[D&D 4E PbP] Carrion Crown Act 1: The Haunting of Harrowstone (IC)

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  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited July 2012
    Now its getting ridiculous...

    TiamatZ on
  • MMAgChMMAgCh remember tomorrow. Registered User regular
    A painfully real desire to stay right where she is and leave the skeletal things emerging from the water be roots Valagard to the spot for several precious moments, which is enough time for the ensuing battle to take a turn for the worse already. It takes a profound effort of will, but presently the dwarf finds herself moving towards the mêlée after all, desperate to do something to avert her companions' plight, and Cranea's in particular. In the end, when she drives her hammer into the ground with an angry, if weak cry, the effect unsurprisingly leaves something to be desired – an explosion of force rattles the skeletons harrying the dryad, but fails to do any serious damage; only the divine ward that simultaneously springs into existence around Cranea, shaped vaguely like a great tower shield, keeps the cleric's effort from being a complete failure.

    Wearily regarding her handiwork (or lack thereof), Valagard then closes her eyes and murmurs a brief prayer before pointing at one of the skeletons. "In the name of Ioun, Lady of Lore and Keeper of Fate," she intones, her voice gaining a little strength with every word, "I command you to face me and me alone, to pit your skill in battle against mine, or be struck down with holy fury if you defy Her will!"

    Actions:
    Double Move: F19->N9.
    Action Point -> Standard: Shield of the Gods: close blast 3 covering O9:Q7.
    Attack: Shield of the Gods vs Reflex (Q9, P8, Q8): 12 7 15 – predictably misses all three targets.
    Damage: 1d10+4 10 – half damage on miss, so the three skeletons take 5 force damage each.
    Effect: until the end of the encounter, Cranea gains a +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    Minor: Divine Challenge on Q9 skeleton. It is marked until Valagard fails to engage it on her turn. Also, the first time each round it targets any of her allies with an attack power that doesn't include her as a target, it takes 5 radiant damage.

    Up Next: Mr Kledge On Deck: Round 2 and god knows what else

  • BearrorristBearrorrist Registered User regular
    Hearing the dryad cry out, Kledge knew this couldn't be good. As he rounded the corner, he fires his crossbow into the larger crowd of skeletons, hoping that someone else can do something better.
    Move: E14
    Standard: Aggravating Force vs Q9 Aggravating Force vs AC: 1d20+7 17 HIT! 1d8+5 7 Damage, next ally to attack Q9 gets +2 damage.
    Free: Grumble about the range

  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited July 2012
    Cranea was staggering, she could hear Airyc yelling her name but the undead were blocking him from coming to her aid. She needed room to breathe and she needed it now. Calling upon the arcane power within her once again, Cranea reached inside herself. She could see in her minds-eye the tiny font of energy, waiting to be stoked into a mighty fire. As the Skeletons around her gathered and moved in for the kill she built up the power inside her into a rushing torrent, and with a gasp, released it.
    Two of the offending skeletons went flying back into the water from whence they came, Cranea stumbled to her feet and shambled like the undead away from the fight as fast as she could.

    Move Action: Move to O13

    Edit:
    Only pay attention to the first damage roll I made, I made a silly.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Cranea moved away to a safer spot, but as Airyc put himself between her and a Skeleton, his focus was still too much on the Hamadryad to properly aim. The Skeletal Prisoner hardly had to put effort into moving out of the wild strike of the axe.

    Move: Shift to P9
    Minor: Duelist's Stance (Dmg+4 when no creatures adj other than self)
    Standard: MBA vs Prisoner (P8) 11 vs AC misses (horribly)

    Up Next: Drell And Then?: DOOOOOOM!

    3basnids3lf9.jpg




  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited July 2012
    Hearing a shrill warcry, Airyc and the dwarf ducked just in time as Drell ran toward them, spear held lengthways. The purpose of this strange ploy was soon made clear when either end of the weapon crashed into two of the skeletons and sent splinters of blackened bone flying.

    Actions:
    Move: Walk K11->O6

    Standard: Cleave vs Prisoner (P8)
    Attack vc AC: 1d20+11 17 Hit, just.
    Damage: 1d10+8 = 9 damage and is marked. Shambler (O5) takes 4 damage.

    Stats:
    (P9) Airyc HP 22/27
    (O13) Cranea HP 1/25 Bloodied!
    (O6) Drell HP 25/28
    (E15) Kledge HP 26/26
    (N9) Valagard HP 27/27
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 52/77
    Marked by Drell (Until end of Drell’s next turn)
    (T5) Skeleton Prisoner #2 HP 56/77
    (U5) Skeleton Prisoner #3 HP 49/77
    (O5) Skeleton Shambler #1 HP 47/53
    (P5) Skeleton Shambler #2 HP 53/53

    Up Next: Zombines On Deck: Zombie Killers


    Grog on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited July 2012
    A bone to pick! Round 2.5

    Even with the force of Cranea's magic causing them to hurtle into the water once again, the skeletons remain undaunted. Picking up their weapons effortlessly, the two made their way back onto the shore, ready to kill those who defiled their resting places.

    The one closest to Airyc swings his blade toward the Half-Orc, causing it to slide off the Half-Orc's mail. The other two finally reached Airyc and started a barrage of slashes and stabs on the Orc. Airyc started to dodge most of them effortlessly, practically laughing at their pitiful attempts. As if swayed by her acolyte's words, the godess of Knowledge sends forth a radiant blast from within the marked dead's ribcage, causing it to burst open, leaving a gaping hole seared from the divine light. The creature lets out an inaudible shriek before swinging its blade relentlessly at Airyc, its efforts now redoubled. Unfortunately for the Half-Orc, the blade hits true, slashing a number of old wounds open. Undaunted by this, Airyc merely grunts, forcing himself to call forth some resilience of his own against this foe. He was after all a bodyguard, and it would be insulting if he fell first in battle...

    The two skeletons closest to Drell had other ideas. One immediately starts raking the Eladrin's face with its claw-like hands. Though not fatal, it was by no means painless, and the cuts were quite damaging, even for one cursed by the shadows and death. The other one shambles away from Drell, picking up a rock in the process. It tries hurling the rock at the distracted Eladrin, but it merely bounces off his armor harmlessly...

