SeanDM's Return to Brim

Game Master Mur


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Male Human Level 1 Battlemind

Rive will attack Orc Savage One with Vicious Cobra Strike with his Longsword
1d20 + 10 ⇒ (15) + 10 = 25
Damage:]2d8 + 4 ⇒ (7, 6) + 4 = 17[ooc]and he's marked
Minor Action Battlmind's Demand -- close burst 3, to mark the Shaman[/ooc]
If 17 points drops Orc Savage One, Rive will also move to L11, so he's beside the Shaman


Rive wrote:
If 17 points drops Orc Savage One, Rive will also move to L11, so he's beside the Shaman

17 damage might bloody him (but he hasn't taken a ton of damage)... it definitely won't drop him. I'll check to see if he's bloodied when I get home -- Since it won't kill him, will you be staying put then?

ALSO: Did you see that if you augment your Battlemind's Demand power w/ 1 power point, you can mark 2 creatures with that power rather than one? (so you could pick up the other Savage or the Goblin)


Male Human Level 1 Battlemind

Rive will stay put. As far as augmenting Battlemind's Demand -- I'd considered it, but the drawback is that Rive can't really do anything to anyone he's marked unless that creature's adjacent to him (don't tell the Shaman). I'd marked the Shaman just because it's a minor action, so no harm done -- but is there a benefit to marking Orc Savage 1 -- will he know he can attack at will without my being able to do anything to him?


Book says, 'they know any effects that are a result of your power'... so, he knows he's marked. He knows he gets a -2 to attack anyone not you (standard result of any mark). Your mark doesn't have a special effect (like a paladin's), so that's really all he "knows". Neither one knows that if they're adjacent and attack someone else they can get hit with your spike damage... I'll play it that most opponents will target you b/c of the mark, but occasionally will risk it if something is particularly juicey/attractive/threatening (I rolled to see if it would go after Atreos, with him being so close to dead... that's pretty "attractive", it just missed out)


The two Savages have a 5 square aura that grants +2 damage vs bloodied players. The aura's don't stack, but it effectively means that from where the orcs and goblins are all standing all enemies do an extra +2 damage vs bloodied players.

In near perfect common the shaman utters, "You wish to call the full attention of the spirits?! I will let them have you, little human." A yellow glow surrounds his eyes again as the earth shakes a bit below Rive's feet. A burst of thunder roars fromt he ground, but Rive's strong constitution absorbs the shockwave.

The shaman then slides closer to Aurr pinning him up against the goblin. The goblin who greedily eye's his prey. You're not sure which bothers you more, the jagged look of the blade he carries or his wicked grin. A quiet giggle escapes the goblin as he tries to drive his dagger into another of Aurr's vital organs. But his glee gets the better of him as his dagger completely misses its target...

Shaman:
(standard action)Thunder's Strike vs Rive: 1d20 + 8 ⇒ (2) + 8 = 10 vs Fort, *miss*
(move) Shift one square closer to Aurr - L12 (getting in position to flank with the goblin)

Goblin Cutter:
(move) Shifts into a flanking position on Aurr
(standard) Kiddney Strike vs Aurr (w/ combat adv.): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 vs AC, *miss*

Total damage:
none -- all misses (I really *did* grab someone's unlucky dice, or lucky for YOU guys :P )
Aurr, you're in a tough place -- everytime that Goblin has combat adv, he'll do 2d6+5+...

I've added colored dots to give conditions to the enemies, see Map Info for colors

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1
Cog - concealment (-2 to be hit)
Aurr - 2nd wind (+2 all def)
Katsuye - bloodied
Atreos - bloodied, +1 AC (till end of Aurr's next turn) 2nd wind (+2 all def)
Orc Savage 1 - Marked by Rive
Orc Savage 2 - (cursed), bloodied!
Rive
Orc Shaman - (wrapped in totem spirit), Marked by Rive

Cog, it's all you, brother!

<< New MAP >>


Male Halfling Warlock / 2

Cog moves to *G12* using Shadow Step, gaining Concealment to the end of his next turn

Cog points his staff at Orc Savage, "Where do you think you're going?"

