In the interests of practicality (and because adding 4x4 horse blocks doesn't appeal to me), let's just say you tethered the horses a short distance off the map. If anyone passionately want to be mounted for some reason, let me know.
EDIT
Lavender
The magic circle in which "Sir Keegan" is standing is an artifact left over from when the keep defended this section of the valley. Creatures within the circle gain a +2 bonus to attack rolls.
Father Theren(Elf Avenger/Zealous Assassin/Harbringer of Doom 23)
You're a man? Named Lavender Glow? And you're a Deva? I could off sworn you were a female Eladrin last time I checked, or maybe I'm just mixing up our wizards. I apologize.
As the false knight recognises that his ruse has failed, he gestures curtly. More skeletal warriors arise from the snowdrifts, armed with longbows and with fullblades at their sides.
To adventurers of your calibre and experience, the feeble attempts of your enemy to deceive you all are so much chaff in the wind. You ready yourselves for battle.
These monsters had less than no chance of surprising any of you with rolls like these.
I know, I am working on it. Epic has TOO MUCH STUFF. I am going to have a hard time keeping track of it all. I spend the most of my money on ritual supplies. Intiative is at +13, IC gave me a 16. Seriously, I hate IC. I prefer to roll myself, but whatever.
Rev
sent you my char sheet. you will need to use char builder to open it. if you want me to convert to word or something, let me know.
Epic is interesting for sure. We'll see how it all plays out. At least Gilliam rolled better than Genryu. Got the character sheet Gilliam, and will add it to the heap. Thanks for that.
A moment that seems like days passes, and battle is joined. "You are not such fools as you look," rasps the death knight, scouring the companions for a worthy foe.
Things to note. The dark line on the map represents a drop of four squares. If you go over the edge and fail to make a successful Ath/Acro check (DC15) you take 2d10 falling damage at the bottom and will require a further Ath/Acro check to climb back up. Going up or down the cliff voluntarily is a full move action. If you can teleport more than four squares, you can teleport up or down the cliff.
The ground is slippery. Difficult terrain (two movement points to move through a square.
Risengard have partial cover from snow drifts until they move. Ranged attacks against them are made at -2.
The magic circle occupied by "Sir Keegan" grants a +2 bonus to attack rolls.
Lavender
Immeral
Risenguard
??
Father Theren
Gilliam
Lam
Genryu
Old Chorro - readied action
Sir Dzrak - readied action
Lavender Glow(Male Deva Wiz 23 / Cleric / Divine Oracle / Sage of Ages)
Lavender answers, "I do not respect a call of honor from the dead." Leveling his arm at the spectral knight, he summons forth a blast of light immediately next to Dzrak, capturing Dzrak and two of the Risenguard.
Immeral
Risenguard
??
Father Theren
Gilliam
Lam
Genryu
Old Chorro - readied action
Sir Drzak - readied action; blind to end Lavender's next turn.
Lavender
Not a problem Immeral. Good to see you. Hmmph. I can already see this fight taking a little less time than the designers intended ...
With an explosive sizzle, three more of the Risenguard are demolished.
Risenguard 1, 2 and 3 move towards the sacred circle and fire at Old Chorro, using his carefully balanced form as an easy target. Only one arrow hits.
Longbow attack v Old Chorro (1d20 26=27, 1d20 26=27, 1d20 26=32). Yippee. Go Risenguard. Two 1s and a 6. That is not the way to take down Epic characters guys - you deserve to be fried. 8hp damage to Old Chorro.
Learning from their errors, the Risenguard spread out, the better to pepper the party with arrows.
From the darkened entrance to the keep, two floating, insubstantial figures appear, their ancient faces and tattered rags speaking their long incarceration. Silently, they float, avidly watching the party with a dreadful hunger in their eyes.
Note: The Tormenting Ghosts are insubstantial and take half damage.
Father Theren
Gilliam
Lam
Genryu
Old Chorro - readied action
Sir Drzak - readied action; blind to end Lavender's next turn.
Lavender
Immeral
Risenguard
Tormenting ghosts
Father Theren(Elf Avenger/Zealous Assassin/Harbringer of Doom 23)
Theren walks forward, his fullblade in his hands. "Sir Drzak! Erathis has judged you for your crimes, and you have been found guilty. Your punishment-" He suddenly teleports across the gap, his blade glowing with divine light. "is death!"
As Father Theren calls on the power of Erathis to bring doom to the death knight, the readied soulsword swings around. Blinded though he is, Sir Drzak will be a formidable adversary.
"You think your blinding and your petty goddess can defeat me?"
Gilliam is up
Lam
Genryu
Old Chorro - readied action
Lavender
Immeral
Risenguard
Tormenting ghosts
Father Theren
Sir Drzak - blind to end Lavender's next turn
"If you are not worried about Erathis's might, let's see how you do with Pelor's light." Gilliam says as he moves towards the undead creatures.
move to m18, flaming strike (converted to radiant using Pelor's sundisk) on f12, +24 vs. Ref on G1, R4, SD, and R6, (32,25,37,29) and on a hit 25hp radiant/fire damage and on-going 12 hp radiant/fire damage (save ends), on a miss, half radiant/fire damage and no on-going damage.
He then adjusts his hat and draws his mace. minor action
Two more Risenguard are obliterated as Gilliam moves eagerly towards the fray. Pelor's light leaves a painful aura around Sir Drzak, but the insubstantial ghost suffers noticeably less.
Missed the ghost, but it only took 6hp as it is insubstantial and not vulnerable to radiant damage.
