Rev DM |
For reasons you find hard to fathom, you find yourselves exploring a ruined temple. Along the way, the signs that some hideous ritual is under way have been hard to ignore and now you find yourselves face to face with the perpertrators.
A heavily cloaked figure raises bloodied hands from the lifeless corpse on the altar and chuckles horribly, drawing the attention of his cohorts to your intrusion.
Two of the black clad hooded figures wield blood-stained longswords that flicker with infernal fire, while the remaining two are clear practioners of the necromantic arts. Clutching the bones of earlier victims, they turn to attack.
Things to note:
Round things to the west (left edge) are statues. They're big and they provide cover.
The platforms are variously 5 feet (one square) or 10 feet (two squares) high. Climbing onto them costs no extra movement if you use the conveniently provided stairs, but costs one extra movement point per level if you don't.
The blood on the floor is fresh, slippery and constitutes difficult terrain.
Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.
Init so far:
Necromancers - 26
Bloody warlocks - 17
Shade of Anathema - 15
(That bodes well, but is fairly typical for my monsters).
Rev DM |
Thom - yes, entering from the west.
Realising the battle is about to be joined, Thom warily positions himself behind a convenient piece of sculpture.
Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.
Init so far:
Necromancers - 26
Thom - 22
Bloody warlocks - 17
Shade of Anathema - 15
Lynore |
Initiative 1 1d20 + 18 ⇒ (3) + 18 = 21
Initiative 2 1d20 + 18 ⇒ (19) + 18 = 37
I take whichever is higher
Place me at I3, yep I can see it
Using Seeker of Shadow, +4 bonus to my next damage roll, I am invisible and silent until i damage an enemy, after hitting an enemy I remain invisible and silent until the end of my next turn
Rev DM |
A barely perceptible tremor is all that reveals Lynore's presence to her allies. Bending light and shade to her whim, she stands poised to attack.
Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.
Init so far:
Lynore - 37; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 22
Bloody warlocks - 17
Shade of Anathema - 15
Arishat |
Arishat at R3
Initiative 1d20 + 10 (3+10) = 13
Note: Both Thom and Lynore have a bonus to initiative of +4 from Arishat's Combat Leader/Combat Commander, which I don't think is included in their existing scores. It is in Arishat's. Everyone else gets it too.
My suggestion is that some of us move round and engage the southern necromancer N2 and the warrior W2. If our ranged contingent stays to the North with one of the defenders protecting them, I'm hoping the rest of us can drop those two quickly.
Rev DM |
Arishat - I've added your bonus to Thom and Lynore's init rolls now.
Barel - please can you place yourself within the shaded area as a starting point. I've tentatively placed you at B5, but tell me if you'd rather be somewhere else.
Init so far:
Lynore - 41; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 26
Barel - 19
Bloody warlocks - 17
Shade of Anathema - 15
Arishat
Rev DM |
Kidlat's blade gleams in the firelight. Somehow, the swordmage knows that Clovis would approve.
Init so far:
Lynore - 41; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 26
Kidlat - 23
Barel - 19
Bloody warlocks - 17
Shade of Anathema - 15
Arishat
Just need Tavar to roll and Barel to confirm position.
Rev DM |
Barel - not a problem :)
Tavar - took a guess as you didn't give me a starting point.
As the companions exchange glances and battle tactics, Lynore moves ...
Lynore - invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers
Thom
Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema
Arishat
Kidlat |
On my turn
Kidlat wastes no time and charges at the heavily cloaked figure (SA). He moves forward (J6) and points his sword at the enemy (SA).
“Come over here!” Kidlat commands.
Standard Action
Lightning Lure Attack1d20 + 14 ⇒ (8) + 14 = 22
Lightning Lure Damage1d6 + 10 ⇒ (3) + 10 = 13
If the attack is a Hit, then Kidlat pulls SA to J7
Minor Action
Activate Aegis of Assault to Mark SA
Lynore |
Move to I9
Assassin's Shroud on SA with Killer's Insight, gives 2 shrouds, invoking the shrouds, 2d6 + 6 ⇒ (3, 2) + 6 = 11 on a hit, only 1d6+3 on a miss, reroll any 1's
Grave Spike 1d20 + 20 ⇒ (16) + 20 = 36 vs ac 2d8 + 21 ⇒ (3, 5) + 21 = 29 against SA, ongoing 5 untyped damage (save ends), every time SA takes the ongoing he falls prone, gain +2 power bonus to attack when SA has one of my shrouds on him, 40 total damage if that hit
Lynore silently moves forward and tries to slide her blade home.
Rev DM |
Ah. Knew there was something I'd forgotten about the terrain. The fires are - well, fiery. Walking into them will hurt.
Note to all - I usually home roll monster posts as the board's editing window is unforgiving. Feel free to home roll yourselves as well if you prefer it.
Even as Lynore's blade slips home, the necromancers act. Skeletal figures rise from the ground, surrounding the assassin and menacing Kidlat. Unseen though she is, there is no doubting Lynore's whereabouts.
Stabbing someone up is a fair giveaway. They'll be attacking at -5, but they know where you are.