The group sees a bolt of dark crackling energy surround the end of the staff and the shoot out at the Orc Savage

Eldritch Blast (vs. Reflex)

1d20 + 4 ⇒ (3) + 4 = 7

Cog uses Warlocks Curse on Orc Savage 1. (He now has cursed Orc Savage 1 and 2 and gets an extra 1d6 damage on either if he can manage to hit something)

With the group's health dwindling Cog calls to the Gods for help

Action Point, re-roll attack

1d20 + 4 ⇒ (10) + 4 = 14

damage if applicable

1d10 + 4 + 1d6 ⇒ (9) + 4 + (3) = 16


Male Changeling Artificer

Aurr eyes the goblin and pulls out a a cube. The goblin eyes barley register it as he sees Aurr moving to his left.

I shift to K14

"Catch!"Aurr throws the cube at the goblin.

I use Shielding Cube on the Goblin
1d20 + 4 ⇒ (18) + 4 = 22 vs Reflex I am pretty sure that is a hit!

Damage 2d6 + 4 ⇒ (6, 2) + 4 = 12

The cube makes a ticking sound just as it explodes! Near his face!!!!!!alright maybe not his face but you guys get the point! ;)

The goblin now grants a + 1 AC to bonus to any ally adjacent to it

Aurr sees Atreos bleeding sunlight and remebers that that is REALLY bad for him! He takes out his special Healing bug and and points it towards his friend.

"Hang in there Atreos! The Host is with you!"

I use my LAST healing infusion on Atreos giving him 6 + 2(Wis bonus) = 8 HP. This is a minor action.


Cog slides through the shadows getting closer to the melee. Purple energy flashes from his hands but just barely misses the savages (aghhh! you were off by one - you need a 15 to hit the orc's Ref)Meanwhile, Aurr continues his dance with the goblin before he tosses an explosive cube at the him badly wounding the little cutter as he flails about (Artifacer-Hand-Gernade to the face!).

Unfortunately, when you use your Shielding Cube power on the goblin, it's a ranged attack, you're adjacent to him, so he gets an Opportunity Attack first (before your +1AC bonus kicks in).
Opp Att vs Aurr: 1d20 + 6 ⇒ (5) + 6 = 11 vs AC, *miss badly*

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1 - (NOT bloodied, but close), grants a +1 AC to players TEoAurr's NT
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied
Atreos - 2nd wind (+2 all def)
Orc Savage 1 - (cursed), Marked by Rive
Orc Savage 2 - (cursed), bloodied!
Rive
Orc Shaman - (wrapped in totem spirit), Marked by Rive

Katsuye's up

<< New MAP >>

Everyone double check this:

Current health? Here's where I think everyone's at, just checking:
ATREOS: 17/24
AURR: 18/26
COG: 26/26 (+3thp)
KATSUYE: 5/24
RIVE: 31/33


Female Revenant Assassin 2

My statue-like face cracks with a smirk at the Savage's bravado. I can see the blood at his feet as well and my black eyes dance. I gesture at the shaman with my khopesh before my form starts to waver. In less than a blink I appear on the far side of Savage 1 (F8). I whisper a soft chant and the darknesses within the tree branches seem to stretch towards him with a low growl. I thrust forward with my blade as if directing the shadows deeper.

Assassin's Shroud on the Shaman, Shadow Step for the move

Nightmare Shades on Savage 1
1d20 + 4 ⇒ (1) + 4 = 5 vs. Will

The shadows scream and pull back towards the trees, I struggle to force them forward but they sense my weakened state and revolt.


The shadows disobey Katsuye (miss), the the Savage is surprised by the sudden change in position.

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1 - (NOT bloodied, but close), grants a +1 AC to players TEoAurr's NT
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in covered-tree-square)
Atreos
Orc Savage 1 - (cursed), Marked by Rive
Orc Savage 2 - (cursed), bloodied!
Rive
Orc Shaman - (wrapped in totem spirit), (1 shroud), Marked by Rive

The map is the same, except, Katsuye is on the other side of Savage1, at F8.

Atreos, it's your turn.


Male Human Level 1 Battlemind

Sorry it's taken me so long to get back in! Crazy week.... Since the Savages haven't yet gone, I would -- if the DM allows -- like to augment the Demand to mark the other Savage as well. Of course, I understand if it's too late!


No problem! Rive currently has all three orcs marked then. You're far enough away that Savage2 might not go after you, but at least he will get the -2 to hit from the mark if he targets someone else.


Paging Atreos... Atreos, you're wanted in the combat room. Paging Atreos


Male Halfling Warlock / 2

Dr. Atreos to surgery please..............Dr. Atreos

=)


I'll give Atreos till tonight and then I'll just delay him so we can keep the combat rolling...