Lam is up
Genryu
Old Chorro - readied action
Lavender
Immeral
Risenguard
Tormenting ghosts
Father Theren
Sir Drzak - blind to end Lavender's next turn; 12 ongoing radiant (se)
Gilliam
Genryu is up
Old Chorro - readied action
Lavender
Immeral
Risenguard
Tormenting ghosts
Father Theren
Sir Drzak - blind to end Lavender's next turn; 12 ongoing radiant (se)
Gilliam
Lam
Old Chorro is up
Lavender
Immeral
Risenguard
Tormenting ghosts
Father Theren
Sir Drzak - blind to end Lavender's next turn; 12 ongoing radiant (se)
Gilliam
Lam
Genryu - +2 to all defenses
Lavender is up
Immeral
Risenguard
Tormenting ghosts
Father Theren
Sir Drzak - blind to end Lavender's next turn; 12 ongoing radiant (se)
Gilliam
Lam
Genryu - +2 to all defenses
Old Chorro - delaying
Lavender Glow(Male Deva Wiz 23 / Cleric / Divine Oracle / Sage of Ages)
Gladly
Lavender advances slowly, considering the situation O19.
He then makes a violent gesture and three orbs of force hurtle forward, striking at Sir Drzak and the ghosts.
Lavender's force attack looks imposing enough, but Sir Drzak and G2 duck easily aside. G1 is not so fortunate but although the creature is dazed, the damage is mostly absorbed by its insubstantial form.
Hit G1 only, even taking into account the CA v Sir Drzak.
Immeral is up
Risenguard
Ghost 1 - dazed to end Lavender's next turn
Ghost 2
Father Theren
Sir Drzak - 12 ongoing radiant (se)
Gilliam
Lam
Genryu - +2 to all defenses
Old Chorro - delaying
Lavender
Lavender Glow(Male Deva Wiz 23 / Cleric / Divine Oracle / Sage of Ages)
Rev DM wrote:
Hit G1 only, even taking into account the CA v Sir Drzak.
Immeral is up
Risenguard
Ghost 1 - dazed to end Lavender's next turn
Ghost 2
Father Theren
Sir Drzak - 12 ongoing radiant (se)
Gilliam
Lam
Genryu - +2 to all defenses
Old Chorro - delaying
Lavender
Twitching and gibbering the ghosts breath outwards, sending wisps of necrotic energy and faint whispers of dead voices to form zones of horrific terrain.
The pink dotted areas are zones. They remain until the end of the encounter or for 5 minutes. Any creature entering or starting its turn in the zone is immobilised (save ends). The zone is difficult terrain (two movement points per square).
Father Theren is up
Sir Drzak - 12 ongoing radiant (se); immobilised to end Immeral's next turn
Gilliam
Lam
Genryu - +2 to all defenses
Old Chorro - delaying; immobilised (se)
Lavender
Immeral - immobilised (se)
Risenguard
Ghost 1 - immobilised to end Immeral's next turn
Ghost 2
Father Theren(Elf Avenger/Zealous Assassin/Harbringer of Doom 23)
Theren steps away from the ghost and stabs at Sir Drzak.
Shifting to L14 and using Overwhelming Strike on Drzak. Missed horribly for 15 damage, so using Elven Accuracy to reroll. 1d20+24=41, still only 15 damage.
Theren - I'm putting Drzak at I14 and Theren at H14 as a result of the shift and switch - can you confirm that's correct?
Father Theren's blow just breaks through Sir Drzak's defenses and the avenger swaps places with his foe. The death knight smiles and raises his soulsword. "A puny attack. Match me if you can, vengeful one."
Gilliam is up
Lam
Genryu - +2 to all defenses
Old Chorro - delaying; immobilised (se)
Lavender
Immeral - immobilised (se)
Risenguard
Ghost 1 - immobilised to end Immeral's next turn
Ghost 2
Father Theren
Sir Drzak - immobilised to end Immeral's next turn
Lam - you can climb down the cliff as a move action and up again as another move action. Depending on where you climb up, you would possibly suffer an OA from Sir Drzak (not recommended). You could also try to jump across the gap.
Cape of the Mountebank:Power (Daily Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
I will use its effect... Teleport to end in L17
As the arrows hit their mark Immeral's cloak begins to illuminate and teleports the wizard a safe distance away
Jumping - the mechanics works this way:
Long Jump is part of a move action. Make an Athletics check and divide the result by 10 (don't round the result). This is the number of squares you can leap across. You land in the squares determined by your result. If you end up over a pit or chasm, you fall and lose the rest of your move action.
In this case you don't have to make a vertical check along the way (i.e. you're not trying to jump over a wall, just empty space) - but if you were, you'd quarter the Athletics check to see if you could also clear the obstacle. If you don't, you hit whatever it is and fall prone, ending your move.
If you move at least two squares before making the jump, divide your check result by 5, not 10.
Note that the extremely white ground is all DIFFICULT TERRAIN. Clearly not an issue if you float effortlessly over it, but if you land in it, you'll need to take account of that. Slippery ice will do that to you.
I now have this image of our heroes looking from the cliffs to the zones and back again and wondering how fit they all feel really.
Immeral disappears and reappears beside Gilliam as the cleric channels divine power into Sir Drzak. As before, the radiant light of the gods causes the death knight more harm.
Lam is up
Genryu - +2 to all defenses
Old Chorro - delaying; immobilised (se)
Lavender
Immeral - immobilised (se)
Risenguard
Ghost 1 - immobilised to end Immeral's next turn
Ghost 2
Father Theren
Sir Drzak - immobilised to end Immeral's next turn
Gilliam
Genryu - +2 to all defenses
Old Chorro - delaying; immobilised (se)
Lavender
Immeral - immobilised (se)
Risenguard
Ghost 1 - immobilised to end Immeral's next turn
Ghost 2
Father Theren
Sir Drzak - immobilised to end Immeral's next turn
Gilliam
Lam - immobilised (se)