[Ambrose]Aramagan's favor with his deity wards off Ambrose magic, but the other cultist isn't so lucky. He stumbles backward blindly to stand next to Aramagan.
Tech: Aramagan was unaffected, but the other cultist was hit (and at critical HP levels!). Note: Pushing monsters around doesn't give your allies free Opportunity Attacks. Quoting from the compendium, "Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can’t make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide."
[Aramagan]
Aramagan shifts away from Joryn and once again exerts his abyssal will upon the cavalier. A crazy look covers over Joryn, who runs around the Shield Guardian and jumps first into the stairwell, and then into the poison gas of the lower area... and look who's right there? A squishy mage named Ambrose!
Luckily for Ambrose, Joryn is seemingly a poor shot when mentally dominated, and his swing is easily dodged. Joryn regains his senses, and realizes he's back at the bottom of the fiery, greasy stairs.
Tech: Attack hit even with the Shield Guardian's boost to Joryn's defenses. Forced shift, C7-D6-D5. Joryn takes 5 points of fire damage from entering the flaming stairs, makes his acrobatics check to avoid the grease, and then takes another 5 for poison damage for entering the lower area. Poor attack roll against Ambrose, a miss. Joryn is down to 14 hp and is bloodied.
[Cultist]
The cultist regains his senses, stands up and attacks Smudge with his polearm (reach 2). It cuts Smudge across his chest, drawing a crimson stain to his cloak!
Tech: Smudge takes 13 points of damage. He is bloodied at 11 hp, and is prone.
[Hydralith]The hydralith continues to assail Tharl. But Tharl focuses on defense, which very possibly is what keeps him alive this round!
Tech: Only one bite for 5 points damage. Would have been two bites had Tharl not gone Full Defense. Tharl down to 4 hp.
OOC: Start of new round! Ambrose, Joryn, Mika and Travok all take 5 points of damage for starting their turns in danger zone (poison for the first two, fire for the latter two).
Vitals signs ARE dropping! Make sure you check out the Vitals tab before you post.
Good Luck!
MilwaukeeJoe
OOC: Note, both Aramagan and the cultist saved vs the Curse of Misfortune of last round, in case you're wondering.
ReplyDeleteMika realized things were getting out of control. And fast. He needed to get up those stairs. Muttering words of power, Mika points at one of the cultists, before stepping carefully up the stairs. As he walks, he says a silent prayer to Avandra so that he can actually make it up the stairs this time.
ReplyDeleteOOC:
Standard: Using Astral Seal on Cultist 2
Attack Wisdom +2 vs Reflex: +7 vs Reflex
On hit: until the end of your next turn, the target takes a -2 penalty to all defense. The next ally who hits it before the end of your next turn regains hit points equal to 2 + Cha Modifer (+2). Total healed will be 8 due to the Healer's Lore class feature (adds Wis modifier to all hp healed by Healing powers).
Move action to D8 Acrobatics/Athletics +2
Free action: silent prayer to Avandra for better luck.
The cultist (#2) outlook on life is bleak, once Mika's Astral Seal comes down on him like a ton of bricks. He then carefully ascends to nearly the top of the stairs without falling.
ReplyDeleteTech: The cultist suffers -2 penalty to all defenses, and the next ally who hits him before the end of Mika's next turn regains 8 hp. Note, I will allow Mika to be in the same square as hit Shield Bearer, since the SB is ghostly. Mika is now at D7.
"Whoa!" the mage exclaims, narrowly dodging Joryn's wild slash. "He got you again my friend," Ambrose remarks with a little humor.
ReplyDelete"I'll take out his last protector. Then we can concentrate our efforts to quickly eliminate the leader before quickly aiding Tharl." Ambrose swiftly motions with his hands and with an arcane murmur points at cultist 2, sending a blue force to strike.
Then the mage offers to aid Joryn up the stairs together and moves behind him if willing.
Tech:
standard action to cast magic missile
>> Magic Missile
At-Will Power, standard Action
Ranged 20
Target: One creature
Attack: Quarterstaff implement, +1 vs.
Effect: 7 damage [2 +Int Mod (+5) force damage]
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Keywords: Arcane, Evocation, Force, Implement
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
The bolt of Ambrose's magic missile strikes the cultist, who is just barely standing on his feet.
ReplyDeleteTech: 7 damage to cultist, and Ambrose is back to 26 hp due to the healing granted by Mika.