Male Deva Invoker

Atreos, still bleeding lightly pauses and lets his commrades finish the melee.

Sorry about the delay. It seems like the more we do this, the faster things are going. I'll try to keep up more often.


Male Halfling Warlock / 2

no problem bud, we just enjoy giving you a hard time. hehe


The two Savages have a 5 square aura that grants +2 damage vs bloodied players. The aura's don't stack, but it effectively means that from where the orcs and goblins are all standing all enemies do an extra +2 damage vs bloodied players.

Atreos stands transifxed by the melee. Perhaps it is the unexpected carnage that freezes him with fear, or perhaps he is just having visions of his former lives and is caught up in the moment... (Atreos's turn is delayed).

Savage1 continues his heavy two-handed swings on Rive, hoping to drive him into the ground but his rage is getting the better of him and Rive easily sidesteps every attempt...
Savage2 whips his head about, feeling the pressure inside his mind commanding him to attack Rive. But the lust for blood is too much, his sees Katsuye is close to death and hopes to finish her. Her luck and Rive's distractions keep her on her feet.

Savage1:
(stand)Basic Melee vs Rive: 1d20 + 7 ⇒ (4) + 7 = 11 vs AC, *miss*
(move)shift 1 to the south

Savage2:
(move)shifts to get in a better position to attack Kat and avoid her cover.
(stand) Basic Melee vs Katsuye: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 vs AC, *miss*

Total damage:
*none*

I've added colored dots to give conditions to the enemies, see Map Info for colors

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1 - (NOT bloodied, but close), grants a +1 AC to players TEoAurr's NT
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive
Orc Savage 2 - (cursed), Marked by Rive, bloodied!
Atreos
Rive

Orc Shaman - (wrapped in totem spirit), (1 shroud), Marked by Rive

Atreos AND Rive you're both up, either one of you can go first...

<< New MAP >>


Male Human Level 1 Battlemind

Rive curses as he sees Savage 2 creep out of range, and can almost feel the shaman behind him, working up some fresh horror to unleash on his companions. This has gone far enough he growls. Time to finish it.

First, minor action, Battlemind's Demand, marking Orc Savage 1 and the Shamman. Then he'll shift to I10, to flank Orc Savage One, whome He strikes with Twin Cobra Strike again 1d20 + 10 ⇒ (10) + 10 = 20 vs. AC. . If that hits it does 2d8 + 4 ⇒ (8, 2) + 4 = 14

note to self, so I don't have to keep trying to remember it: Rive is at 31 hit points


In the orc's blind rage to wade into melee (and get closer to those soft-squishy mage-like targets), he stumbles into a flanked position and you make him pay for it. Rive deals a deadly strike to the savage!

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1 - (NOT bloodied, but close), grants a +1 AC to players TEoAurr's NT
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, bloodied!
Orc Savage 2 - (cursed), bloodied!
Atreos
Rive (already acted)
Orc Shaman - (wrapped in totem spirit), (1 shroud), Marked by Rive

The map is the same, excpet Rive (@I10) is now flanking Savage1 with Atreos.
Atreos you're up.


Male Deva Invoker

Atreos moves to J13 and casts Vanguard's Lightning on Orc Savage 1, Orc Savage 2, and Orc Shaman and shouts.

"May the unnamed GOD of my faith curse you all!"

1d20 + 6 ⇒ (18) + 6 = 24 vs. reflex OS1

1d20 + 6 ⇒ (7) + 6 = 13 vs. reflex OS2

1d20 + 6 ⇒ (16) + 6 = 22 vs. reflex OSham


Nice! I'll have to double check when I get home, but I'm near positive that's a solid hit on OS1 and OSham... (and I'm pretty sure that's a miss on OS2's reflex).
Can you give me a single damage roll (with bonuses) for the two targets?


Male Deva Invoker

Come'on Yahtzee.....

1d6 + 5 ⇒ (3) + 5 = 8


I'll post when I get home from robotics -- after the end of Friday, we're 2nd place overall --- realistically, we're probably somewhere around #7 best robot... we're playing above our potential :) Catch you guys later, and I'll see (most of you) Sunday.


