 10:46 AM
Roll your free MBA since that should waste a minion.

Greebo
14th August 2009, 10:47 AM
Roll your free MBA since that should waste a minion.

What free MBA?

Shiz
14th August 2009, 10:57 AM
When a barbarian drops and enemy to 0hp...<< WRONG >>

whoops, thats on a crit. I should leave Barbarianing to the Barbarian!

Greebo
14th August 2009, 11:10 AM
When a barbarian drops and enemy to 0hp...<< WRONG >>

whoops, thats on a crit. I should leave Barbarianing to the Barbarian!


Well I was thinking of asking you to remind me to put my warlock's curse on the furthest enemy away while you were giving out incorrect advice... ;)

EricStratton
14th August 2009, 11:53 AM
Round 1:

Jagged starts things off by easily dispatching one of the decrepit skeletons (DS3: 25 vs AC, dmg = dead; +3 THP). And to put an exclamation on it, he Roars Triumphantly (DS 4, 5, 6 and SW 1, 2 = -2 DEF until EoNT-Jagged-R2).

Rend shifts up behind one of the sarcophagi and casts Chill Wind into the western section of the room. The wind is able to sweep Skeleton Warrior 2 (thanks to Jagged's Roar) and Decrepit Skeleton 2 to the west. The warrior is hurt by the cold (7 dmg) and the decrepit skeleton falls to pieces (dead).

The Decrepit Skeletons attack. #1 fires its bow at Mazirith and barely misses (21 vs 22 AC).

#4 pulls out its longsword and misses Jagged with it (12 vs 16 AC).

Speaking of Jagged (and missing), #6 and #8 fire their bows at the barbarian and skeletons 5 and 8 fire theirs at Greebo. All of them are still trying to get used to the whole "being undead" thing and each one of them misses badly (11, 13 vs 16 AC; 8, 16 vs 17 AC).

Well, that was worthwhile.... Stupid skeletons. BTW, I'm still boggled that Greebo has higher AC than Jagged.

Greebo....

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged33/373160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo30/350140-Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warrior 10????-?10Skeleton Warrior 27????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith29/370170-Dimensional Thunder

Greebo
14th August 2009, 12:06 PM
*sigh* No infernal wrath this round...

Minor: Curse DS4
Move: Ethereal stride - teleport (no OA) to G5
Eldritch Blast +5 vs ref against DS4 1d10+4+1d6

14 vs. ref - probably missed but just in case

And Free: Quickcurse - add curse to SW1 as well

Moonshadow
15th August 2009, 02:43 PM
Free Action: Wand of Accuracy on SW2
Standard: Scorching burst centred on D7
Move: H8

Cilene warms up with a boosted shot on SW2 hitting AC10, gets warmer with an AC18 for SW1, and utterly destroys DS1 with a hit to AC 25, all hits for 11pts dmg.

&^(*%&(%&)*& *sulks*

EricStratton
17th August 2009, 11:58 AM
Round 1 con't:

Greebo curses DS4, teleports into the hallway, and blasts the "un" off undead Decrepit Skeleton 4 (14 vs REF-2; 15 dmg = dead).

Then he throws a curse on Skeleton Warrior 1.

Cilene activates Wand of Accuracy and casts Scorching Burst on the skeletons to the west (D7). It misses Skeleton Warrior 2 (11 vs REF-2) but hits both Skeleton Warrior 1 and Decrepit Skeleton 1 (18 vs REF-2, 25 vs REF). The warrior burns nicely (11 dmg) and the Decrepit lights up like old parchment and goes down in a heap of ashes (11 dmg = dead).

Skeleton Warrior 1 shifts to the casters (F6) and easily slashes Greebo with its sword (29 vs 17 AC). The resulting wound is less impressive but it's enough to get Greebo's attention (30-5=25 HP, marked).

Skeleton Warrior 2 shifts to where SW1 was (E7) and attacks Mazirith whose impressive skills aren't enough to stop this sword wielder (25 vs 22 AC). But while time has not dulled skeleton's sword fighting skills it has dulled his blade (29-5=24 HP, marked).

Sagar...

Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged33/373160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo25/350140Marked until EoNT-SW1-Round2Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warrior 111????Cursed (Greebo)?10Skeleton Warrior 27????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith24/370170Marked until EoNT-SW2-Round2Dimensional Thunder

Shiz
17th August 2009, 12:27 PM
Round 1 Maz:

Move: to C8
Minor: Mark SW2
Std: Luring Strike on SW2 which allows a shift before or after and another on a hit.

Use Memory of a Thousand Lifetimes(enc).

6+6+8=20 vs AC, 7 dmg, shift to B8 and pull SW2 to C8

Sagar
17th August 2009, 01:31 PM
Sagar will try to turn undead (SW 1 and 2). (+6 vs Will, CB 2, d10+4 radiant damage, push 5 squares, immobilized until eont).

