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Tequila Sunrise
2010-04-27, 08:01 PM
Five mortals have carved themselves a name in history, and now stand on the verge of legend. One task yet remains before they become truly immortalized – they must kill Demogorgon.

The Heroes:

Kar’oor, the Breaker of Faces, the Diamond Soul and Initiate of the Dragon (Half Orc Monk played by Shadow Elf)
====== Created Using Wizards of the Coast D&D Character Builder ======
Kar'oor, Breaker of Faces, level 30
Half-Orc, Monk, Initiate of the Dragon, Diamond Soul
Build: Stone Fist Monk
Monastic Tradition: Stone Fist

FINAL ABILITY SCORES
Str 26, Con 14, Dex 28, Int 12, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 10, Wis 12, Cha 8.


AC: 45 Fort: 42 Reflex: 41 Will: 41
HP: 171 Surges: 9 Surge Value: 42

TRAINED SKILLS
Stealth +31, Thievery +29, Acrobatics +29, Athletics +28

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +17, Endurance +19, Heal +17, History +16, Insight +17, Intimidate +17, Nature +17, Perception +17, Religion +16, Streetwise +15

FEATS
Level 1: Crashing Tempest Style
Level 2: Focused Mind
Level 4: Slow Fall
Level 6: Far Throw
Level 8: Unarmored Agility
Level 10: Skill Power
Level 11: Agile Athlete
Level 12: Danger Sense
Level 14: Brutal Flurry
Level 16: Starblade Flurry
Level 18: Fleet-Footed
Level 20: Seize the Moment
Level 21: Superior Initiative
Level 22: Long Step
Level 24: Flanking Maneuver
Level 26: Unfettered Stride
Level 28: Stone Fist Master
Level 30: Weapon Focus (Mace)

POWERS
Monastic Perfection: Eternal Mountain
Monastic Perfection: Tap the Life Well
Monk at-will 1: Dragon's Tail
Monk at-will 1: Five Storms
Skill Power: Reflexive Dodge
Monk encounter 1: Rising Storm
Monk daily 1: Masterful Spiral
Monk utility 2: Agile Recovery
Monk encounter 3: Dance of Swords
Monk daily 5: Supreme Avalanche Combination
Monk utility 6: Centered Defense
Monk encounter 7: Strike the Avalanche
Monk daily 9: Crane Dance
Monk utility 10: Spider Technique
Monk encounter 13: Dance of the Stinging Hornet (replaces Rising Storm)
Monk daily 15: Dancer on the Sea of Battle (replaces Masterful Spiral)
Monk utility 16: Master of Winds Stance
Monk encounter 17: Whirlwind Kick (replaces Dance of the Stinging Hornet)
Monk daily 19: Duel in the Heavens (replaces Supreme Avalanche Combination)
Monk utility 22: Wind Walker
Monk encounter 23: Sunder the Castle (replaces Strike the Avalanche)
Monk daily 25: Phoenix Dance (replaces Crane Dance)
Monk encounter 27: Fist of Indomitable Iron (replaces Dance of Swords)
Monk daily 29: Quivering Palm (replaces Dancer on the Sea of Battle)

ITEMS
Monk Unarmed Strike, Blurred Strike Ki Focus +6, Ki Club +1, Displacer Mindpatterned Armor +6, Periapt of Cascading Health +6, Boots of Speed (epic tier), Gauntlets of Destruction (paragon tier), Belt of Vitality (epic tier), Circlet of Indomitability (paragon tier), Iron Armbands of Power (epic tier), Prime Shot Dagger +5, Ring of Action Reversal (paragon tier), Chameleon Ring (paragon tier), Demonskin Tattoo (paragon tier), Elixir of Speed (paragon tier) (2), Potion of Recovery (epic tier) (2), Potion of Clarity (level 20) (2), Tempest Whetstone (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Grunthor, the Demigod and Kensai (Half Orc Cleric played by Shular)
====== Created Using Wizards of the Coast D&D Character Builder ======
Grunthor, level 30
Half-Orc, Cleric, Kensei, Demigod
Student of the Sword: Student of One-Handed Weapons
Kensei Focus: Kensei Focus Longsword
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom
Battle Cleric Armaments: Weapon Proficiency (Longsword)
Background: Last of the Breed (Last of the Breed Benefit)

FINAL ABILITY SCORES
Str 28, Con 16, Dex 20, Int 11, Wis 18, Cha 16.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 13, Int 9, Wis 13, Cha 13.