    Both Airyc and Drell could see the skeletons' bones start to smolder, now that they were completely blackened. Smoke starts to rise out of the many cracks on the fould creatures' bones. Whatever was about to happen, it would happen... and soon...

    Enemy Moves:
    Skeleton Prisoner #1:
    Standard Action: Rusted Longsword against Airyc

    Rusted Longsword (At-Will; Standard Action; Melee)

    Attack: +9 (-2 due to Drell’s mark) vs AC
    Hit: 1d6+3 damage
    Attack Roll: 8 vs AC MISS!

    Skeleton Prisoner #2:
    Move Action: Move to Q8
    Standard Action: Rusted Longsword against Airyc

    Rusted Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+3 damage
    Attack Roll: 11 vs AC MISS!

    Skeleton Prisoner #3:
    Move Action: Move to Q9
    Standard Action: Rusted Longsword against Airyc

    Rusted Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+3 damage
    Skeleton Prisoner #3 takes 10 radiant damage (vulnerability damage included) from Valagard’s Divine Challenge!
    Attack Roll: 27 vs AC HIT!
    Damage Roll: 9 damage
    Airyc gains 5 Temporary Hitpoints due to Half-Orc Resilience!

    Skeleton Shambler #1:
    Standard Action: Rake against Drell

    Rake (At-Will; Standard Action; Melee)

    Attack: +8 vs AC
    Hit: 1d4 damage
    Attack Roll: 17 vs AC HIT!
    Damage Roll: [URL=" http://orokos.com/roll/76526"]3[/URL] damage


    Skeleton Shambler #2:
    Move Action: Shift to Q5
    Minor Action: Pick up sharp rock
    Standard Action: Sharp Rock against Drell

    Sharp Rock (At-Will; Standard Action; Range 5)

    Attack: +8 vs AC
    Hit: 2d4 damage
    Attack Roll: 13 vs AC MISS!

    WARNING: SKELETONS BONES ARE STARTING TO SMOLDER!!:

    Map (Round 2.5):
    LakeRound25.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoners 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P9) Airyc HP 13/27 +5 Temp HP
    Duelist Stance (+4 damage when no creatures other than Airyc is adjacent to his target) NOT IN EFFECT!
    (O13) Cranea HP 1/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (O6) Drell HP 22/28
    (E14) Kledge HP 26/26
    (N9) Valagard HP 27/27
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 52/77
    Marked by Drell (Until end of Drell’s next turn)
    (Q8) Skeleton Prisoner #2 HP 56/77
    (Q9) Skeleton Prisoner #3 HP 37/77 Bloodied?
    Divine Challenged by Valagard (Target takes 5 radiant damage when attacking targets that does not include Valagard)
    (O5) Skeleton Shambler #1 HP 47/53
    (Q5) Skeleton Shambler #2 HP 53/53


    Monster Details:

    Untitled.png Skeleton Prisoner: HP 77/77 AC 17; Fort 16, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant

    Untitled2.png Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant

    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)

    Features:
    Illumination: Middle of the day (bright light).

    Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.

    Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).

    Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.

    Up Next: Kledge and Valagard On Deck: Airyc, Cranea and Drell, as well as Round 3

    TiamatZ on
  • MMAgChMMAgCh remember tomorrow. Registered User regular
    edited July 2012
    The cleric strides heavily forwards, turning her back on the bulk of the skeletons to try and give Drell a hand with one of the rock-hurling undead. As she brings her hammer's heavy head around for the swing, a cry surprisingly and suddenly wells up within Valagard, bursting from her lips the same instant her weapon strikes the skeleton in a staggering explosion of pure light, tendrils of divine power rooting the thing to the spot even as two of the other nearby undead are blasted by the backwash of the radiant surge as well. Valagard simply blinks at this, uncomprehending at first, before whispering a brief but heartfelt prayer to Ioun in thanks for bestowing some of Her divine grace on Her servant after all.

    Somewhat elated, the dwarf follows this up with another prayer, this one intended to soothe Airyc's hurts and embolden the half-orc to strike back viciously at the monsters that menace him so – but she also glances towards Cranea, who is undoubtedly in a worse state than the brawny axeman, and hopes that Kledge'll be able to do something for her in turn...

    Actions:
    Move:: N9->N6.
    Standard: Punish the Profane on O5 Shambler, primary attack vs AC.
    Attack: 24 – a crit!
    Damage: 9 24 radiant damage. The shambler is immobilised until the end of Valagard's next turn.
    Effect: make a secondary attack, which is a close burst 3 against every undead enemy in burst other than the primary target.
    Attack: 13 (Q9 Prisoner, miss) 21 (P8 Prisoner, hit) 24 (Q8 Prisoner, crit), 15 (Q5 Shambler, miss).
    Damage: 2 radiant damage to P8 Prisoner and Q8 Prisoner. Choosing not to push either as it doesn't look like it'd make much of a difference all in all.
    Minor: Healing Word on Airyc: he can spend a healing surge and regains four additional hit points if he does so. He also gains a +2 bonus to attack rolls until the end of Valagard's next turn.

    Valagard's Divine Challenge on the Q9 Prisoner continues because she did attack it on her turn, even if she missed. :P

    Up Next: His Kledginess On Deck: Round 3 and the smouldering ones

    MMAgCh on
  • BearrorristBearrorrist Registered User regular
    Running in and hoping he can do something helpful, Kledge sends a sends a bolt of lightning to Airyc's armor energizing it for a time. As it does, a clap of thunder focuses on one of the skeletons nearby crushing some of its smaller bones and pushing it back. Something useful, finally. Kledge looks towards Craena, who is just out of his throwing distance and hopes she can keep herself alive for just a little longer.
    Move: I12
    Standard: Airyc gains +1 AC until EOMNT
    Thundering Armor vs Q9's Fortitude: 1d20+6 CRIT! 26 1d8+5 13

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited July 2012
    Too caught up in watching the changing nature of the skeletons in front of him, Airyc swung wildly. At no point during the weapons trajectory were any of the undead fiends in any trouble of taking so much as a scratch from the clumsy attack. The Half-Orc glanced over his shoulder in the hopes that his party mates were too caught up in the melee to notice his embarrassing display of martial un-prowess.