16 vs will vs SW1
13 vs will vs SW2

9 radiant damage (+ vulnerability?) if hit, miss: 1/2 dmg and no push or immob

SW1 - push 5 sq north and immobilized one turn
SW2 - push 5 sq west and immobilized one turn

noptov52
17th August 2009, 02:08 PM
Jagged charges DS6 with Howling Strike, +9 vs AC, d12+d6+5

Atk: 26 vs AC
Dmg: 18

Shiz
17th August 2009, 02:09 PM
I am assuming Sagar missed SW2 until told otherwise.

EricStratton
17th August 2009, 04:10 PM
I am assuming Sagar missed SW2 until told otherwise.
I can't run the rest of the round right now (Ethan calls) but I can tell you that, thanks to Jagged's Roar, Sagar hit SW2 (and 1 for that matter).

Shiz
17th August 2009, 04:23 PM
Edited above to account for new SW2 location

Sagar
17th August 2009, 05:26 PM
JAGGED ROCKS!

Moonshadow
17th August 2009, 06:10 PM
Missed my move to H8.

EricStratton
17th August 2009, 06:25 PM
Missed my move to H8.
Fixed. I do that a lot w/ yours. I'm not sure why b/c you put it on its own line and you say "Move" and everything. :*

EricStratton
18th August 2009, 10:34 AM
Round 1 conclusion:

Sagar calls on his god for assistance and Turns both Skeleton Warrior 1 and 2 (16, 13 vs WIL-2). They are blasted back by the spell and hurt even more so because of its divine nature (SW1: 11+9+5=25 dmg, bloodied, immobilized until EoNT-Sagar-R2; SW2: 7+9+5=21 dmg, immobilized until EoNT-Sagar-R2).

Mazirith persues (to C8) and marks Skeleton Warrior 2. Then he attacks it with a Luring Strike. With the help of his previous experiences (MoaTL) the attack connects (20 vs AC-2; 21+7=28 dmg, bloodied) and skeleton is forced into a new position (C8, Maz to B8).


Suddenly, the ground starts to quake and tremble and the four western sarcophagi fling themselves open again! More skeletons pour out of the open coffins before they slam shut!

End of Round 1

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged33/373160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????5, 6: -2 DEF until EoNT-Jagged-R2?16Greebo25/350140Marked until EoNT-SW1-Round2Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warrior 125????Bloodied; Cursed (Greebo); -2 DEF until EoNT-Jagged-R2; immobilized until EoNT-Sagar-R2 ?10Skeleton Warrior 228????Bloodied; -2 DEF until EoNT-Jagged-R2; immobilized until EoNT-Sagar-R2; Marked (Mazirith)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith24/370170Marked until EoNT-SW2-Round2Dimensional Thunder

EricStratton
18th August 2009, 10:37 AM
Start of Round 2:

Jagged charges and destroys Decrepit Skeleton 6 as easily as anything else he's ever done (26 vs AC-2; dead).

The effects of Jagged's Roar of Triumph wear off.

Rend...


http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged33/373160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo25/350140Marked (SW1) until EoNT-SW1-Round2Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warrior 125????Bloodied; Cursed (Greebo); immobilized until EoNT-Sagar-R2 ?10Skeleton Warrior 228????Bloodied; immobilized until EoNT-Sagar-R2; Marked (Mazirith)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith24/370170Marked (SW2) until EoNT-SW2-Round2Dimensional Thunder

Moonshadow
18th August 2009, 12:07 PM
Holding spot in case I can't get back later, will edit if things change.

Standard: Cast Scorching burst centered on D8
Spend AP: Cast Magic Missile on SW1

SW2 - 9vs reflex
DS9 and 12 - 18 vs reflex
DS11 - 16 vs reflex
All of the above - 8 dmg

SW1 (I hate my dice) 7 vs reflex for 13 dmg

Sagar
18th August 2009, 12:18 PM
Bah.. they WOULD have to wait until I used my turn, huh.

Grumble grumble grumble..

:p

EricStratton
18th August 2009, 01:07 PM
Bah.. they WOULD have to wait until I used my turn, huh.

Grumble grumble grumble..

:p
Technically, they waited until everyone used their turns. :p

Shiz
18th August 2009, 03:07 PM
Round 2 Rend:

Std: Chill Wind at O7, +7 vs FOR, d6+1, hit: you slide the target one square.

DS7: 25 vs FOR, minion kill
DS8: 8 vs FOR, miss

Sagar
18th August 2009, 03:26 PM
Technically, they waited until everyone used their turns. :p


Oh.. ok. I feel much better now.

Pbbbbbbbbbbbbttttttttttttttttttt :p

EricStratton
18th August 2009, 05:05 PM
Round 2 con't:

Rend casts Chill Wind on the skeletons on the far end of the room (O7). In the distance Rend sees the glowing pulsating. Almost like it's fighting to stay bright. Bringing his concentration back to the skeletons the gust of wind blows apart one of the skeletons (7 = dead) but leaves the other unharmed.

Decrepit Skeletons 5 and 8 attack Jagged. 5 hits with its sword (17 vs 16 AC; 33+3(THP)-4=32 HP) and 8 misses with its the bow (8 vs 16 AC).

Decrepit Skeleton 9 shifts to flank Mazirith. Then it and DS10 attack the swordmage. #9 hits thanks to the flanking maneuver (23 vs 22 AC) cutting Mazirith ever so slightly (24-4=20 HP) but #10 drops his sword (natural 1).