AC: 48 Fort: 40 Reflex: 41 Will: 37
HP: 173 Surges: 12 Surge Value: 43

TRAINED SKILLS
Religion +21, Heal +25, Endurance +23, Perception +26, Athletics +26

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +18, Diplomacy +18, Dungeoneering +19, History +15, Insight +19, Intimidate +20, Nature +19, Stealth +16, Streetwise +18, Thievery +16

FEATS
Cleric: Ritual Caster
Level 1: Battle Cleric Armaments
Level 2: Armor Proficiency (Scale)
Level 4: Shield Proficiency (Heavy)
Level 6: Battle Healer
Level 8: Thirst for Battle (retrained to Durable at Level 28)
Level 10: Student of the Sword
Level 11: Armor Specialization (Scale) (retrained to Armor Specialization (Plate) at Level 14)
Level 12: Shield Specialization
Level 14: Armor Proficiency (Plate)
Level 16: Weapon Focus (Heavy Blade)
Level 18: Back to the Wall
Level 20: Mark of Healing
Level 21: Heavy Blade Mastery
Level 22: Ferocious Critical
Level 24: Supreme Healer
Level 26: Power of Skill
Level 28: Superior Initiative
Level 30: Adept Power

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Righteous Brand
Cleric encounter 1: War Priest's Strike
Cleric daily 1: Shield of the Gods
Cleric utility 2: Cure Light Wounds
Cleric encounter 3: Sacred Shielding
Cleric daily 5: Hallowed Advance
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Strengthen the Faithful
Cleric daily 9: Divine Power
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Inspiring Strike (replaces Sacred Shielding)
Cleric daily 15: Holy Spark (replaces Shield of the Gods)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Blinding Light (replaces War Priest's Strike)
Cleric daily 19: Indomitable Spirit (replaces Hallowed Advance)
Cleric utility 22: Mass Cure Serious Wounds
Cleric encounter 23: Divine Fervor (replaces Inspiring Strike)
Cleric daily 25: Righteous Might (replaces Holy Spark)
Cleric encounter 27: Sacrificial Healing (replaces Strengthen the Faithful)
Cleric daily 29: Godstrike (retrained to Blade Storm at Adept Power) (replaces Divine Power)

ITEMS
Ritual Book, Dawn Warrior Godplate Armor +6, Holy Avenger Longsword +6, Cloak of Distortion +6, Shield of Deflection Heavy Shield (epic tier), Iron Armbands of Power (epic tier), Boots of Quickness (paragon tier), Gauntlets of Destruction (paragon tier), Crown of Nature's Rebellion (level 15), Portable Hole (paragon tier), Belt of Breaching (paragon tier), Ring of Action Reversal (paragon tier), Ring of Aquatic Ability (paragon tier)
RITUALS
Gentle Repose

Reed Turpentine (http://www.myth-weavers.com/sheetview.php?sheetid=202804), the Storm Sovereign and Lightning Fury (Halfling Sorcerer played by Senrath)

Arter, the Master of the Eternal Hunt and Sharp Shooter (Shifter Seeker played by Jokes)

====== Created Using Wizards of the Coast D&D Character Builder ======
Arter, level 30
Razorclaw Shifter, Seeker, Sharpshooter, Master of the Eternal Hunt
Seeker's Bond: Bloodbond

FINAL ABILITY SCORES
Str 13, Con 15, Dex 26, Int 12, Wis 28, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.