    Minor: Poised Assault Stance: +1 attack rolls
    Standard: MBA vs Prisoner Q9 CRITICAL FUCKING FAILURE
    Minor: I feel shame.


    Stats:
    (P9) Airyc HP 23/27 +5 Temp HP
    Poised Assault (+1 attack rolls)/ +2 attack rolls from Valagard/ +1 Armor until end of Kledge next turn \
    (O13) Cranea HP 1/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (O6) Drell HP 22/28
    (E14) Kledge HP 26/26
    (N9) Valagard HP 27/27
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 45/77
    Marked by Drell (Until end of Drell’s next turn)
    (Q8) Skeleton Prisoner #2 HP 49/77
    (Q9) Skeleton Prisoner #3 HP 24/77 Bloodied?
    Divine Challenged by Valagard (Target takes 5 radiant damage when attacking targets that does not include Valagard)
    (O5) Skeleton Shambler #1 HP 18/53 Bloodied?
    (Q5) Skeleton Shambler #2 HP 53/53

    DaMoonRulz on
    3basnids3lf9.jpg




  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited July 2012
    Still hurting from her injuries, Cranea witnessed the fight unfold as her friends jumped into the thick of it. She noticed the bones on the skeletons begin to blacken, and she just knew in the back of her mind that some form of countdown was taking place. With a great effort she limped to get a better angle on one of the prisoners in the fight, and aiming her Rowan Wand at the thing, she summoned her strength to level her power at the quickly blackening abomination. Unfortunately, her injuries were simply too much, and the bolt of energy she summoned passed over the creature in a near miss. She sagged to ground, she was in bad shape and hoped that her friends could finish the monsters.
    Move Action= limp to P13
    Standard Action= Witch Bolt attack on Prisoner at Q9
    Attack Roll= 1d20+4 v. Reflex= 15, FAIL

    Shit

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    Seeing Airyc struggling to bring his axe to bear, Drell bats away the shamblers' claws and moves to sweep out the legs of their smouldering comrades. It was only after sending an armful of bones scattering across the grass that the eladrin noticed how dark the creatures had become.

    "Oh dear. I've got a feeling this fight's going to get hotter..."

    Actions:
    Move: Walk to R8 (via S7 provoking OAs from both shamblers.

    Standard:Cleave vs Prisoner #2
    Attack vs AC: 1d20+11 = 30
    Damage: 1d10+8 = 14
    Prisoner #3 also takes 4 damage.

    Prisoner #2 is marked eont Drell.

    Stats:
    (P9) Airyc HP 23/27 +5 Temp HP
    Poised Assault (+1 attack rolls)/ +2 attack rolls from Valagard/ +1 Armor until end of Kledge next turn \
    (P13) Cranea HP 1/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (R8) Drell HP 22/28
    (I12) Kledge HP 26/26
    (N6) Valagard HP 27/27
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 45/77
    (Q8) Skeleton Prisoner #2 HP 35/77
    Marked by Drell (Until end of Drell’s next turn)
    (Q9) Skeleton Prisoner #3 HP 20/77 Bloodied
    Divine Challenged by Valagard (Target takes 5 radiant damage when attacking targets that does not include Valagard)
    (O5) Skeleton Shambler #1 HP 18/53 Bloodied
    (Q5) Skeleton Shambler #2 HP 53/53

  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    A bone to pick! Round 3.5

    As Drell made his way to support Airyc, one of the shamblers rake him on one of his legs, digging deep into his armor and leaving slight scratches on his flesh.

    When suddenly...

    The dark, smoldered bones of the skeletons burst open, flames erupting over them, and enveloping them with an ungodly heat. The skeletons pitch an inaudible scream in the air, as though being set aflame painful. The flames licked at Airyc and Drell, a hint that maybe staying close to these creatures wasn't a good idea...

    Valagard:
    You can actually hear the scream. Its as if a living mortal was set on fire, its skin sizzling and boiling under the heat.

    The skeletons swing their blades recklessly with abandon. One blade managed to hit Drell in the stomach. Though not fatal, the blow was enough to leave the man panting for air.

    The shamblers turned their gaze to the battle ready dwarf. Their jaws still open, they magically summon two orbs of fire, and toss it at Valagard. Valagard, still reeling from the previous haunt, wasn't swift enough to dodge the two orbs, and both hit her sorely on the left knee and right shoulder respectively. Though she couldn't feel it, the sound of snapping bones within her own body did little to encourage the dwarf to either fight... or run.

    Enemy Moves:
    Opportunity Attacks:
    Skeleton Shambler #1:
    Opportunity Attack: Rake against Drell

    Rake (At-Will; Standard Action; Melee)

    Attack: +8 vs AC
    Hit: 1d4 damage
    Attack Roll: 16 vs AC MISS!

    Skeleton Shambler #2:
    Opportunity Attack Rake against Drell

    Rake (At-Will; Standard Action; Melee)

    Attack: +8 vs AC
    Hit: 1d4 damage
    Attack Roll: 20 vs AC HIT!
    Damage Roll: 4 damage


    Start of Turn:
    The skeletons burst into flames, gaining the following traits:
    - Each Skeleton gains Fiery Aura 1 (Under Monster Details; note that similar auras don’t stack unless otherwise stated)
    - Each Skeleton gains Resist 5 Fire
    - Attacks from skeletons now deal fire damage along with the damage type of the power used. In addition, Skeletons gain a +5 bonus to damage rolls
    - Skeleton Prisoners now have Blazing Longswords.
    - Skeleton Shamblers gain Flame Orb Attack Power, no longer needing rocks.

    Skeleton Prisoner #1:
    Standard Action: Blazing Longsword against Airyc

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+8 fire damage
    Attack Roll: 12 vs AC MISS!

