Norrin Axebeard |
Takes ongoing 10 = 10 cold/necro damage.
Unable to move away, Norrin tries to cut down Zombie 2.
Standard: Twin Strike 1d20 + 17 ⇒ (12) + 17 = 29 vs Z2 AC for 1d10 + 2 ⇒ (9) + 2 = 11 radiant damage.
Twin Strike 1d20 + 17 ⇒ (17) + 17 = 34 vs Z2 AC for 1d10 + 3 + 2d6 ⇒ (5) + 3 + (2, 6) = 16 damage.
Save against slow 1d20 ⇒ 19.
Save against ongoing 10 cold/necro 1d20 ⇒ 12.
__
Norrin is currently at
49 / 90 HP
6 of 7 Surges for +22 HP
AC 27; Fortitude 27, Reflex 27, Will 23
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Biting Volley, Stab and Shoot, Furious Assault, Ruffling Sting, Invigorating Stride, Second Wind
Rev DM |
Norrin casually wipes out the mangled zombie and looks on with satisfaction and Lyan brings the next victim alongside.
All - note that anyone who hits Z3 before the end of Darwyn's next turn, gains 3 temp hp.
Lyan - anything else here before the remaining shreds of zombies do their thing?
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1, and Z2 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Rev DM |
Clearly losing, neither zombie can use the charged atmosphere of Moil against the party, and simply slam into their foes. It availeth them nothing.
Recharge Breath of Moil: 1d6=1 - Z1. No. 1d6=2 - Z3. No.
1d20+18=30 - Z1 v Lyan. Miss.
1d20+18=27 - Z3 v Darion. Miss.
All - note that anyone who hits Z3 before the end of Darwyn's next turn, gains 3 temp hp.
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Rev DM |
Pelor temporarily takes his godly eye off the ball and Darion misses horribly.
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Rev DM |
Victory is very clearly within sight as Darwyn swings, calling on his comrades to finish this fast.
All+4 to attacks when charging to end Darwyn's next turn.
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan Hurzin |
Lyan focuses his psychic reserves on his attack against the zombie.
Spectral Legion aug2 vs Z1 AC 1d20 + 16 ⇒ (12) + 16 = 282d10 + 8 ⇒ (7, 3) + 8 = 18
On hit, Z1 immobilized and grants CA to my allies adjacent to it TEOMNT. Minor to mark it for the duration, just for good measure.
HP: 53/102 Surge: 10/14 PP:0/8
Marked: Z1
Used: Hob Resilience, Shadow Step, Knifing Wind, Second Wind, Nightmare Vortex
+1 to defenses against non-melee
can slide Z1 per Nightmare Vortex
Rev DM |
A mighty blow from the hobgoblin brings victory a step closer. Both remaining zombies are looking in a very bad way.
All+4 to attacks when charging to end Darwyn's next turn.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind
Samson Gord |
My apologies for the delay. I have been sick the past few days. This will be a quick post.
Standard:Intuitive Strike, Melee weapon(+3 Withering LongSpear)
Target: Z1
Attack: 1d20(5)+18 = 23 vs. Will
Hit: 1d10(1)+5 = 6 damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Move:None
Minor:
Stupid dice!!!
_________________________________________________
Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23 +2 on all defenses from Second wind
HP: 22/91 Surges: 8/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 0/3
Encounters used: Warlord's Strike, Provoke Overextension, Forced Retreat, Dragons Breath, Second Wind, Inspiring word
Utilities used: Adaptive Stratagem, Reorient the Axis
Daily's Used:
Skirmishers Presence: When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence(+3) before or after the attack.
Cry Havoc: On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.
Rev DM |
Sorry to hear you're ill, Samson. Get well soon.
Bloodied and battered as he is, Samson can't muster the strength to bypass the zombie's will.
All+4 to attacks when charging to end Darwyn's next turn.
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind
Samson - BLOODIED; used second wind
Rev DM |
Levana obliterates Z3 as the spirits at her command wrestle the zombie back into the shadows of Moil.