Decrepit Skeleton 11 moves up to attack Greebo (F6) but is all thumbs (10 vs 17 AC).

Last and among the least Decrepit Skeleton 12 moves up some (F7) and misses Sagar (12 vs 17 AC).

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/370160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo25/350140Marked (SW1) until EoNT-SW1-Round2Crown of Stars15Cilene26/300230-Expeditious Retreat10Skeleton Warrior 125????Bloodied; Cursed (Greebo); immobilized until EoNT-Sagar-R2 ?10Skeleton Warrior 228????Bloodied; immobilized until EoNT-Sagar-R2; Marked (Mazirith)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170Marked (SW2) until EoNT-SW2-Round2Dimensional Thunder

Moonshadow
19th August 2009, 10:21 AM
Updating round 2 action:

Standard: Cast Scorching burst centered on E7
Spend AP: Cast Magic Missile on SW1

SW2 - 9vs reflex (oor now)
DS9 and 12 - 18 vs reflex (9oor)
DS11 - 16 vs reflex
All of the above - 8 dmg

SW1 (I hate my dice) 7 vs reflex for 13 dmg

Greebo
19th August 2009, 10:35 AM
Curse DS11 (minor) Shift north 1 (move) and target SW 1 with EB (he's still cursed) +5 vs. ref, 1d10+4+1d6

Pathetic

Spend the AP and do it again

16 vs. reflex, 7+4+2 = 13 dmg

Greebo
19th August 2009, 11:27 AM
If Cilene killed DS11 that I just cursed, then I'll teleport to H7

EricStratton
19th August 2009, 11:30 AM
Round 2 con't:

Greebo curses DS11, shift north (G4) and targets SW 1 with EB, not once but twice! Greebo's first shot glances off the wall (11 vs REF) and the second (AP used) just catches the skeleton's hip bone (16 vs REF) causing a couple ribs and its jaw bone to clatter to the floor (25+13=38 dmg).

Cilene casts Scorching Burst (E7) blowing DS11 and DS12 to bits and pieces (16, 18 vs REF). Greebo thanks Cilene and teleports back into the room with Rend and Cilene (H7). Cilene then casts Magic Missile on SW1 but the projectile flies past it (7 vs REF).

Skeleton Warrior 1, realizing it brought a knife to a bow fight, takes a defensive stance (+2 to all DEF until SoNT-R3).

Skeleton Warrior 2 attacks Mazirith but its balance is thrown off by its immobilized feet (19 vs 22+1 AC).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/370160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo25/350040-Crown of Stars15Cilene26/300130-Expeditious Retreat10Skeleton Warrior 138????Bloodied; Cursed (Greebo); immobilized until EoNT-Sagar-R2; +2 to all DEF until SoNT-R3?10Skeleton Warrior 228????Bloodied; immobilized until EoNT-Sagar-R2; Marked (Mazirith)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Shiz
19th August 2009, 11:41 AM
Round 2 Maz:

Swordmage encounter 1: Lightning Clash (Melee, +8 vs AC, d8+5 lightning dmg, Hit: make sec attk, trg w/i 5 sqrs, +8 vc Ref, d6+5 lightning dmg)

Attack and mark SW2 with primary and second attack against DS10. DS9 primary if Sagar drops SW2.

SW2 (or DS9): 16+3[sagar]+2[flank]=21 vs AC, 9dmg
DS10: miss

Sagar
19th August 2009, 02:30 PM
Sagar moves to D8 to flank the skeletal warrior.

There he will swing a righteous strike at the skeletal warrior: +6 vs AC, d12+5 damage, +3 to hit to Maz until EoNT.

25 vs AC to hit.
17 damage

+3 to hit to Maz until EoNT

EricStratton
19th August 2009, 03:40 PM
Round 2 con't:

Sagar moves in behind Skeleton Warrior 2 and (25 vs AC) hits with it a truly Righteous Brand taking its skull clean off its spine (28+17=dead). It smashes against the far wall satisfyingly.

Mazirith smiles at Sagar's homerun swing and does the same to Decrepit Skeleton 9 (21 vs AC; dead).

Mazirith's smile fades as the grounds start a' rumbling again and the glowing to the east flickers. Sagar growls over the quaking, "Again?!" Two of the coffins swing open again each disgorging a Skeleton Warrior.

End of Round 2

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/370160-Swift Panther Rage; Inspiring Word20Rend30/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo25/350040-Crown of Stars15Cilene26/300130-Expeditious Retreat10Skeleton Warrior 138????Bloodied; Cursed (Greebo); +2 to all DEF until SoNT-R3?10Skeleton Warrior 30????-?10Skeleton Warrior 40????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

EricStratton
19th August 2009, 03:41 PM
Start of Round 3:

Jagged...

noptov52
19th August 2009, 04:28 PM
Standard: Recuperating Strike (+9 vs AC, d12+5, Hit: +3 tHP) at DS5
Move: Shift to J8

Atk: 16 vs AC
Dmg: 6

EricStratton
19th August 2009, 04:55 PM
Round 3:

Jagged puffs himself up some (+3 THP) by barely getting through Decrepit Skeleton 5's defenses (16 vs AC) and putting an end to it (6 dmg = dead). Then he shifts toward the newly appeared warrior (J8).