    Skeleton Prisoner #2:
    Standard Action: Blazing Longsword against Airyc

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9(-2 due to Drell’s mark) vs AC
    Hit: 1d6+8 fire damage
    Attack Roll: 8 vs AC MISS! :(

    Skeleton Prisoner #3:
    Standard Action: Blazing Longsword against Drell

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+8 fire damage
    Skeleton Prisoner #3 takes 10 radiant damage (vulnerability damage included) from Valagard’s Divine Challenge!
    Attack Roll: 22 vs AC HIT!
    Damage Roll: 12 fire damage

    Skeleton Shambler #1:
    Move Action: Shift to P5
    Standard Action: Flame Orb against Valagard

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 21 vs AC HIT!
    Damage Roll: 12 fire damage

    Skeleton Shambler #2:
    Move Action: Shift to Q6
    Standard Action: Flame Orb against Valagard

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 17 vs AC HIT!
    Damage Roll: 12 fire damage

    Map (Round 3.5):
    LakeRound35.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoners 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P9) Airyc HP 23/27 +5 Temp HP
    +2 bonus to attack rolls (Until end of Valagard’s next turn)
    +1 bonus to AC (Until end of Kledge’s next turn)
    Poised Assault Stance (+1 to attack rolls)
    (P13) Cranea HP 1/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (R8) Drell HP 6/28 Bloodied!
    (I12) Kledge HP 26/26
    (N6) Valagard HP 3/27 Bloodied!
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 45/77
    (Q8) Skeleton Prisoner #2 HP 35/77 Bloodied?
    Marked by Drell (Until end of Drell’s next turn)
    (Q9) Skeleton Prisoner #3 HP 10/77 Bloodied?
    Divine Challenged by Valagard (Target takes 5 radiant damage when attacking targets that does not include Valagard)
    (P5) Skeleton Shambler #1 HP 23/53 Bloodied?
    (Q6) Skeleton Shambler #2 HP 53/53


    Monster Details:

    SkeletonM2-1.png Skeleton Prisoner: HP 77/77 AC 17; Fort 16, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    SkeletonR2-1.png Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    Special (Both Skeletons):
    Fiery Aura (Aura 1):
    Any creature that starts its turn in the aura takes 5 fire damage.

    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)

    Features:
    Illumination: Middle of the day (bright light).

    Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.

    Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).

    Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.

    Up Next: Kledge and Valagard On Deck: Airyc, Cranea and Drell, as well as Round 4

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Airyc's expression hardened when the skeletons ignited. Standing so close to these infernal enemies caused Airyc to get singed by their flames, but in the interest of not letting one peel away and attack his wounded teammates, the Half-Orc stubbornly stayed put. He attempted to destroy the skeleton in front of him, but a bead of sweat at an inopportune time caused his attack to go wide.

    MBA vs Prisoner (P8) 16 vs AC MISSES AGAIN!!!!



    Map (Round 3.5):
    LakeRound35.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoners 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P9) Airyc HP 23/27
    Poised Assault Stance (+1 to attack rolls)
    (P13) Cranea HP 1/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (R8) Drell HP 6/28 Bloodied!
    (I12) Kledge HP 26/26
    (N6) Valagard HP 3/27 Bloodied!
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 45/77
    (Q8) Skeleton Prisoner #2 HP 35/77 Bloodied?
    Marked by Drell (Until end of Drell’s next turn)
    (Q9) Skeleton Prisoner #3 HP 10/77 Bloodied?
    Divine Challenged by Valagard (Target takes 5 radiant damage when attacking targets that does not include Valagard)
    (P5) Skeleton Shambler #1 HP 23/53 Bloodied?
    (Q6) Skeleton Shambler #2 HP 53/53

    3basnids3lf9.jpg




  • MMAgChMMAgCh remember tomorrow. Registered User regular
    edited August 2012
    Reeling from the fiery attacks, Valagard attempts to steady herself, feeling the magic woven into her recently acquired cloak bolster her efforts a little further. Even so, things appear to be "going south", as popular human jargon has it, with much of the party ailing while their skeletal attackers aren't nearly as badly off.

    Well, if this is her time to die, there isn't much she can do to change the course of fate – not much, but not nothing, either. The dwarven cleric moves into the fray, drawing on one of the few potent prayers she has left to channel some vigour into Drell, before risking the conflagrant vicinity of the skeleton she has been keeping a divinely empowered eye on all this time and crushing its skull with a rather wild swing of her hammer that somehow manages to connect all the same, almost as if it was meant to. "Still your horrid voice!" she gasps, clearly in some discomfort despite the heat receding from her with the demise of its source.

    Actions:
    Minor: Dwarven Resilience. Valagard uses her Second Wind, spending two surges to regain 12 hit points and gaining a +2 bonus to all defences until the start of her next turn.
    Move: N6->P10.
    Minor: Healing Word on Drell: he can spend a healing surge and regains four additional hit points if he does so. He also gains a +2 bonus to attack rolls until the end of Valagard's next turn.
    Free action (Mountain Man card) -> Standard: Sundering Might on Q9 Prisoner, primary attack vs AC (incl. CA from flanking).
    Attack: 17 – jussssssst barely a hit.
    Damage: 12 damage, enough to do the thing in.

    Up Next: Kledge On Deck: Round 4

    MMAgCh on
  • BearrorristBearrorrist Registered User regular
    Running up and splashing some of his tonic on Craena, Kledge turns and fires at one of the burning ... creatures. Why cant dead things stay dead? And now somehow they ignite themselves? "What happens if these things get wet now that they are on fire?"

    As the bolt lands squarely in the skeleton's forehead, sparks fly out of Kledge's crossbow, splashing all near him, empowering them.

    That's most interesting ... if I turn this knob, what will it do next shot?
    Move: I12 -> O12
    Minor: Healing Infusion: Curative Admixture on Craena, spend a healing surge and gain 2 extra hit points.
    Standard: Magic Weapon vs Q8's AC: 1d20+8 28 CRIT! 1d8+5 11 13 dmg.
    Each ally (Craena) adjacent to me gains a +1 power bonus to attack rolls and a +2 power bonus to damage rolls until the end of my next turn.

  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    Though the flames sputtered around him, Drell was spurred on by the dwarf's magic. Striking blindly through the fire, the tip of his spear stopped bare inches from Airyc's face, having impaled one of the undead.
    Start of turn: Take 5 fire damage.