[Travok]
ReplyDeleteTravok groans and put hands on himself. Then he stands up to get himself together. Lastly, he looks at the main cultist and determines to get to him and deliever some divine bashing. He moves slightly.
[ooc]
Minor action: Lay hands on self
Move action: Stand up from prone
Minor action: Second wind encounter power
Move action: spend action point to shift forward
free action: none
Standard action: none
Ambrose curses to himself when the cultist he hit with his magic missile didn't drop.
ReplyDeleteJoryn looks to the dwarf and begins to mutter to himself. He also reaches out his hand and instead of light, shadows coalesce around his fingers. He reaches his hand to his chest and the shadows course across his body, sealing his wounds.
ReplyDeleteHe then turns to the cultists and moves himself into position to strike at them. He chops rapidly downward at the lesser cultist trying to drive him to the ground.
Tech:
Minor Action: Restore Vitality (regain hitpoints as if spent a healing surge, so 10hp back)
Move Action: Move to D9 (I hope) which puts both cultists in my defender aura.
Standard Action: Valiant Strike, +11 (2 enemies adjacent) vs AC against Cultist #2, 1d8+4 damage on a hit (if unable to get to up the stairs, instead draw javelin quickly and throw at Cultist #2, Ranged basic attack +8 vs. AC, 1d6+4 damage on hit.
[Joryn]
ReplyDeleteAfter Joryn's healing, the cavalier attempts the greasy stairs once more. And yet again, he finds himself slipping and sliding! He falls once again... but this time, he launches his javelin! The javelin sails through the air and right into the cultist. The cultist looks in awe and shock at the weapon protruding out of his chest, before falling over DEAD.
Tech: Healing of 10, but fire damage of 6 and slipping damage of 1 means Joryn has 13 hp remaining. But, he has managed to kill the cultist (#2). That could be HUGE.
[Travok]
Travok heals himself as well, thanks to his paladin abilities. Standing up, he finds his wounds are not that bad.
Tech: I don't think you can be in the same space as the Spirit Companion, so I put you in F8. After healing of two surges, you are at 21 hp (10 surges remain) and have +2 to defenses.
Joryn hisses from the ground as he lands, but sucks a deep breath in as he relishes the kill.
ReplyDeleteTech:
Free Action: Lifeblood, gain 6 temporary hitpoints.
Joryn now has 6 thp, to be reflected in the next Vitals update.
ReplyDeleteSmudge growls as he dabs at the wound on his chest. He stands up and crosses the room to the jail cell. Standing in front of the iron door, he looses a crossbow bolt at Aramagan. Still facing the room, he growls quietly to the Shaman within the cell behind. "I might be able to help you."
ReplyDeleteTech:
Move x 2 (in lieu of minor): Stand, walk to E11
Standard: Ranged attack. Dex (+7) v AC, 1d6 + 5 damage
Free: Talk to Tharl
Tharl realizes he somehow had to stay standing, do he summons up some of his last healing and defenses. hearing Smudge's offer of assistance he quietly responds. "Any assistance you can offer is appreciated friend....and soon would be extremely helpful."
ReplyDeleteTech: standard action, seconds wind: spend a healing surge and get +2 defensive bonus.
OOC:
ReplyDeleteAmbrose move action after the magic missile was going to aid and follow Joryn up the stairs. Would that help him keep his feet and where would Ambrose end up at?
FYI: Out of power at home in NH. Will try to post around prying eyes at work. If time to post, just NPC Ambrose. MM default and wants to range beast in cage to aid Tharl.
OOC:
ReplyDeleteWhen in line of effect of beast, Ambrose wants to use wand of firey bolt.
[Smudge]
ReplyDeleteOOC: Smudge, normally you can't convert minor actions to move actions. How are you planning on doing two moves without eating up a standard action?
[Tharl]
Tharl's second wind brings him up to 13 hp, and 7 surges. Perhaps he'll live through this yet!
[Ambrose]
If you want to try the stairs, you have to roll Acrobatics with DC depending on how many squares you move (or charge!)
OOC: I'll pause here to get some answers to the above questions, and hopefully post villainous actions tomorrow.
OOC: Sorry, was playing a game on the weekend with some mates and to keep things moving we house-ruled that minor action could become a move action - I guess I hadn't changed gears! Just have me stand and shoot.
ReplyDeleteAmbrose will attempt to move up the steps on his left side (left of Joryn) as far as he can until either he can target what's attacking Tharl or falls down.
ReplyDelete