Rend...

Shiz
19th August 2009, 07:33 PM
Round 3 Rend:

Minor: Wild Shape to Beast Form
Minor: SW4 marked as Quarry
Std: Attack SW4 with

Pounce (beast form),+7 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn.

CRIT! 13+1+5=19dmg

As a reminder, my totem has a crit bonus of +1d6 for implement attacks.

Moonshadow
19th August 2009, 08:00 PM
Round 3

Move: Shift to G8
Standard: Cast Magic Missile on SW1

15 vs reflex for 12 pts of force dmg

Greebo
19th August 2009, 09:37 PM
Greebo:
Curse (minor) SW4
EB +5 1d10+4+1d6
This is treated as a melee attack thanks to my new feat.

If 14 vs. ref hits, 15 dmg

Sagar
20th August 2009, 07:46 AM
Sagar will use righteous strike again, this time on SW3.
+6 vs AC, d12+5 damage, +3 to hit to Maz until EoNT.

AAAAAHHHHHHH!! A skeleton!!!!
(whiff)

EricStratton
20th August 2009, 04:35 PM
Round 3 con't:

Rend marks Skeleton Warrior 4 has his quarry, shifts into Beast Form, and executes a perfectly timed Pounce on the skeleton (natural 20). The skeleton comes out of the attack missing a humerus (19 dmg, grants CA to the next attack until EoNT-Rend-R4).

Decrepit Skeleton 8 finally gets the hang of using its bow with these damned boney fingers (23 vs 16 AC) and gives Jagged a nasty scrape on his leg (32+3(tHP)-3=32 HP).

Decrepit Skeleton 10 is a slower learner and its awkward attack is easily repelled by the more skilled Mazirith (11 vs 22 AC).

Greebo curses Skeleton Warrior 4 then tries to reach out and touch him. Thanks to Rend's Pounce attack the skeleton is too distracted to move (14+2(CA) vs REF). Greebo's touch burns and the skeleton is bloodied (19+15=34 dmg, bloodied).

Cilene shifts away from Skeleton Warrior 4 (G8) and turns her attention to Skeleton Warrior 1. The distances throws her aim off and her marvelous magic missile misses (15 vs REF+2(total defense)).

Skeleton Warrior 1, finally able to move again, moves down the hall and easily (27 vs 16 AC) gives Rend a paper cut (30-3=27 HP) but he's got Rend's attention nonetheless (marked).

Skeleton Warrior 3 shifts over to Cilene (F8) showing its mastery with the blade (26 vs 17 AC) but doing little real damage while focusing Cilene's attention on itself (26-6=20 HP, marked).

Skeleton Warrior 4 shifts south to flank Greebo (I8). Not to be shown up by its fellow warriors it easily slashes the tiefling (26+2 (flank) vs 17 AC) not that you could tell from the scratch it left (25-3=22 HP, marked).

Sagar follows Skeleton Warrior 3 and ends up flanking it with Cilene. But his hands tremble with excitement and he loses his grip on his weapon (natural 1).

I took the liberty of moving you so you could miss SW3.

Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/370160-Swift Panther Rage; Inspiring Word20Rend27/310160Marked (SW1)Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040Marked (SW4)Crown of Stars15Cilene20/300130Marked (SW3)Expeditious Retreat10Skeleton Warrior 138????Bloodied; Cursed (Greebo)?10Skeleton Warrior 30????-?10Skeleton Warrior 434????Bloodied; Quarry (Shiz); Cursed (Greebo)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Shiz
20th August 2009, 05:14 PM
Round 3 Maz:

Maz moves to D7 (provoking OA from DS10) and attacks SW1 with Lightning Lure, +5 vs FOR, d6+4 dmg, pull target to closest adjacent square.

Mark SW1.

21 vs FOR, 6dmg, pull to E7

noptov52
21st August 2009, 11:15 AM
Pending the appearance of more skeletons or whatnot at the end of the round...

Move: Shift to J9, flanking Skeleton Warrior 4
Standard: Recuperating Strike (+9 vs AC, d12+5, Hit: +3 tHP) at SW4

Atk: 30 vs AC
Dmg: 13
Jagged +3 tHP

EricStratton
21st August 2009, 12:43 PM
Round 3 con't:

Mazirith brushes away DS10's sad attempt of an opportunity attack (16 vs 22 AC) as he moves to a better position (D7). He lassos Skeleton Warrior 1 with Lightning Lure easily (21 vs FOR). Bone chips scrape off the skeleton's feet (38+6=44 HP) as it's dragged along the floor (pull to E7).

Jagged looks around for something to hold as the ground starts to tremble again. The eastern glow grows and grows and the trembling stops. Suddenly the glow flickers and almost completely dies and the trembling starts anew. Two more decrepit skeletons unfold out of the western most coffins.