    Move: Shift to R7

    Standard: Steel Serpent Strike vs Prisoner #2
    Attack: 1d20+11+2+2 = 19 hit
    Damage: 2d10+8 = 15
    Prisoner #2 is slowed and cannot shift, and is marked by Drell (both til eomnt)

  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited August 2012
    With the deemise of one of the skeletons and Drell furiously hacking at another, Cranea feels a surge of energy bring her back from the brink. Picking herself up she narrowed her gaze toward the flaming skeleton that Drell had torn in to. Raising her wand she sought to unleash her Witch's Bolt at her foe, but suddenly a pain tore through her side, throwing off her aim wildly. The bolt hit the ground nowhere near her intended target as she reeled in pain, maybe her injuries weren't so easily shrugged off . . .
    Standard Action: Witch's Bolt on Prisoner at Q8
    Attack roll: 1d20+5 v. reflex= CRIT FAIL

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    A bone to pick! Round 4.5

    Even with the loss of one of their compatriots, the skeletons continue their assault unmitigated. In fact, the loss of one of the skeletons might even have bolstered the skeletons' incoming attacks, as they started to strike true.

    One bashed the flat of his blade in Airyc's face, causing him to lose concentration in the fight (and a tooth, for good measure). The one impaled by Drell merely turns his head 180 degrees, glaring at Drell menacingly, as though it was not amused. It swung its blade at the Eladrin with such a force that would cripple the living, leaving a severe wound on the Eladrin's ribs. Drell fell to the ground on his knees, coughing what he'd have hope was blood. At this rate, even death might be a better alternative than these abominations. The skeleton made its way to its next target, the wounded Dryad. This gambit, however, left him exposed. Hopefully either Airyc or Valagard would exploit such a bold move...

    Meanwhile, the shamblers make their way past the Half-Orc and Dwarf. One had its sight at the untouched Artificer, flinging a fiery orb at Kledge. It landed straight on his left leg, casing him to bleed from the wound. The other set its sights back to the Dwarven cleric, hurtling a fiery orb as well. Even with her renewed resilience, Valagard was still too weary to offer resistance, causing the orb to detonate on her back, searing it with flames.

    Things weren't looking too well for the heroes...

    Enemy Moves:
    Skeleton Prisoner #1:
    Standard Action: Blazing Longsword against Airyc

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+8 fire damage
    Attack Roll: 25 vs AC HIT!
    Damage Roll: [URL=" http://orokos.com/roll/78275"]10[/URL] fire damage

    Skeleton Prisoner #2:
    Standard Action: Blazing Longsword against Drell

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+8 fire damage
    Attack Roll: 29 vs AC CRITICAL HIT!!!!!
    Damage Roll: Drell takes 14 fire damage due to the critical!
    Move Action: Move to Q10. Both Airyc and Valagard gain an Opportunity Attack against Skeleton Prisoner #2

    WARNING: DRELL IS DYING! SKELETON PRISONER #2 IS NO LONGER FLANKED!

    Skeleton Shambler #1:
    Move Action: Move to L10
    Standard Action: Flame Orb against Kledge

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 17 vs AC HIT!
    Damage Roll: 15 fire damage

    Skeleton Shambler #2:
    Move Action: Move to M8
    Standard Action: Flame Orb against Valagard

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 24 vs AC HIT!
    Damage Roll: 12 fire damage

    Map (Round 4.5):
    LakeRound45.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoners 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P9) Airyc HP 13/27 Bloodied!
    Poised Assault Stance (+1 to attack rolls)
    (P13) Cranea HP 9/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    Magic Weapon (+1 attack bonus; +2 damage bonus until end of Kledge’s next turn).
    (R7) Drell HP -2/28 Dying!
    (O12) Kledge HP 11/26 Bloodied!
    (P10) Valagard HP 3/27 Bloodied!
    Rattled (-2 to attack rolls and defences until end of encounter)
    Dwarven Resilience (+2 to all defences until the start of Valagard’s next turn)
    (P8) Skeleton Prisoner #1 HP 45/77
    (Q8) Skeleton Prisoner #2 HP 7/77 Bloodied?
    Marked by Drell (Until end of Drell’s next turn)
    Slowed and Cannot Shift (Until end of Drell’s next turn)
    (L10) Skeleton Shambler #1 HP 23/53 Bloodied?
    (M8) Skeleton Shambler #2 HP 53/53


    Monster Details:

    SkeletonM2-1.png Skeleton Prisoner: HP 77/77 AC 17; Fort 16, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    SkeletonR2-1.png Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    Special (Both Skeletons):
    Fiery Aura (Aura 1):
    Any creature that starts its turn in the aura takes 5 fire damage.

    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)

    Features:
    Illumination: Middle of the day (bright light).

    Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.

    Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).

    Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.

    Up Next: Kledge and Valagard On Deck: Round 5, the Roundening! Starring Cranea, Airyc and Drell!

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Airyc took a swing at the repositioning fiend to no avail, leaving him feeling like a failure.

    3basnids3lf9.jpg




  • BearrorristBearrorrist Registered User regular
    Skirting Around the combat, Kledge tries to get away from those ... things throwing burning rocks at him.

    "Oh, hello Drell, you look a little worse for wear, try this."

    Refocusing himself, Kledge takes aim at another of the creatures ... and the shot bounces off the creature to no effect.
    Move: O12->Q12->R11->S9 (no OA's)
    Minor: Healing Infusion: Curative Admixture on Drell, spend a healing surge and gain 2 extra hit points.
    Standard: Second Wind (+6hp)
    Action Point: Aggravating Force vs P8's AC: 1d20+7 16 Miss, Barely

  • MMAgChMMAgCh remember tomorrow. Registered User regular
    edited August 2012
    The blow Valagard aimed at the skeleton while it bore mindlessly down her went wide; a moment later however, the dwarf redoubles her efforts and is rewarded with the sound of snapping bone as her hammer violently smashes the thing's ribcage asunder, silencing its tortured voice at last. Her straits too dire for her to feel pleased, a kind of joyless satisfaction nevertheless marks her features as she circles around the last of the skeletal swordbearers; a nimbus of holy energy is faintly perceivable about her all the while, like a great cloak that leaves the cleric exposed even as it shields her nearby allies from the worst of their enemies' godless wrath – hopefully.