AC: 42 Fort: 33 Reflex: 42 Will: 41
HP: 187 Surges: 9 Surge Value: 46

TRAINED SKILLS
Nature +29, Stealth +34, Perception +29, Athletics +21, Acrobatics +30

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +17, Heal +24, History +16, Insight +24, Intimidate +15, Religion +16, Streetwise +15, Thievery +23

FEATS
Level 1: Weapon Proficiency (Greatbow)
Level 2: Warrior of the Wild
Level 4: Toughness
Level 6: Ambush Tactics
Level 8: Clever Control
Level 10: Distant Advantage
Level 11: Fleet-Footed
Level 12: Expansive Burst
Level 14: Unfailing Courage
Level 16: Inevitable Volley
Level 18: Beasthide Shifting
Level 20: Midnight Stalker
Level 21: Uncanny Dodge
Level 22: Bow Mastery
Level 24: Long Step
Level 26: Superior Initiative
Level 28: Inevitable Accuracy
Level 30: Mark of Shadow

POWERS
Seeker at-will 1: Biting Swarm
Seeker at-will 1: Grappling Spirits

Sharpshooter encounter: Stab and Shoot
Seeker encounter: Sprite Dance
Seeker encounter: Sinking Earth
Seeker encounter: Angry Earth

Seeker daily: Wildfire Shot
Seeker daily: Conflagration Spirit
Sharpshooter daily: Escalating Barrage
Seeker daily: Trampling Shot

Seeker utility: Hunter's Instinct
Seeker utility: Guided Shot
Seeker utility: Crowd Cover
Sharpshooter utility: Perfect Aim
Seeker utility: Reflexive Dodge
Seeker utility: Guiding Spirit
MOTEH utility: Relentless Step


ITEMS
Firestorm Arrow +6 (6), Freezing Arrow +6 (6), Lightning Arrow +6 (5), Life Charm +6, Ioun Stone of Sustenance (epic tier), Bracers of Brachiation (epic tier), Ring of Feather Fall (paragon tier), Ring of Shadow Travel (paragon tier), Gloves of Missile Deflection (paragon tier), Defiant Boots (paragon tier), Belt of Mountain Endurance (paragon tier), Residuum (Any) (10000), Ritual Book, Lantern of Revelation (paragon tier), Elixir of Flying (epic tier), Potion of Regeneration (paragon tier) (3), Woundstitch Powder (heroic tier), Endless Quiver (heroic tier), Shadowdance Swordwing Armor +6, Intensifying Greatbow +6
RITUALS
Knock, Conceal Object, Hallucinatory Creature, Traveler's Camouflage
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Churan Maelk (http://www.myth-weavers.com/sheetview.php?sheetid=211623), the Invincible Iron Mind (Half Elf Battle Mind played by Anonomuss

Trelawn Ulsidien (http://www.myth-weavers.com/sheetview.php?sheetid=203940), the Demigod and Divine Oracle (Human Wizard played by Enlightened1)

Yegash Ironscale (http://www.myth-weavers.com/sheetview.php?sheetid=203340), the Adamantine Soldier and Scion of Arkhosia (Dragonborn Fighter played by Ishikar)

senrath
2010-04-27, 08:15 PM
[roll0] Initiative! Yes, I have +30 initiative mod.
[roll1] Arcana!

Tequila Sunrise
2010-04-27, 08:16 PM
Their first serious test against Demogorgon’s forces comes while the heroes trek across an abyssal wasteland of jagged rubble. A swarm of strange elementals flies toward them with hostile intent. Each elemental is a vortex of violent wind and jagged stones.

Battlefield Conditions: All hexes are difficult terrain.

Monsters:

Shardstorm Vortex Whirlwind (Level 28)
Initiative +24
AC 42, Fortitude 40, Reflex 41, Will 39
Abrasive Slam +31 vs. Fortitude; 17 damage.

Initiative Rolls for 1-4: [roll0]
Initiative Rolls for 5-8: [roll1]
Initiative Rolls for 9-12: [roll2]
Initiative Rolls for 13-16: [roll3]
Initiative Rolls for 17-20: [roll4]

Tequila Sunrise
2010-04-27, 08:22 PM
Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle1-1.jpg)

(Ya know, I'm not sure why I asked you to roll knowledge checks when I'm posting half the monster stat block. For the sake of play testing and expediency, I figured I'd display the tweaks I made. Does anyone NOT have access to MM2?)

Shular
2010-04-27, 09:01 PM
Grunthor
HP: 173/173
AC: 48 (54 vs ranged attacks from more than 5 squares away)
Fort: 40
Ref: 41
Will: 37
Resist 10: Acid, Cold, Fire, Lightning, Necrotic

Grunthor takes a deep breath and readies sword and shield. His canines gleam as he smiles contemptuously at the oncoming horde.