End of Round 3

EricStratton
21st August 2009, 12:47 PM
Start of Round 4:

Jagged shifts to flank Skeleton Warrior 4 with Greebo (J9). Then he unleashes a vicious Recuperating Strike (30 vs AC) which crushes SW4's spine and rib cage sending it scattering across the floor (34+13=dead; Jagged = +3 tHP).

Rend...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160Marked (SW1)Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040Marked (SW4)Crown of Stars15Cilene20/300130Marked (SW3)Expeditious Retreat10Skeleton Warrior 144????Bloodied; Cursed (Greebo)?10Skeleton Warrior 30????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Moonshadow
21st August 2009, 01:41 PM
Holding til I see how it goes but the way I'm leaning now I'd recommend bunching them up and healing if you're in the bunch :twisted:

Shiz
21st August 2009, 05:09 PM
Round 4 Rend:

Minor: wild shape back, shifting to G6
Std: More chill wind, +7 vs FOR, target B8

DS10 = hit
DS13 = miss
DS14 = hit

EricStratton
24th August 2009, 10:08 AM
Round 4 con't:

Rend shifts into humanoid form (G6) and casts Chill Wind to the west almost before his hand is fully formed. The spell takes out two of the skeletons (10 and 14 = dead).

The remaining decrepit skeletons continue attacking. The eastern one (8) fires its bow into the stone at its feet (natural 1). The western one (13), even though it has Mazirith in a flanked position, is still no match for the swordmage (14 vs 22 AC).

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160Marked (SW1)Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040Marked (SW4)Crown of Stars15Cilene20/300130Marked (SW3)Expeditious Retreat10Skeleton Warrior 144????Bloodied; Cursed (Greebo)?10Skeleton Warrior 30????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Greebo
25th August 2009, 10:07 AM
Minor - Curse SW 3
EB+5 vs ref on SW1 who is still cursed 1d10+4+1d6
23 vs. ref
16 points

And sorry to keep you waiting

EricStratton
25th August 2009, 10:30 AM
Round 3 con't:

Greebo zones out there for a bit but snaps out of it and out of reflex curses Skeleton Warrior 3. Then he casts Old Faithful on Skeleton Warrior 1 (18 vs REF) shattering all of its remaining bones (44+16=dead).

Cilene...


http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160Marked (SW1)Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040Marked (SW4)Crown of Stars15Cilene20/300130Marked (SW3)Expeditious Retreat10Skeleton Warrior 30????Cursed (Greebo)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Moonshadow
25th August 2009, 10:54 AM
It's for your own good Sagar, I promise.

Shift to J8
Cast Scorching burst on F8
Cross my fingers and pray for a lousy roll for Sagar.

Sw1 - 10 vs reflex
SW3 - 8 vs reflex
Sagar - 12 vs reflex
Dmg 9pts fire.

Please excuse me while I go reroll.

Greebo
25th August 2009, 10:57 AM
Greebo points at SW1 and points out that it should no longer be standing...

EricStratton
25th August 2009, 11:01 AM
Greebo points at SW1 and points out that it should no longer be standing...
The DM accidentally had Greebo's Eldritch Blast hit SW3 instead of SW1. SW1 is dead now. I assume thati'll change Cilene's attack. My bad!

Moonshadow
25th August 2009, 12:40 PM
Yeah, make it a Magic Missile at SW3 with no attack on Sagar.

EricStratton
25th August 2009, 06:46 PM
Round 3 con't:

Cilene makes some room between herself and the skeleton (shift to H8) then just misses Skeleton Warrior 3 with a Magic Missile (12 vs REF).

I was going to use any of your rolls so you'd hit b/c of the mistake I made w/ Greebo's turn but...none of your rolls hit. Sorry. :(

Skeleton Warrior 3 shifts toward the finger wagglers (G7) and completely misses Rend with what would've been, the skeleton assures you, a vicious attack (12 vs 16 AC).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040-Crown of Stars15Cilene20/300130-Expeditious Retreat10Skeleton Warrior 30????Cursed (Greebo)?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Shiz
25th August 2009, 08:42 PM
Round 3 Maz:

Std: Whack at DS13.

Luring Strike (Melee, +8 vs AC, d8 dmg, Shift 1 sqr, slide trg 1 sqr into space you left, before or after attk shift 1 sqr)

15 vs AC

If that hits and kills the minion, he will move to F8 and mark (minor) SW3.

Moonshadow
26th August 2009, 12:17 AM
I was going to use any of your rolls so you'd hit b/c of the mistake I made w/ Greebo's turn but...none of your rolls hit. Sorry. :(


Yeah I know, it sucked

Sagar
26th August 2009, 10:40 AM
Sagar will move to F7 and use a righteous strike on the skeleton warrior (+6 vs AC, d12+5 damage, +3 to hit to Rend.)

Critical hit: natural 20 vs AC

Damage: 12+6+5 = 23

EricStratton
26th August 2009, 10:59 AM
Round 3 con't:

Sagar moves to flank Skeleton Warrior 3 with Greebo (F7) and executes a perfect Righteous Strike on the creature (natural 20). His axe neatly strips away more than half the skeleton's bones leaving the creature staggering (23 dmg, bloodied).