Archer attacks (AC) all versus Lynore
1d20+10=27 - A1 v Lynore. Hits. 6hp damage
1d20+10=12 - A2 v Lynore. Miss.
1d20+10=25 - A3 v Lynore. Miss.
1d20+10=28 - A4 v Lynore. Hits. 6hp damage.
12 hp damage to Lynore from Archers.
Bone Warrior attacks (AC): B1, 2 and 3 versus Kidlat; B4, 5 and 6 v Lynore
1d20+17=32 - B1 v Kidlat. Hits. 6hp damage
1d20+17=31 - B2 v Kidlat. Hits. 6hp damage
1d20+15=23 - B3 v Kidlat. Miss.
1d20+12=28 - B4 v Lynore. Hits. 6hp damage
1d20+10=19 - B5 v Lynore. Miss.
1d20+10=29 - B6 v Lynore. Hits. 6hp damage
12 damage to Kidlat
12 damage to Lynore.
24 damage total to Lynore this turn.
Thom
Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancers
Archers 1-4
Bone warriors 1-6
Thom Verikal |
Thom sees Lynore in trouble, and decides to brighten things up a little...
Standard Action: Cast Radiant Pillar in G110, Area Burst 1 square. Effect: The burst creates a zone of bright light until the end of your next turn. Creatures are blinded while within the zone. If a creature vulnerable to radiant damage starts its turn within the zone, it takes damage equal to double its vulnerability.
Rev DM |
My apologies for the delay. Had to attend a rehearsal and make brownies.
Pure, radiant light cuts through the squalor of the chamber, blinding three of the warriors and one archer. The creatures reel and scream as the divine power bites deep into their corrupted bodies.
Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancers
Archer 1
Archer 2
Archer 3 - blinded, taking 20 damage at start of turn
Archer 4
Bone warrior 1
Bone warrior 2
Bone warrior 3
Bone warrior 4 - blinded, taking 20 damage at start of turn
Bone warrior 5 - blinded, taking 20 damage at start of turn
Bone warrior 6 - blinded, taking 20 damage at start of turn
Thom
Kidlat |
Kidlat calls upon his electric personality to even the odds.
Activate Promise of Storm
Lightning Strider
Teleport to G7
Primary Attack vs. A4 1d20 + 16 ⇒ (14) + 16 = 30
Primary Damage vs. A4 3d8 + 10 ⇒ (1, 1, 3) + 10 = 15
Teleport to G10
Secondary Attack vs. B6 1d20 + 16 ⇒ (13) + 16 = 29
Secondary Damage vs. B6 3d8 + 5 ⇒ (6, 7, 6) + 5 = 24
Teleport to E11
Tertiary Attack vs. N1 1d20 + 16 ⇒ (6) + 16 = 22
Tertiary Damage vs. N1 3d8 + 5 ⇒ (5, 6, 4) + 5 = 20
Marks N1
For Rev
EDIT:
Use Action Point
Dual Lightning Strike
Primary Attack vs. N1 1d20 + 16 ⇒ (6) + 16 = 22
Primary Damage vs. N1 3d8 + 20 ⇒ (6, 1, 8) + 20 = 35 Marked until the end of my next turn
Teleport to E4
Secondary Attack vs. B1 1d20 + 16 ⇒ (17) + 16 = 33
Secondary Damage vs. B1 3d8 + 20 ⇒ (2, 5, 6) + 20 = 33 Marked until the end of my next turn
Blade Flurry Action: Melee basic attack vs. B1 1d20 + 16 ⇒ (13) + 16 = 29
Damage 1d8 + 8 ⇒ (5) + 8 = 13
Rev DM |
Between them, Kidlat and Tavar thin the ground considerably, even though the swordmage finds himself on the receiving end of a barrage of spectral blades.
Kidlat takes 22 damage and 5 ongoing (se)
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 3 - blinded, taking 20 damage at start of turn
Bone warrior 2
Bone warrior 4 - blinded, taking 20 damage at start of turn
Bone warrior 5 - blinded, taking 20 damage at start of turn
Thom
Kidlat - taking 5 ongoing damage (se)
Tavar
Barel Dlode |
Barel mutters a word and his arms grow long and his hair turns rather leaflike. He strides quickly over to help Lynore and after gaining the attention of the three summoned creatures around him, he reaches with one long arm to more directly gain the attention of the shade with his hammer.
Minor action: Form of the oak sentinel. Add 1 to melee reach. Any creature who hits me with a melee attack takes 4 damage.
Move action: Move to H10, taking an attack of opportunity from B4 if necessary.
Free action: Mark A3, B4, B5.
Standard action: Mountian Hammer: 34 vs fort (d20=17, 17+17=34). If hit, he takes 25 damage, and a -6 to attack rolls until the end of my next turn.
My ac increases to 30 (+1 for hammer shield and +1 from Mark of warding feat) and my will defense increases to 25 (+2 for Guradian's call Craghammer and +1 for Mark of wardign feat).
Edit: the 25 damage is untyped weapon damage.
Rev DM |
OA from B4
1d20+10=20. Miss.