I'm back home. We ended up 4th overall, 3rd-seed in the tournament bracket, lost in semi's 2 games to 1. On the plus side we were awarded for excellence in engineering... so it was a solid weekend all around :)

Back to gaming... on the negative side Atreos, your power doesn't allow you to target all those enemies... they need to be grouped together more. Vangaurd's Lightning creates a "burst1 within 10", which means pick one square within 10 spaces of you, and then your power explodes outwards 1 square in every direction (hitting a 3x3 region) - be careful you don't hit friendlies! Meaning... the one spot it would make the most use of the power would be M13. It would hit the Shaman and the Goblin, but leave Aurr untouched... (and the 8hp isn't enough to kill the OS1 outright, but it will bloody the shaman and goblin) I'm going to go with that option, if you want to change it later, let me know...


The two Savages have a 5 square aura that grants +2 damage vs bloodied players. The aura's don't stack, but it effectively means that from where the orcs and goblins are all standing all enemies do an extra +2 damage vs bloodied players.

Lightning erupts from Atreos's hands, sending judgement down upon the Shaman and the goblin cutter (the shaman's spirit shroud absorbs some of the damage, protecting him a bit). Both targets stumble a bit as the strike bloodies them. The shaman looks to Rive, still angry at the mental manipulation that make him want to attack just Rive... he lowers his staff and blasts Rive with a beam of green energy, finding Rive's weak spot and the splash of green energy onto the nearby Savage seems to invigorate it.

Shaman's turn:
(stadard Encounter Power) Healing Beam vs Rive: 1d20 + 8 ⇒ (1) + 8 = 9 vs REF, *miss with his encounter*
(move) Shift closer to Aurr, still try to pin him between the goblin.

*Beginning New Round, round4
Your two escorts, Kartus (the guild page) and Theeb (his bodygaurd), wander in from where you left the cart. They've heard the fighting and need to see if you're still alive. They've entered the top of the initiative, Kartus is no help in a fight, Theeb will attack things that get close, but can't help much more...

The goblin cutter notes the new arrivals with glee... more blood for his knife to spill. But you also notice a bit of his drive gone (being bloodied, he may run rather than fight to the death -- or perhaps he can be intimidated to surrender/run, but that's a standard action so you can't do that AND attack without an action point). He slides behind Aurr, and again tries to deliver a finishing strike... his eyes glow with a sick inner light as he burries his blade up to the hilt in Aurr's back, bringing Aurr to within an inch of his life.

Goblin's turn:
(move)Deft Scury, shift 3 squares to flank Aurr.
(standard) Kidney Strike vs Aurr: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28vs AC, *crit* (2d6 + 5) = 17hp

Total damage:
Aurr: 17 (I think that means you're at 1hp, right?)
Rive: 0

I've added colored dots to give conditions to the enemies, see Map Info for colors

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

INITIATIVE (bold shows who's turn it is)
Goblin Cutter1 - grants a +1 AC to players TEoAurr's NT, Bloodied! (*)
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, bloodied!
Orc Savage 2 - (cursed), Marked by Rive, bloodied!
Atreos (make sure I had you hit the target you wanted me to hit)
Rive
Orc Shaman - (wrapped in totem spirit), (1 shroud), Marked by Rive, Bloodied! (*)

(*)Whenever the target makes an opportunity attack before the end of Atreos's next turn, the target takes lightning damage equal to Atreos's Int Mod (+1).

Cog, you're up!

<< New MAP >>


Male Halfling Warlock / 2

Cog surveys the scene, feeling uneasy about the groups' condition. He digs deep within trying to harness his most powerful magic

*Cog touches his staff to his temple, utters a few words and then points his staff at the Goblin Cutter*

Curse of the Dark Dream, vs. will

1d20 + 4 ⇒ (10) + 4 = 14

damage

3d8 + 4 ⇒ (2, 4, 7) + 4 = 17
Cog slides the Cutter to G15 and curses him. If the Cutter is dead, Cog will curse the Shaman instead and still move to the same position

Cog moves to J15 using Shadow Walk and gaining concealment to the end of his next turn


Atreos, I forgot to mention, when you catch the shaman up in that area of effect spell, the spell also hits his totem spirit that is wrapped about him. It's health works just like any other spirit companion -- you need to do enough damage in one shot to kill it. So, it's not dead, but you now know that it can be "killed"/"shut off".