Mazirith attempts a Luring Strike on Decrepit Skeleton 13 but at the last possible second the skeleton brings its sword up and blocks the strike (15 vs AC).

The group braces themselves for another quake. Rend is about to let out a sigh of relief when the eastern glow dims considerably and four of the coffins fly open and two skeleton warriors and two decrepit skeletons come leaping out. The glow returns to almost normal. Rend (Perc: 19) notices it's not as bright as it was a few seconds ago.

End of Round 3


http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040-Crown of Stars15Cilene20/300130-Expeditious Retreat10Skeleton Warrior 323????Bloodied; Cursed (Greebo)?10Skeleton Warrior 50????-?10Skeleton Warrior 60????-?9Sagar29/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

EricStratton
26th August 2009, 11:00 AM
Start of Round 4:

Jagged...

noptov52
26th August 2009, 11:04 AM
Move: Over the coffin (I9), along the wall (to G9), then diagonal to F8.
Standard: Great Cleave (Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy)

Great Cleave:
SW3 = 23 vs. AC
DS15 = 14 vs. AC
SW5 = 14 vs. AC

Dmg = 12

Shiz
26th August 2009, 11:08 AM
Round 4 Rend:

Minor: Wild Shape to beast form
Move: shift to F5
Std: attack SW3

Cull the Herd (beast form), Range: 5, +7 vs WIL, 2d8+5, Hit: pull the target 3 squares.

18 vs WIL, 16dmg, pull to F6 (or G6?)

Trying to give Cilene and Greebs some maneuvering room.

EricStratton
26th August 2009, 11:42 AM
Round 4:

Jagged vaults over one of the coffins and puts himself in the middle of the scrum (F8). He brings his axe around in a great arc which DS15 and SW5 duck under. Skeleton Warrior 3 whips his head around just in time to catch a glimpse of metal right before the axe takes out a few of its rib bones and part of its hip (23+12=35 dmg, still bloodied).

Rend shifts back into beast form and locks eyes with Skeleton Warrior 3. Rend's wolfy eyebrows furrow in concentration. The skeleton starts to walk forward drawn to Rend's mental assault. It's too much for the skeleton; smoke starts to pour out of its eye holes and it collapses in a heap (35+16=dead).

Decrepit Skeletons 8 and 16 raise their bows and fire. One arrow flies past Greebo's head (11 vs 17 AC) while the other flies past Cilene (21 vs 16 AC) cutting her forearm as it goes by (20-3=17 HP).

Decrepit Skeleton 13 attacks Mazirith. Or it tries to but as it goes to lift its sword its entire hand falls off (natural 1). The skeleton bends down and picks it up looking as sheepish as an undead skeleton can.

Decrepit Skeleton 15 turns around taking on the priest just managing to make it through Sagar's defenses (18 vs 17 AC). Sagar laughs off the flesh wound (29-4=25 HP).

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo22/350040-Crown of Stars15Cilene17/300130-Expeditious Retreat10Skeleton Warrior 50????-?10Skeleton Warrior 60????-?9Sagar25/320191-Cascade of Light; Shield of Faith5Mazirith20/370170-Dimensional Thunder

Greebo
26th August 2009, 12:19 PM
Shift west 1
Target: DS15 - trying to get rid of the CA vs Maz
EB+5 vs. ref, 1d10+4 no curse

And it's dead, but it wasn't cursed, so I can't teleport, but at least maz isn't flanked. Someone get behind maz before the SW's move!

Moonshadow
26th August 2009, 01:21 PM
Sorry too confined for me, but if he moves that way he'll provoke OA's from both Jagged and Sagar wouldn't he?

Move: Shift to G8
Standard: Burning Hands eastward

Cilene turns and taking a step to stand behind Jagged, faces east down the corridor and shoots waves of flames out of her fingertips.
Skeletal Warrior 6 (19 vs reflex) and Decrepit Skeleton 16(14 vs reflex) are completely engulfed and take 9pts of fire damage each.

Finally the dice like me again

Greebo
26th August 2009, 01:22 PM
No - SW5 can move into DS15's spot and we'll have 2 non minions flanking maz. We need to avoid that.

Moonshadow
26th August 2009, 01:29 PM
Only one non minion. The other warrior is still on the other end of the hall, but editing anyway :D

er wait.. I can't do that without provoking OA's all over the damn place. GL Maz! Better you than me!

Greebo
26th August 2009, 01:32 PM
Oh yeah - well still - we should try to avoid leaving him flanked. :)

Shiz
26th August 2009, 01:32 PM
Don't worry too much about Maz.

noptov52
26th August 2009, 03:12 PM
Don't worry too much about Maz.

Uh Q, we have some bad news. Maz... he... he didn't make it, man. They took him from behind [deadhorse]

EricStratton
27th August 2009, 10:40 AM
Round 4 con't:

Greebo puts some space between himself and the skeleton warrior (shift to G7). He winds up and fires a well aimed Eldritch Blast (20 vs REF) that removes Decrepit Skeleton 15's spine (dead).