Barel casually marks the glowing undead, and deftly avoids a flailing attack from the bone warrior as he identifies his true prey. Reaching towards the Shade, his craghammer swings hard and true, reducing his ability to attack for the time being.
The warlocks retaliate at once. Uncaring of their undead allies, they blow up three of them as the ground explodes in a fiery conflagration.
Both using Conglagration (Ref). Area burst 3 within 10.
Bloody Warlock 1 centres on C5 taking in Thom (who gets cover) and Kidlat.
1d20+15=33 v Thom. Hits.
1d20+17=27 v Kidlat. Hits.
3d6+10=24 fire damage.
24 damage to Thom and Kidlat.
Bloody Warlock 2 centres on F8 taking in Lynore, Barel and Archer 3 and Bone Warriors 4 and 5
1d20+17=27 v Lynore. Hits.
1d20+17=25 v Barel. Hits.
1d20+17=26 v A3. Hits
1d20+17=32 v B4. Hits
1d20+17=37 v B5. Hits.
3d6+10=22
22 damage to Lynore and Barel
The Shade gestures slightly, and calls forth shadow to aid him, wrapping Barel and Lynore in foul energies. Even as his feet slide from under him, a clutching hand moves towards Lynore's throat, but his aim is uncertain and the assassin manages to withstand the attack.
Minor: Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.
Standard: Deathly Grasp (Fort). On hit makes a secondary attack v Will
1d20+12=19. Misses.
Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Bone warrior 2
Thom
Kidlat - taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn
Arishat |
Arishat looks around. Most of the undead are down, bar a couple. It's time to take the fight to the necromancer. Moving, she shouts encouragement to Lynore, "Lynore, keep stabbing."
Before charging up the steps and trying to impale the nearest necromancer with her spear.
Move to R9
Inspiring Word at Lynore, 23 + 3d6 ⇒ 23 + (2, 4, 1) = 30 hit points regained
Charging the necromancer N2, moving to P11 and attacking 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
That's a crit, damage is 19 + 3d6 ⇒ 19 + (1, 4, 3) = 27
Rev DM |
Yes, it's prone. I forgot to roll the save though.
1d20+2=6. Bah.
Arishat leaps into glorious battle, absently healing the beleaguered assassin on the way.
Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.
Lynore - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Bone warrior 2
Thom
Kidlat - BLOODIED; taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore |
free action: Assassin's Shroud SA, 1d6 + 3 ⇒ (5) + 3 = 8, invoking it, no damage on miss.
standard action: Shadow Storm 1d20 + 20 ⇒ (9) + 20 = 29 vs ac; 1d8 + 18 ⇒ (8) + 18 = 26
move action: Shadow Step to E11 (teleport)
AP used
standard action: Blade from the Mist 1d20 + 20 ⇒ (15) + 20 = 35 vs ac; 2d8 + 21 ⇒ (5, 6) + 21 = 32 Shift to C7, I will take the 12 extra damage from the AP on the Necromancer if it hits
Silent as death Lynore maneuvers around the battlefield striking anything in her path. She reappears off to the side of the carnage.
Rev DM |
As silent and inexorable as death, Lynore's dagger strike at both the Shade and N1 as she twists space to her whim.
Both Necromancers call forth more unwilling dead to aid them, surrounding the now visible assassin and challenging Thom and Kidlat.
Many attacks coming up, all v AC
1d20+17=35 - A1 v Thom. Hits. 6hp damage
1d20+17=21 - A5 v Lynore. Miss.
1d20+17=32 - A6 v Lynore. Hits. 6hp damage
1d20+17=22 - A7 v Thom. Miss.
1d20+19=27 - B2 v Kidlat. Miss.
1d20+19=34 - B7 v Lynore. Hits. 6hp damage
1d20+19=33 - B8 v Lynore. Hits. 6hp damage
1d20+17=24 - B9 v Lynore. Miss.
1d20+19=36 - B10 v Kidlat. Hits. 6hp damage
1d20+19=27 - B11 v Kidlat. Miss.
1d20+19=33 - B12 v Kidlat. Hits. 6hp damage
Damage totals:
6hp to Thom
18hp to Lynore
12hp to Kidlat
Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.
Thom
Kidlat - BLOODIED; taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore - used AP
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 5
Archer 6
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Lynore |
immediate reaction, you are hit by an attack and you can teleport 5 squares, and you become invisible until the start of your next turn, I will teleport to H8 after the first hit from the Archer
Stealth roll In case you need it 1d20 + 18 ⇒ (4) + 18 = 22
Lynore fades from sight.
Kidlat |
Rev DM |
As the arrow strikes her, Lynore fades into nothingness again and the frustrated bone warriors strike only empty air.
Perception checks from the Shade and the warlocks.
1d20+9=23 - Shade knows where you are, but will attack at -5 unless he uses an area attack
1d20+9=18 - Warlock 1 has no clue, but if he targets an area that contains you will still be able to hit you.
1d20+9=12 - Warlock 2 has even less clue, but as above, if he uses an area attack can still target you unknowingly.
Looks like you only took 6 damage then :)
Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.
Thom
Kidlat - BLOODIED; taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore - used AP; invisible to start her next turn (Stealth 22)
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 5
Archer 6
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12