And grrr... I put up an old/wrong initiative tracker, here's the correct one:

INITIATIVE (bold shows who's turn it is)
Kartus and Theeb
Goblin Cutter1 - grants a +1 AC to players TEoAurr's NT, Bloodied!
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, Bloodied!
Orc Savage 2 - (cursed), Bloodied!
Atreos
Rive
Orc Shaman - (wrapped in totem spirit), (1 shroud), Marked by Rive, Bloodied!


Cog: That's a HIT! (you sank my battleship...)


Male Halfling Warlock / 2

Woot Woot, I updated my last post to include the rest of my turn


Cog draws upon his strongest magic to inflict a torturous punishment on the goblin. The cutter's mind is torn in half before he can even register the rest of the nightmares that Cog inflicts on him (it was a little bit of overkill, but not too bad -- the goblin had about 14hp left, so it was a good solid hit and use of daily!).

INITIATIVE (bold shows who's turn it is)
Kartus and Theeb
Cog - concealment (-2 to be hit)
Aurr - bloodied (near dead)
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, Bloodied!
Orc Savage 2 - (cursed), Bloodied!
Atreos
Rive
Orc Shaman - (cursed), (wrapped in totem spirit), (1 shroud), Marked by Rive, Bloodied!

Map is mostly the same, Cog is now in the goblin's old square. And the goblin is now dead.
Aurr, you're up!


Male Halfling Warlock / 2

Cog yells out to Kartus and Theeb, bring us any healing potions you have immediately!

*Free Action - Diplomacy*

1d20 + 4 ⇒ (20) + 4 = 24

(figures I'd get that 20 on a diplomacy check)


Lol - I can't let a 20 go to waste :)
Hearing Cog's plea, Kartus and Theeb look at each other and begin searching their packs for healing potions. With surprise, Theeb finds a couple and looks like he's going to make his way over to Aurr to help him out.


Male Changeling Artificer

Aurr clings to his last breath..and uses to laugh at the goblin as he dies by Cog's hand!

"That's for stabbing me in the back!"Aurr turns around realizing that the Orc shaman is still very close!

I shift one space to j15. can I kick the goblin's body as a free action? who cares I do it anyways!!!!!

Aurr turns around and points his crossbow at the Orc shaman

I use Aggravating Force on the Orc shaman

1d20 + 6 ⇒ (18) + 6 = 24 I beleive that is a hit!!!

Damage: 1d8 + 4 ⇒ (4) + 4 = 8 Also anyone who attacks the target gets a + 2 to attack until the end of my next turn

Aurr, sastisfied that his Bolt finally hit, smiles but it quickly fades as he realizes that he is close to death...

Current HP:1


Aurr, what does Aggravating force target? AC, REF? No matter what it's a hit, but it could matter down the road.
Also, I know he's small, but you can't stand on Cog (he's at J15 - he took the dead Goblin's position) - so, since you're out of actions and can't bullrush the guy out of your square, I put you between Cog and Atreos (J14) -- still away from the Shaman and "safe" between your allies.

Aurr mechanical magic strikes home, stunning the Shaman for a moment and allowing Aurr's allies an easier shot!
(Aurr, you notice that when your laser bolt strikes true the shaman's spirit cloak/covering absorbs a bit of the damage -- he's still hurt, just not as bad.)

INITIATIVE (bold shows who's turn it is)
Kartus and Theeb (healing potions in hand... making their way towards Aurr)
Cog - concealment (-2 to be hit)
Aurr - bloodied (near dead)
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, Bloodied!
Orc Savage 2 - (cursed), Bloodied!
Atreos (*make sure I had you hit the target you wanted me to hit*)
Rive
Orc Shaman - (cursed), (wrapped in totem spirit), (1 shroud), Marked by Rive, Bloodied! (everyone gets a +2 to hit him till the end of Aurr's next turn: TE Aurr NT)

Katsuye, you're up!

<< New MAP >>


Male Changeling Artificer

Aurr bumps into Cog"Sorry my good friend...Blood obscuring my normal eyesight.."Aurr barly stumbles onto the space next to Cog

My bad, going off the old map and didn't take into account the changes. J14 is where I would of gone. Aggravating force is against AC as well. Shoud of added that...


Female Revenant Assassin 2

Before stepping deeper into the shadows of the trees I whisper softly to my blade and point it in the direction of the shaman. His image grows a little darker. With a rustle of leaves I vanish from the copse and appear on the side of Orc Savage 1. I spit blood on the ground and attempt to use his distraction with Rive to my advantage.