    Actions:
    Opportunity attack: Righteous Brand on Prisoner #2.
    Attack: 6 – yeah, no.

    Standard: Weapon of Divine Protection on Prisoner #2.
    Attack: 20 – a hit!
    Damage: 17 damage. A kill!
    Effect: until the end of her next turn, Valagard's allies gain a +2 power bonus to all defences while adjacent to her.
    Move: P10->Q8.

    Up Next: Round 5 and the Good Guys On Deck: The undead menace

    MMAgCh on
  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    Drell snaps out of shock thanks to a splash of the human's curative mixture to see Valagard and Airyc ganging up on one of the blazing undead. Wasting no time he dashed behind it, pinning it in place once more with his spear.
    Move: walk to P7 via Q6

    Standard: Weapon Master's Strike vs Prisoner #1
    Attack vs AC: 1d20+11+2 20 hit
    Damage: 1d10+8 14
    Prisoner #1 is marked by Drell and provokes OAs if it shifts until eomnt.

    Stats:
    (P9) Airyc HP 13/27 Bloodied!
    Poised Assault Stance (+1 to attack rolls)
    (P13) Cranea HP 9/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    Magic Weapon (+1 attack bonus; +2 damage bonus until end of Kledge’s next turn).
    (R7) Drell HP 9/28 Dying!
    (O12) Kledge HP 11/26 Bloodied!
    (P10) Valagard HP 3/27 Bloodied!
    Rattled (-2 to attack rolls and defences until end of encounter)
    Dwarven Resilience (+2 to all defences until the start of Valagard’s next turn)
    (P8) Skeleton Prisoner #1 HP 31/77
    (L10) Skeleton Shambler #1 HP 23/53 Bloodied?
    (M8) Skeleton Shambler #2 HP 53/53

    Up Next: Airyc 'n' Cranea On Deck: Bad Skellies

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2012
    Airyc ignored the pain of his skin blistering and focused instead on causing pain himself; or damage, at least, since these foes didn't seem to have a nervous system. The axe connected solidly with bone, and feeling a surge of adrenaline, Airyc stuck twice more with vicious blows that reduced the skeleton nearly to a pile of bone chips.
    Standard Attack vs Prisoner 1 (P8) 23 vs AC hits for 14 dmg
    Free Action: Power Strike 7 more damage
    No Action: Furious Assault 8 more damage
    Total of 29 damage to Prisoner 1 (P8)

    Stats:
    (P9) Airyc HP 8/27 Bloodied!
    Poised Assault Stance (+1 to attack rolls)
    (P13) Cranea HP 9/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    Magic Weapon (+1 attack bonus; +2 damage bonus until end of Kledge’s next turn).
    (R7) Drell HP 9/28 Dying!
    (O12) Kledge HP 11/26 Bloodied!
    (P10) Valagard HP 3/27 Bloodied!
    Rattled (-2 to attack rolls and defences until end of encounter)
    Dwarven Resilience (+2 to all defences until the start of Valagard’s next turn)
    (P8) Skeleton Prisoner #1 HP 2/77 Bloodied?
    (L10) Skeleton Shambler #1 HP 23/53 Bloodied?
    (M8) Skeleton Shambler #2 HP 53/53

    DaMoonRulz on
    3basnids3lf9.jpg




  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited August 2012
    Cranea sighs in relief as her allies begin to tear into the skeletons again with their usual ferocity. She had begun to worry, then quickly reminded herself that the pendulum could just as quickly swing against them again if she didn't start pulling her weight. To her right she noticed the two shambling monstrosities getting in a flanking position, Cranea wasn't going to be allowing that unchallenged, and prepared a bolt of her witch's fury against it. Leveling her Rowan Wand at the creature, she let fly a devastating attack as lighting leapt between her and her foe. The Shambler tried to dodge the attack, but it was in vain as the lightning pierced the flames surrounding its frame and snaked its way through the monster. Bones warped and cracked under the onslaught of the attack, and Cranea fully intended to keep it up until the thing burst to pieces.
    Standard Action: Witch Bolt attack on Skeleton Shambler @ L10
    Attack: 1d20+4 v. Reflex=18, HIT! (only just)
    Damage: 1d10+4 Lightning=14!
    (+2 damage due to Rowan wand for a total of 16 damage)

    Up Next: The-soon-to-be-re-dead-dead On Deck: Our Heroes!!

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited August 2012
    A bone to pick! Round 5.5

    The skeleton turns its back to the beaten Drell, issuing a threat of his own to the Eladrin: a vicious swing with its fiery blade. It hits the Eladrin on his left shoulder, causing him to stagger as bone and sinew were cut and seared. The force and trauma of such a hit caused Drell to fall to the ground once more. With Drell once more on the ground, the skeleton looks back at the others, with the same fiery scowl etched on its face...

    The shambler that was attacked by Cranea's bolt of magic seemed to take more notice of her, and decided to lob a fireball at her direction. All seemed hopeless for the Dryad...

    Ioun seemed to have taken pity on her, as the divine tower shield suddenly reappeared in front of her. It deflected the orb, causing it to crash into the prison's walls. Just as it reappeared, so too did it disappear, but remained a constant bulwark for the witch. Undaunted, the skeleton makes its way to the injured Dryad. The air around Cranea was getting warmer, and she was soon face-to-face with a burning skull staring right back at her.

    The remaining shambler shambles around the field, and hurls an orb at the seemingly safe Artificer. It lands straight on his stomach, causing severe, searing pain.