Cilene turns and taking a step to stand behind Jagged, faces east down the corridor and shoots waves of flames out of her fingertips. Skeletal Warrior 6 (19 vs reflex) and Decrepit Skeleton 16 (14 vs reflex) are completely engulfed. The skeleton warrior takes a minor crisping (9 dmg) while the decrepit skeleton goes up like flash paper (dead).

Skeleton Warrior 5 shifts to flank Mazirith (E7) then attacks the newly distracted swordmage. All Maz sees is a flash of metal (25+2(CA) vs 22 AC) before he's slashed across the chest (20-8=12 HP, bloodied).

Skeleton Warrior 6 puts its old coffin at its back (H6) and easily (24 vs 17 AC) stabs Greebo in the back (22-8=14 HP, bloodied).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo14/350040Bloodied; Crown of Stars15Cilene17/300130-Expeditious Retreat10Skeleton Warrior 50????-?10Skeleton Warrior 69????-?9Sagar25/320191-Cascade of Light; Shield of Faith5Mazirith12/370170Bloodied; Dimensional Thunder

Sagar
27th August 2009, 12:08 PM
Sagar will give a healing word to Maz then do a healing strike on the SM

Maz surge+4
SW. 12 vs ac
surge to greebo
14 damage to sw

Greebo
27th August 2009, 12:49 PM
Ow! Bastard's gonna get such a rebuke!

Shiz
27th August 2009, 04:12 PM
Maz:

Swordmage at-will 1: Luring Strike (Melee, +8 vs AC, d8 dmg, Shift 1 sqr, slide trg 1 sqr into space you left, before or after attk shift 1 sqr)

Move: shift to D6
Minor: mark SW5
Std: 13+8+2[CA] 23 vs AC, 1dmg

No fancy shifting needed.

EricStratton
28th August 2009, 11:17 AM
Round 4 con't:

Sagar gives his last Healing Word to Maz (12+9+4=25 HP). He attempts a Healing Strike on Skeleton Warrior 5 but the skeleton lets out an unnerving cackle as it blocks Sagar's axe (12 vs AC).

"Thank you, Sagar!" Mazirith shouts over the battle din. He then sidesteps in between two coffins (D6), marks Skeleton Warrior 5 and so very easily (23 vs AC) scrapes the skeleton's big toe (1 dmg).

While everyone braces for another round of quaking, this one is the worst one yet. The glowing to the east goes out completely. One of the eastern most coffins opens. Except it doesn't really open, it more explodes. The lid shoots off straight upward slamming into the ceiling crushing the lid and sending bits and pieces of stone showering the area. The sides blow outward skittering head-size chunks of rock past your feet.

In stark contrast to the violence with which the coffin "opened" a skeleton clad in chain mail wielding a longsword and heavy shield gracefully exits what's left of the stone tomb and stands before you. This skeleton stands nearly 7' tall and is as broad as an ox. Whoever he was in his previous life, he was monstrous. From all the way across the length of the hallway you hear it grind its teeth in anticipation of the coming fight.

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend27/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo14/350040Bloodied; Crown of Stars15Cilene17/300130-Expeditious Retreat12Huge Skeleton0????-?10Skeleton Warrior 51????Marked (Mazirith)?10Skeleton Warrior 69????-?9Sagar25/320190-Cascade of Light; Shield of Faith5Mazirith25/370160-Dimensional Thunder

EricStratton
28th August 2009, 11:18 AM
Round 5:

Jagged...

Greebo
28th August 2009, 11:21 AM
Religion on the new skelly:
+5

EricStratton
28th August 2009, 11:52 AM
Greebo tells the group they are dealing with a Troop Captain. He's as good with his longsword as the skeleton warriors are but he also has a vicious rebuke which allows him to immediately react to a melee attack he's hit with by making one of his own. And like skeleton warriors, he gets a bonus to attack and damage when making an opportunity attack.

Greebo
28th August 2009, 11:57 AM
"That's a Troop Captain. He's as good with his longsword as the skeleton warriors are but he also has a vicious rebuke which allows him to immediately react to a melee attack he's hit with by making one of his own. And like skeleton warriors, he gets a bonus to attack and damage when making an opportunity attack."

noptov52
28th August 2009, 02:07 PM
Attack SW5 with Howling Strike, +9 vs AC, d12+d6+5

Atk: 18 vs AC
Dmg: 15

Shiz
28th August 2009, 06:20 PM
Round 5 Rend:

Move: G6 (OA from SW6), G7, then down and around to D8
Std: Attack DS13 with Pounce, 19 vs REF, dead?

Not sure if D8 means an OA from SW5, but if so, then so be it.

EricStratton
31st August 2009, 10:22 AM
Start of Round 5:

Jagged attacks Skeleton Warrior 5 with Howling Strike. Jagged's axe just makes it through the skeleton's defenses (18 vs AC) and neatly chops one of its arms off (1+15=16 dmg).

Rend attempts to dart past Skeleton Warrior 6 but the undead creature is too fast (31 vs 17 AC) and it's training too good (27 - 11 (extra dmg from OA) = 16 HP). He then loops around and jumps over one of the coffins to confront Decrepit Skeleton 13 (to D8). Not missing a beat he pounces on the minion, grabs it by the spine, and shakes it to pieces (19 vs REF; dmg = dead).