Shadow Step to H11 and Assassin's Shroud on the Shaman

Shadow Storm on Orc Savage1

1d20 + 6 ⇒ (18) + 6 = 24 vs AC

Damage
1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8 (+3 class ability - Orc has no friends nearby)

Geez oh petes, I am glad I have bonuses. Do the dice not understand that I am a striker?


lol... it's much better to have a 1 on a damage die, than on the attack die -- I think that's some ancient saying of wisdom.
Good solid hit though :)


The two Savages have a 5 square aura that grants +2 damage vs bloodied players. The aura's don't stack, but it effectively means that from where the orcs are standing, they will each do an extra +2 damage vs bloodied players.

The orcs seemed shocked by Katsuye's little teleport jump and the first one backs away from her blade turning a deadly strike into a minor wound. From his new position, he gathers his wits and cuts a piece of flesh from Rive (nearly bloodying him) -- the gapping wound excites him, rejuvinating the orc. Meanwhile, the second savage seeing his prey flee, turns and charges the newly flanked Rive. Missing badly in his destruction glee...

Savage1:
(move)Shift one square to J11
(standard=Encounter Power)Renewed Strike vs Rive: 1d20 + 7 ⇒ (19) + 7 = 26 vs AC, hit: 1d10 + 5 ⇒ (9) + 5 = 14 and the Savage is healed slightly (still bloodied, though).

Savage2:
(standard)Charge to H9, Greataxe vs Rive (flanked): 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17 vs AC, *miss -- how did he miss THAT one!, he had every bonus imaginable, lol*

Total damage:
Rive: 14hp

I've added colored dots to give conditions to the enemies, see Map Info for colors

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

INITIATIVE (bold shows who's turn it is)
Kartus and Theeb (healing potions in hand... making their way towards Aurr)
Cog - concealment (-2 to be hit)
Aurr - bloodied (near dead)
Katsuye - bloodied
Orc Savage 1 - (cursed), Marked by Rive, Bloodied!
Orc Savage 2 - (cursed), Bloodied!
Atreos
Rive

Orc Shaman - (cursed), (wrapped in totem spirit), (2 shrouds), Marked by Rive, Bloodied! (everyone gets a +2 to hit him TE Aurr NT)

Atreos and Rive, you guys are up (go in whatever order you want).

<< New MAP >>


Male Human Level 1 Battlemind

Got you exactly where I want you, Rive growls to the Savages. He then attacks Savage 2 with V. Cobra Strike.
1d20 + 8 ⇒ (14) + 8 = 22, 1d8 + 4 ⇒ (4) + 4 = 8 damage, and Orc Savage 2 1d20 + 8 ⇒ (14) + 8 = 22 1d8 + 4 ⇒ (7) + 4 = 11.

If both are hit, both are marked. Minor Action, Battlemind's Demand to Mark Shaman again. Does anyone need serious healing? I've lost track of where everyone is. Rive's at 17 now, so just above bloodied. I can send an Argent Surge with my move action if anyone needs it. If not, and if neither of the savages drops, Rive may use it on himself....


Male Halfling Warlock / 2

Aurr is almost dead and Katsuye is bloodied. Our traveling companions are in motion to give healing potions to Aurr or whoever is in need, however a heal to Aurr wouldn't be a bad idea because the Shaman will get a chance to attack before Aurr can do anything and before the potions will get to him


That's a hit with both strikes, but neither will be a kill. (Savage2 is close to death)...
ATREOS, you're up.


Male Human Level 1 Battlemind

If the DM doesn't mind, then, Rive will use his Move action to send and Ardent Surge Aurr's way. Healing Surge +1d6 ⇒ 1
Taking Savage 2 down would make Rive's life a little more secure -- he's almost bloodied, and he's flanked :)


Male Changeling Artificer

The DM doesn't mind at all! Oh wait...wrong DM....oops!


Sounds like a good use of a move action, Rive -- Aurr gets his HS + 1 (so, 7?).
It also sounds like Rive's calling for everyone to attack Savage2 -- try to bring down one enemy rather than splitting your focus (good idea).
Atreos is still up.


Male Deva Invoker

Atreos, moves to H12. With the confidence of his Unknown God behind him, Atreos calls upon Vanguards's Lightning once again.

"May my God smite you all once again".