Intiative: [roll0]
Arcana (untrained): [roll1]

OOC: lol at the initiative roll, guess that's what he gets for being cocky
Edit: Last minute tweak - replaced Mark of Healing (20th level feat) with Shielding Word (+2 to all defenses of Healing Word targets until start of my next turn)
Edit 2: I don't have access to MM2 (or anything besides PHB really). I do have Character Builder and DDI Compendium access. So I know nothing about any 4th ed monsters (at least, crunch-wise).

Ishikar
2010-04-27, 09:24 PM
Yegash
HP: 212/212
AC: 47 F/R/W: 40/34/33
Resist: 20 Fire
Reduce all Damage by 6

Initiative: [roll0]
Arcana: [roll1]

Materializing his Fullblade in his hands Yegash begins to approach his foes.

Shular
2010-04-28, 05:54 AM
ooc: I recommend sending a PM to those who haven't posted yet, letting them know we've started. :smallsmile:

Tequila Sunrise
2010-04-28, 09:05 AM
PMs sent, hopefully A'den and Shadow Elf will get them today.

Shadow_Elf
2010-04-28, 03:22 PM
It matters not that these beasts of wind and stone lack blood - I shall make them bleed!

Initiative: [roll0] [roll1]
((Misroll, but the second is a twenty so I won't reroll))

Arcana (untrained): [roll2]

Enlightened1
2010-04-29, 10:13 PM
Trelawn
HP: 165/165
AC: 44 (49 vs ranged attacks from more than 5 squares away)
Fort: 40
Ref: 44
Will: 40

As the swarms appear over the horizon, Trelawn readies himself for battle. Somehow, he knew this was coming.

Initiative: (Rolling twice, taking best; also remember we can't be surprised)
[roll0]
[roll1]

Arcana:
[roll2]

Shadow_Elf
2010-04-29, 10:43 PM
((Unsuprisingly, Kar'oor goes first :smallbiggrin:))

KIAI! Kar'oor leaps into the fray and prepares to decimate the foes arrayed before him. He then proceeds to take on the aspect of a phoenix in flight, dancing among his foes and scorching them with his suddenly flaming fists of fury.

Move Action: Fly 11 Squares with Wind Walker, ending the move 1 Hex West of Enemy 2.

Standard Action: Phoenix Dance Daily Power.
Shift past enemies 2, 6, 11, 15 and 20, ending move 1 NE of 20

Free Action: Stone Fist Flurry of Blows
((Activated when Kar'oor is adjacent to both 11 and 15))
11 and 15 both take 19 auto-damage and grant CA for my next attack against them. From Starblade Flurry, #1 takes 25 auto-damage from Kar'oor's thrown dagger.

Kar'oor gains CA for all these attacks because of Seize the Moment
Attack vs. #2: [roll0] vs. Fortitude -> Hit!
Hit: [roll1] untyped damage and #2 is knocked prone
Effect: Hit or miss, #2 takes an additional 13 fire and radiant damage

Attack vs. #6: [roll2] vs. Fortitude -> Hit!
Hit: [roll3] untyped damage and #6 is knocked prone
Effect: Hit or miss, #6 takes an additional 13 fire and radiant damage

Attack vs. #11: [roll4] vs. Fortitude -> Miss!
Hit: [roll5] untyped damage and #11 is knocked prone
Effect: Hit or miss, #11 takes an additional 13 fire and radiant damage

Attack vs. #15: [roll6] vs. Fortitude -> Miss!
Hit: [roll7] untyped damage and #15 is knocked prone
Effect: Hit or miss, #15 takes an additional 13 fire and radiant damage

Attack vs. #20: [roll8] vs. Fortitude -> Miss!
Hit: [roll9] untyped damage and #20 is knocked prone
Effect: Hit or miss, #20 takes an additional 13 fire and radiant damage

End Turn. I will compile a damage summary in spoilers below after all rolls go through.

Damage Summary:
#1: 25 Damage and grants me CA for next attack
#2: 47 Damage and knocked prone
#6: 47 Damage and knocked prone
#11: 32 Damage and grants me CA for next attack
#15: 32 Damage and grants me CA for next attack
#20: 13 Damage

Total Damage for round: 198

Shadow_Elf
2010-04-29, 10:44 PM
((Using my Diamond Soul Level 30 Feature reroll on #11:))
[roll0] vs. Fortitude

((EDIT: Still a miss :smallfrown:. Oh well, damage summary in previous post in a sec))

Tequila Sunrise
2010-04-30, 10:17 AM
(Once again everyone, please don't edit your posts.)