All+4 to attacks when charging to end Darwyn's next turn.
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind
Samson - BLOODIED; used second wind
Levana
Norrin Axebeard |
Clutching his sunblade in two hands, Norrin tries to bisect the remaining zombie. Minor: designate Z1 as quarry.
Hit and Run 1d20 + 17 ⇒ (8) + 17 = 25 vs Z1 AC for 1d8 + 7 + 1 + 2d6 ⇒ (8) + 7 + 1 + (3, 1) = 20 radiant damage and no OAs for moving out of the first square.
Norrin moves to H4.
———
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Biting Volley, Stab and Shoot, Furious Assault, Ruffling Sting, Invigorating Stride, Second Wind
Rev DM |
Yup. Yellow dot is Samson's lantern.
Norrin's blade looks as if it may miss, but at the last second, he finds an opening and the last zombie falls.
You forgot the +2 for CA which made it an exact hit :D
OUT OF COMBAT
Please take 1867 XP each. Your running total is 33,867.
Take a short rest and tell me what you're doing next.
Norrin Axebeard |
You forgot the +2 for CA which made it an exact hit :D
Thanks Rev! 8) I guess it's times like this when every little bit counts.
I'll use song of rest while we rest, so everyone who uses a surge gets 5 extra hp. Then use it myself. I'm now at 80/84 hp.
Before everyone begins healing Samson Places down a battle standard of healing adding a +1 to any surge. He then spends 2 surges himself getting him to 80/91...
OK, spending two surges to bring me to full health.
Norrin carefully approaches the archway and stairs to take a closer look.
Perception 1d20 + 16 ⇒ (8) + 16 = 24.
Rev DM |
Any religious significance is lost in the mists of time and destruction and Darion can identify nothing to help the heroes.
Norrin moves cautiously to the archway and peers into the darkness holding Samson's lantern high. Ahead he can see a series of bridges eventually leading to another tower. Although they look precarious, he is confident they will support the party. 20 feet wide at best, they have no railings and the going will be difficult.
Bitter chill starts to bite into the companions as they contemplate the journey ahead and in the darkness, something moves, seemingly alerted by their living presence.
To get to the next tower will take you an hour as it is all very treacherous terrain. I need Endurance checks from all of you (DC18). If you fail, you take 2d10 cold and necrotic damage.
Rev DM |
Alone among the companions, Levana finds herself unable to withstand the alien cold. The elf shudders as she feels the brush of vile spirits mingling with her familiar companions.
2d10=11 - Levana please take 11 cold damage
As you traverse the bridges, you feel more and more certain that Moil is watching you. The city stretches before you, desolate and collapsing, and the palpable menace seems to shudder just out of the edges of your vision.
At length the horrid journey ends in another tower, even more derelict than your arrival point and you know that you must cross to reach the only building in sight. As you approach, you see that this tower has been sheered off at an angle and that the shattered floor is a mixture of open spaces dropping to the horrible sludge below. Here and there pools of vile necrotic essense well up.
As you approach, you can see movement. Fragments of bone and body parts are knitting themselves together into a much larger mass in the rubble.
Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.
Roll initiative and place yourselves on the map. You are approaching from the east (bottom left).
Rev DM |
Init so far:
Barrow - 23
Lyan - 22
Darwyn - 21
Levana - 17
Need init rolls from Norrin, Darion and Samson and positions from Darion and Samson.
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.
Purple is ground you can walk on.
Browny stuff is 50 feet below you into the ever popular necrotic sludge.
Rev DM |
He does indeed. In which case, I've added +2 to all the inits and it makes a rather large difference to your chances.
Init so far:
Norrin - 31
Darwyn - 23
Barrow - 23
Lyan - 22
Levana - 19
Need init rolls from Norrin, Darion and Samson and positions from Darion and Samson.
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.
Purple is ground you can walk on.
Browny stuff is 50 feet below you into the ever popular necrotic sludge.