The lone Decrepit Skeleton (8) attempts to hit Greebo with its shortbow but misses (13 vs 17 AC). Still fearing the Troop Captain even in undeath, it gives it some room (move to N9).

Greebo...

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend16/310160-Faerie Fire18Decrepit Skeletons0????-?16Greebo14/350040Bloodied; Crown of Stars15Cilene17/300130-Expeditious Retreat12Troop Captain0????-?10Skeleton Warrior 516????Marked (Mazirith)?10Skeleton Warrior 69????-?9Sagar25/320190-Cascade of Light; Shield of Faith5Mazirith25/370160-Dimensional Thunder

Greebo
31st August 2009, 10:36 AM
Minor - Infernal Wrath on SW6 - +1 to hit, +3 to dmg if hit and target pushed 1 (rebuke)
Minor - Curse SW6
Standard - EB + 6 vs. reflex, 1d10 + 4 + 1d6 + 3 (wrath)

22 vs. ref
16 dmg
Push to I7

Moonshadow
31st August 2009, 11:17 AM
Round 5

Well why NOT piss off the big dude?

Standard: Cast Scorching Burst on N8
Move: Feystep to B8

Kill the minion completely miss the captain. If anyone needs me I'll be hiding behind everyone in this corner muttering to myself.

Shiz
31st August 2009, 11:35 AM
Round 5 Mazirith:

Trying to kill SW5...

Swordmage at-will 1: Luring Strike (Melee, +8 vs AC, d8 dmg, Shift 1 sqr, slide trg 1 sqr into space you left, before or after attk shift 1 sqr)

20 (flanking) vs AC, 6 dmg

Not using any of the shifting parts. Also, for the first person that gets hit by the trooper, Maz will Trigger Channeling Shield (reduce dmg by 8 and +3 dmg to next successful attack against the trooper).

Sagar
31st August 2009, 12:12 PM
Sagar will shift to F6 to flank the skeletal warrior and attack it with a righteous strike.
(+6 vs AC, d12+5, +3 to hit to Maz)

11 vs AC
8 damage.

EricStratton
31st August 2009, 12:56 PM
Round 5 con't:

Greebo curses Skeleton Warrior 6. Then he glares at the skeleton and unleashes an Infernal Wrath in the form of an Eldritch Blast that slams into the skeleton (22 vs REF) blasting away bone (9+16=25 dmg, bloodied) and shoving the skeleton into the hallway (push to I7).

With a shrug Cilene casts Scorching Burst down the hallway (N8). The blast fries the Decrepit Skeleton but somehow manages to completely miss the captain. He cackles at Cilene's attempt. In response Cilene retreats to the back of the hallway (B8).

No feystep required as I had you hop over a coffin (2 movement points) and get there in 6 movement w/o OA.

The Troop Captain strolls confidently down the hallway toward you (J7). He does not seem to be in any real hurry.

The two Skeleton Warriors shift toward the northern exit (F6 and H6) and attack. Sagar is just able to get his axe up in time to block SW5's blow (16-2 (Maz mark) vs 17 AC) but Greebo is a split second too late to block SW6's (17 vs 17 AC) and he's cut again (14-7=7 HP, even more bloodied).

Sagar attacks Skeleton Warrior 5 with a Righteous Strike but the skeleton easily avoids it (11 vs AC).

Mazirith shifts to follow SW5 (E7) and attacks it with a Luring Strike. He's just able to catch the skeleton (18 vs AC) burning the skeleton's bones some (16+6=22 dmg) and dragging it behind him as he moves over (Maz to D7, skel to E7).

Maz will shift to D7 and pull the skel to E7 then.

If the modified actions for Sagar and Maz (due to SW5's movement) aren't cool, let me know.

The group braces themselves. Jagged slowly, ever so slowly opens his eyes as seconds pass without any more shaking or quaking. Looks like it's over.

End of Round 5

http://www.primeaxiom.com/rpgt/scene.asp?ID=8fu1lmnpqvxtmp8oy8csrqbozovwiq3cc9yny vo2bewfewdfp8l4nl5o6ewitehdInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Jagged32/373160-Swift Panther Rage; Inspiring Word20Rend16/310160-Faerie Fire16Greebo7/350040Bloodied; Crown of Stars15Cilene17/300130-Expeditious Retreat12Troop Captain0????-?10Skeleton Warrior 522????Marked (Mazirith)?10Skeleton Warrior 625????Bloodied; Cursed (Greebo)?9Sagar25/320190-Cascade of Light; Shield of Faith5Mazirith25/370160-Dimensional Thunder

EricStratton
31st August 2009, 12:57 PM
Start of Round 6:

Jagged...

Rend...

Greebo...

Cilene...

Greebo
31st August 2009, 01:00 PM
Move: Shift G8
Move: Walk to B7
Minor: Cower in the corner nursing my wounds...

Moonshadow
31st August 2009, 02:48 PM
Round 6
If at first you don't succeed, try try again

Standard: cast scorching burst on I7
Minor: cross fingers

TC - 11vs reflex
SW6 - 25 vs reflex

Dmg 6

/petiton new dice please!