In the blink of an eye, five elementals fall to Kar’oor’s flaming fists!

Battle]Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle1-1.jpg)

Initiative Order

56 Kar-oor (+36)
40 Reed (+30)
40 Trelawn (+20)
38 5-8 (+24)
33 Grunthor (+32)
33 17-20 (+24)
33 Yegash (+18)
32 1-4 (+24)
32 9-12 (+24)


Monsters

Shardstorm Vortex Whirlwind (Level 28)
[spoiler] Initiative +24
AC 42, Fortitude 40, Reflex 41, Will 39
Abrasive Slam +31 vs. Fortitude; 17 damage.

senrath
2010-04-30, 10:32 AM
((This'll be fun.))

Drawing power in and through himself, Reed let out a single line of power at one of the elementals, which arcs through multiple targets upon impact.

Alright, using the Furious Bolts power. Assuming I don't miss with the first attack, I get multiple secondary attacks. Or rather, as long as I keep hitting, I keep attacking. The targets are, in order:
3, 5, 9, 19, 14, 18, 13, 7, 8, 17, 12, 10, 16, 4. Ignore all attacks that take place after a single miss.

[roll0] vs Reflex 3
[roll1] Damage 3

[roll2] vs Reflex 5
[roll3] Damage 5

[roll4] vs Reflex 9
[roll5] Damage 9

[roll6] vs Reflex 19
[roll7] Damage 19

[roll8] vs Reflex 14
[roll9] Damage 14

[roll10] vs Reflex 18
[roll11] Damage 18

[roll12] vs Reflex 13
[roll13] Damage 13

[roll14] vs Reflex 7
[roll15] Damage 7

[roll16] vs Reflex 8
[roll17] Damage 8

[roll18] vs Reflex 17
[roll19] Damage 17

[roll20] vs Reflex 12
[roll21] Damage 12

[roll22] vs Reflex 10
[roll23] Damage 10

[roll24] vs Reflex 16
[roll25] Damage 16

[roll26] vs Reflex 4
[roll27] Damage 4

senrath
2010-04-30, 10:33 AM
((Wow. I missed with the primary attack. No hits. Also, your link is to the wrong map.))

Enlightened1
2010-04-30, 11:40 AM
Trelawn floats up above and surveys the scene, deciding the best course is to drive a spike deep into the crystalline creatures' ranks, compromising their formation and, ideally, scattering them.

Move Action: Fly 7 squares up using zephyr boots.

Standard Action: Deceptive Shadows encounter spell using Enlarge Spell, burst 3 centered 1 hex NE of 14.


For each attack that hits, Trelawn gains combat advantage against the target until the end of next turn.

Attack vs. #14: vs. Will
[roll0]
[roll1]
Hit: [roll2] untyped damage. Until the end of your next turn, the target can gain line of sight only to the creature nearest to it (ally or enemy). If multiple creatures are equally near to the target, it can see all of them.

Attack vs. #13: vs. Will
[roll3]
[roll4]
Hit: [roll5] untyped damage and see above.

Attack vs. #18: vs. Will
[roll6]
[roll7]
Hit: [roll8] untyped damage and see above.

Attack vs. #19: vs. Will
[roll9]
[roll10]
Hit: [roll11] untyped damage and see above.


End Turn. You want us to just let you calculate damage, Tequila?

Tequila Sunrise
2010-04-30, 10:05 PM
With a spell, another four elementals bite the dust! (A very literal statement in this case.) Three elementals rush forward, impairing the heroes with the constant maelstroms that surround them, but can’t yet attack.

@Enlightened1: In the future, roll damage with your attacks.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle1-3.jpg)

Initiative Order

56 Kar-oor (+36)
40 Reed (+30): -2 to all defenses
40 Trelawn (+20)
38 5-8 (+24)
33 Grunthor (+32): -2 to all defenses
33 17-20 (+24)
33 Yegash (+18): -2 to all defenses
32 1-4 (+24)
32 9-12 (+24)


Monsters
Shardstorm Vortex Whirlwind (Level 28)

Initiative +24
AC 42, Fortitude 40, Reflex 41, Will 39
Abrasive Slam +31 vs. Fortitude; 17 damage.