    Enemy Moves:
    Skeleton Prisoner #1:
    Standard Action: Blazing Longsword against Drell

    Blazing Longsword (At-Will; Standard Action; Melee)

    Attack: +9 vs AC
    Hit: 1d6+8 fire damage
    Attack Roll: 21 vs AC HIT!
    Damage Roll: [URL=" http://orokos.com/roll/78719"]9[/URL] fire damage


    Skeleton Shambler #1:
    Standard Action: Flame Orb against Cranea

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 14 vs AC MISS!
    Move Action: Move to O13


    Skeleton Shambler #2:
    Move Action: Move to P5
    Standard Action: Flame Orb against Kledge

    Flame Orb (Range 10; At-Will; Standard Action; Range)

    Attack: +6 vs Reflex
    Hit: 3d4 +5 fire damage
    Attack Roll: 24 vs AC HIT!
    Damage Roll: 11 fire damage

    Map (Round 5.5):
    LakeRound55.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoner 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P9) Airyc HP 8/27 Bloodied!
    (P13) Cranea HP 9/25 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (P7) Drell HP 0/28 Dying!
    (S9) Kledge HP 6/26 Bloodied!
    +2 to all defences (Until start of Kledge’s next turn).
    (Q8) Valagard HP 3/27 Bloodied!
    + 2 Defenses while adjacent to Valagard (Until end of Valagard’s next turn; allies only)
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 2/77 53 Bloodied?
    Provokes OA if it shifts (Until end of Drell’s next turn)
    (O13) Skeleton Shambler #1 HP 7/53 Bloodied?
    (P5) Skeleton Shambler #2 HP 53/53


    Monster Details:

    SkeletonM2-1.png Skeleton Prisoner: HP 77/77 AC 17; Fort 16, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    SkeletonR2-1.png Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    Special (Both Skeletons):
    Fiery Aura (Aura 1):
    Any creature that starts its turn in the aura takes 5 fire damage.

    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)

    Features:
    Illumination: Middle of the day (bright light).

    Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.

    Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).

    Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.

    Up Next: Kledge and Valagard On Deck: Round 6" Let’s see how long the heroes can hold out!

    TiamatZ on
  • BearrorristBearrorrist Registered User regular
    edited August 2012
    Coughing on the wisps of smoke from his smouldering shirt, Kledge notices that the group isn't doing so well. This is derived solely from the information that his chest hurts, something to do with catching fireballs. Maybe if I kill the one that they seem so concerned with they will take care of the important one, the one throwing fireballs at him. With a grunt, Kledge steps to a better position and takes aim, thinking about burning undead creatures. The bolt flies true, and strikes the half-orcs blade, imparting its energies into him, and as a side effect sending a shock wave into the last sword wielding skeleton, knocking it over.

    Maybe if the oaf with the axe stays between me and that thing, it wont notice me.
    Move: Shift -> R10
    Minor: Bleed
    Standard: Thundering Armor on Airyc (Airyc gains +1 power bonus to AC until EoMNT), Thundering Armor vs P8's Fortitude: 1d20+6 25 1d8+5 7
    Free: Arcana vs Burning Skeletons: 1d20+9 11 well, if it was possible to glean any information, that's not going to help.
    The last Skeletal Prisoner is down, and Kledge is grouchy

    Bearrorrist on
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    When the magics holding the Skeleton together expired and the searing heat stopped being a factor, Airyc turned towards the Shambler that seemed to have not been hit yet. "No one get close to that guy until I've had a chance to cut him down to size," Airyc spoke aloud and turned to look at his bloodied and bedraggled compatriots, applying the stink-eye when necessary to really drive the point home.

    3basnids3lf9.jpg




  • MMAgChMMAgCh remember tomorrow. Registered User regular
    edited August 2012
    Another skeleton having fallen, the cleric is free to engage another enemy, aiming to relieve Cranea – but Valagard's attack misses by a considerable margin, leaving her utterly exposed to the truly infernal heat radiating from the monster, if nothing else. Already she's feeling weak in the face of that conflagration, and even as she draws on her divine power to shield Airyc from harm, who looks like he'll have more need of it, instead of the dryad, she realises that this time, there just might be no escaping it.

    Actions:
    Move: Q8->N13.
    Standard: Weapon of Divine Protection on Shambler #1, attack vs AC (incl. CA from flanking).
    Attack: 13 – remember when a 13 could actually be a hit? Yeah, me neither.
    Effect: until the end of her next turn, Valagard's allies gain a +2 power bonus to all defences while adjacent to her.
    Minor: move the Shield of the Gods effect to Airyc.

    Up Next: Round 6 and the rest of the party On Deck: dem bones

    MMAgCh on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited August 2012
    Cranea was amazed at her fortune with the arcane shield, as the ball of flame was approaching her she thought that that was it. Her shock quickly subsided as she saw the fire wreathed skeleton shambling towards her, as it moved she worked with all her might to sustain the electrified stream that connected the malign creature to her Rowan wand. Her witch's bolt still coursed through the creature, all it would take was for her to will another surge into the creature. One more surge from her wand would destroy the thing, she was sure of it, but it was way too close for her comfort. backing away towards her companions she blasted the Shambling Skeleton once more, totally annihilating it and scattering its blackened, scorched bones for yards around. Many of the bones hit the prison walls and shattered while others flew up into the air or bounced along the ground away from the fighting. Cranea smiled in satisfaction and turned with her friends to attend to the final remaining undead foe.
    Move Action: Move to R9
    Sustain Standard: Witch Bolt continued damage to Skeleton Shambler #1 @O13
    Damage: 1d10+4(+2 due to use of Rowan Wand)= 16 total damage!

    Up Next: Drell On Deck: The lone Skelly

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    Drooling slightly, Drell swings his spear in a wide arc that shows his intent if not any sort of accuracy.

    "Fire...bad..." he manages to mumble, the heat apparently having dried his throat.
    Standard: Villain's Menace vs Shambler #2
    Attack vs AC: 1d20+11 = 17 noooooo why did I pick a daily that doesn't deal damage on a miss??

    Shambler #2 is marked until eomnt and Drell gets a +1 bonus to attack and a +2 bonus to damage against it until the end of the encounter (not long).

    Death save: 1d20 = 15 stable!

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2012
    Airyc ran full speed at the Shambler Drell just tried to attack, but for some reason this Shambler seemed to have a protective force field. Even with the added momentum of a running start, Airyc's vicious swing, that would've done good damage had it connected, couldn't pierce the creature's defenses. "Fire very bad," he lamented as the flames surrounding this undead ghoul boiled the sweat off Airyc's face.

    Suddenly, the card in Airyc's new boots that he had forgotten about entirely began to give off an eerie glow. The Skeleton reeled backwards and though his attack initially missed, the skeleton showed the signs of an axe chop. The Half-orc sighed with relief; from then on he was going to make sure to help any and all merchants beset by the undead.
    Minor: Duelist Stance. +4 dmg against lone target
    Standard: Charge to P6 to swing at Shambler. 17 vs AC misses. I am sad. You've made me sad.