1d20 + 6 ⇒ (11) + 6 = 17 vs. reflex: Orc1

1d20 + 6 ⇒ (19) + 6 = 25 vs. reflex: Orc2

1d20 + 6 ⇒ (10) + 6 = 16 vs. reflex: Orc Shaman


Atreos, you also got a +2 to hit the Shaman from one of Aurr's powers :)

Atreos:
That vangaurd's lightning power creates a "Burst 1" -- you pick one square and then it explodes out 1 square in every direction from that target square (hitting all creatures - friend and foe). It makes a little square of destruction :)
So, in this case, you can't hit all three enemies, but you CAN target K12 which will explode outwards and hit both Savage1 and the Shaman! -- a pretty good use of an area spell.

Damage to both: 1d6 + 5 ⇒ (5) + 5 = 10


Atreos moves to cover Katsuye's back and discharges the power of his unknown god on the shaman and savage threatening Aurr (Nice rolls vs Ref!). The bolt nearly fries the shaman, his totem-wraps absorb just enough damage to keep him in the fight a moment longer... just long enough to allow him to cause the spirits of the earth to rise up and send a wave of energy through Rive!

Shaman's Turn:
(standard) Thunderstrike vs Rive: 1d20 + 8 ⇒ (20) + 8 = 28 vs FORT, CRIT! for 12 damage and you take a -2 penalty to damage on your next hit before the shaman's next turn.
(move)Move to M8

<< NEW TURN >>

Kartus and Theeb:
(move) They move together to K15
(stadard) Administer a healing potion to Aurr --> Aurr, you lose a healing surge, but you get 10hp back.

Total damage:
Rive: 12
Aurr: -1 Healing Surge (but, you're healed 10hp! -- you don't get your surge value, just the 10hp)

Map Info:

On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

The two Savages have a 5 square aura that grants +2 damage vs bloodied players. Effectively, all enemies will each do an extra +2 damage vs bloodied players.

INITIATIVE (bold shows who's turn it is)
Kartus and Theeb (They have ONE more healing potion, but don't know who needs it, or if you want to spend it this combat...)
Cog - concealment (-2 to be hit)
Aurr
Katsuye - bloodied, (in cover-tree-square)
Orc Savage 1 - (cursed), Marked by Rive, Bloodied! (near dead)
Orc Savage 2 - (cursed), Bloodied! (near dead)
Atreos
Rive - bloodied, (-2 to damage on next hit until the start of shaman's next turn)
Orc Shaman - (cursed), (wrapped in totem spirit), (2 shrouds), Marked by Rive, Bloodied! (near dead) (everyone gets a +2 to hit him TE Aurr NT)

Cog you're up!

<< New MAP >>


Some DM thoughts/hints as you enter round 5 (6 with that surprise round):
All enemies look in pretty bad shape -- as bad as any of you. Each one is on their last leg. The shaman is the worst of the bunch, but both Savages are near dead, too.
(Near dead == one hit from death, generally about 1-6hp left)
Remember, you'll want to concentrate on taking out the Savages before they act, since they have Rive surrounded. Also, for those not keeping track, Savage2 hasn't used many of his Encounter Powers, YET. He might be a good one to target.
You also might consider saving that healing potion Kartus and Theeb are offering up. It's a bit of a gamble, but these foes won't last much longer.


Male Halfling Warlock / 2

Cog uses Shadow Walk to *L12* gaining concealment until the end of his next turn. He eyeballs Orc Savage 2 and slams his staff to the ground, upon which a bolt of dark crackling energy surrounds the top of the staff and then shoots out toward the Savage.

Eldritch Blast on Orc Savage 2 vs. reflex

1d20 + 4 ⇒ (5) + 4 = 9

Cog curses under his breath that he can't seem to hit his targets in this combat, hoping his companions will not lose respect for him


Male Changeling Artificer

Aurr feeling much better after drinking a potion and Rive's energy boost looks at his friend and sees that he might be in trouble.
"Rive! The Fight isn't over yet!!"

I use Thundering Armor on Rive attacking Orc Savage 2
1d20 + 4 ⇒ (18) + 4 = 22 I beleive that is a hit!
Damage:1d8 + 4 ⇒ (1) + 4 = 5

Ah man no fair! Anyways this power moves Orce savage 2 to H 8 and grants Rive a +1 Ac until the end of my next turn!

"Cog hang in there! It will take a long time before we lose respect for you!"

Current HP: (1+ Rive's 7+ the 10 from the potion) = 18

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