    Special: Card power activate!: adds +4 to attack roll. 21 vs AC hits for 18 damage

    Stats

    Stats:

    (P6) Airyc HP 8/27 Bloodied!
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (R9) Cranea HP 9/25 Bloodied!
    (P7) Drell HP 0/28 Dying!
    +1 atk/+2 dmg bonus vs Shambler2
    (R10) Kledge HP 6/26 Bloodied!
    +2 to all defences (Until start of Kledge’s next turn).
    (N13) Valagard HP 3/27 Bloodied!
    + 2 Defenses while adjacent to Valagard (Until end of Valagard’s next turn; allies only)
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P8) Skeleton Prisoner #1 HP 2/77 53 Bloodied?
    Provokes OA if it shifts (Until end of Drell’s next turn)
    (P5) Skeleton Shambler #2 HP 37/53

    Asshole Shambler, I choose you! Adventurers, welcome to die!

    DaMoonRulz on
    3basnids3lf9.jpg




  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited August 2012
    A bone to pick! Round 6.5

    As parts of its charred ribs fell to the ground and disintegrated, the skeleton continues its disturbing fiery scowl at the Half-Orc. It swings its burning claws towards his face. Tired, Airyc could only close his eyes and await death...

    Only for the attack to be deflected by the last second! Airyc opened his eyes, only to see Valagard's mystical shield appeared right in front of him, blocking the creature's assault. Try as it might, the skeleton rakes its sharpened appendages in vain on the shield.

    Airyc could not help but offer a smug smile at the burning bonehead in front of him. But the heat emanating from the creature soon reminded himself what foe they were fighting. With most (if not all) the heroes on their last legs, Airyc knew the last few moments would decide their fate, and even a simple mistake could cost them their lives...

    Enemy Moves:
    Skeleton Shambler #2:
    Standard Action: Rake against Airyc
    Rake (At-Will; Standard Action; Melee)
    Attack: +8 vs AC (+6 due to Mark of Drell)
    Hit: 1d4 +5 fire damage
    Attack Roll: 20 vs AC MISS!

    Map (Round 6.5):
    LakeRound65.jpg

    Initiative:
    Airyc 24
    Cranea 19
    Drell 15
    Skeleton Prisoner 15 average
    Skeleton Shamblers 8 average
    Kledge 6
    Valagard 3

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P6) Airyc HP 8/27 Bloodied!
    +4 to damagerolls as long as the target has no other creatures other than Airyc adjacent to it (Duelist Stance).
    +1 to AC (until end of Kledge’s next turn).
    +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
    (R9) Cranea HP 4/25 Bloodied!
    (P7) Drell HP 0/28 Dying!
    Villain’s Menace: +1 bonus to attack rolls/+2 bonus to damage rolls until end of encounter.
    (R10) Kledge HP 6/26 Bloodied!
    (N13) Valagard HP 3/27 Bloodied!
    + 2 Defenses while adjacent to Valagard (Until end of Valagard’s next turn; allies only)
    Rattled (-2 to attack rolls and defences until end of encounter)
    (P5) Skeleton Shambler #2 HP35/53
    Marked by Drell (Until end of Drell’s next turn)


    Monster Details:
    SkeletonR2-1.png Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant

    Special (Skeleton Shambler):
    Fiery Aura (Aura 1):
    Any creature that starts its turn in the aura takes 5 fire damage.

    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)

    Features:
    Illumination: Middle of the day (bright light).

    Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.

    Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).

    Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.

    Up Next: Kledge and Valagard On Deck: Round 7, or the "How I died and lived with it?" Round!

    TiamatZ on
  • MMAgChMMAgCh remember tomorrow. Registered User regular
    Feeling strangely placid in the face of her almost certainly impending demise, Valagard flings herself into the fray anew. If sheer defiance of death were all it took to overwhelm her enemy it would lie shattered in the dust even now, but her goddess' favour seems to abandon the cleric yet again at this crucial moment, her effort coming to naught one more time, perhaps the last...

    Actions:
    Move: N13->N8.
    Standard: Charge N8->O6, Righteous Brand on Shambler #2, attack vs AC (+1 from charging).
    Attack: 10 – for fuck's sake.

    Up Next: Mr Kledge Black On Deck: Round 7

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    "Drell, get up here, I'm gonna hit this gods forsaken thing and then try to sucker it into hitting me. When it opens itself up for attack, you strike first." Airyc called over his shoulder to the wavering warrior.

    3basnids3lf9.jpg




  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    "Bluuuh?" Blood drips from the eladrin's mouth and it is clear that it's taking all his concentration just to remain standing, let alone converse about tactics.

  • BearrorristBearrorrist Registered User regular
    edited August 2012
    Peeking out from around the elf, Kledge lines up his shot, hoping his aim holds. It dosen't. The bolt sails ahead, and bounces off the creatures skull, sailing harmlessly away.

    I think I can run faster than the rest of them ... if not, an arrow to the knee ...
    Move: Wave and baddie
    Standard: Aggravating Force vs The Last Shambler's AC: 1d20+7 11 1d8+5 10 MISS!
    Minor: Kick Rocks.

    Bearrorrist on
  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    Striking clumsily over the half-orc's head turns out to be a good tactic, as the skeleton fails to see the blow coming. A slow smile spreads across Drell's face before he collapses into the dirt.
    Standard: Cleave vs AC: 1d20+11+1 = 26
    Damage: 1d10+8+2 = 17 and it's marked blah blah.

    Death save: 1d20 7 Blargh!

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Airyc chopped once more at the Skeleton, hoping to finish it off before it had the chance to do anymore damage. Some more skin peeled off of the Half-orc and more bone was chipped away from the fiery fiend, but alas it still stood. He brought his axe up in a guard position, readying himself mentally and physically for an attack that could very well be the end of his life.
    Minor: Poised Assault +1 atk rolls
    Standard: MBA vs Shambler 21vs AC HITS for 12 dmg. I really tried to crit there, but no luck.

    3basnids3lf9.jpg




  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited August 2012
    (edited for bug posts)

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
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