Shular
2010-04-30, 11:25 PM
Grunthor
HP: 173/173

Grunthor watches the monk and wizard seperate themselves from the rest of the group with a little annoyance, then shrugs. At least they're making themselves useful. He knows he does not have their kind of maneuverability, and this terrain is not ideal. He utters a quick prayer to Bane and channels a sense of invulnerabilty into those still nearby, countering the effects of the vortexes (vorteces?). Better to keep his companions hale and let the others clean up this inconvenience.

Cloak of Courage: Grunthor, Reed, and Yegesh each gain Temp HP equal to their Healing Surge, and they each get a +4 power bonus to all defenses until the end of Grunthor's next turn.

Current Stats:
HP: 173/173
Temp HP: 43
AC: 50 (56 vs ranged attacks from more than 5 squares away)
Fort: 42, Ref: 43, Will: 39
Resist 10: Acid, Cold, Fire, Lightning, Necrotic

Shular
2010-04-30, 11:58 PM
(Once again everyone, please don't edit your posts.)

(((Sorry Tequila. I'm so much in the habit of fixing any spelling errors, etc, that I edited my post without thought. I'll ty to do better, but don't think less of my if I hit the occasional incorrect key. :smallsmile:))

Shular
2010-05-01, 07:27 AM
[QUOTE=Tequila Sunrise;8408212]Initiative Order

56 Kar-oor (+36)
40 Reed (+30): -2 to all defenses
40 Trelawn (+20)
38 5-8 (+24)
33 Grunthor (+32): -2 to all defenses
33 17-20 (+24)
33 Yegash (+18): -2 to all defenses
32 1-4 (+24)
32 9-12 (+24)


Looks like you're missing 13-16 on init 30.

Tequila Sunrise
2010-05-01, 03:01 PM
An elemental rushes Kar’oor and…[roll0]

@Shular: No worries, we all make mistakes. This morning I spelled ‘alfabet’ at job training. Hey, at least it’s fonetic right?

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle1-4.jpg)

Initiative Order

56 Kar-oor (+36)
40 Reed (+30): -2 defenses, +4 defenses
40 Trelawn (+20)
38 5-8 (+24)
33 Grunthor (+32): -2 defenses, +4 defenses
33 17-20 (+24)
33 Yegash (+18): -2 defenses, +4 defenses
32 1-4 (+24)
32 9-12 (+24)
30 13-16 (+24)


Monsters
Shardstorm Vortex Whirlwind (Level 28)

Initiative +24
AC 42, Fortitude 40, Reflex 41, Will 39
Abrasive Slam +31 vs. Fortitude; 17 damage.

Tequila Sunrise
2010-05-01, 03:03 PM
...hits Kar'oor for 17 damage! (He's also taking a -2 to defenses also.)

Shular
2010-05-01, 09:37 PM
((Yegash, you're up))

Ishikar
2010-05-01, 11:19 PM
Drawing his blade into a scything frenzy Yegash cuts wide to corner the elemental and then drives his blade into it's core.

Using Reaping attack on 7.

[roll0] vs. AC

[roll1] on hit, 40+[roll2] with 20 ongoing (save ends) on crit, 7 damage on a miss.

Target is marked.

Shular
2010-05-02, 07:33 AM
((You may want to consider a move action if you drop your target :smallsmile:))

Shular
2010-05-02, 04:15 PM
((Anybody around? Let's keep this thing going or it will die like every other campaign I've played on this site. :smallsmile:))

senrath
2010-05-02, 05:07 PM
((We're waiting on Tequila to do the last elementals, I think.))

Enlightened1
2010-05-02, 07:13 PM
((Same here! Still ready and able to post whenever the new round begins.))

Tequila Sunrise
2010-05-02, 08:00 PM
Yeah, pbp mortality is a big problem, but with any luck we'll stave it off!

Elementals charge…

Grunthor [roll0] vs. Fort; 17 damage
Kar’oor [roll1] vs. Fort; 17 damage
Kar’oor [roll2] vs. Fort; 17 damage
Kar’oor [roll3] vs. Fort; 17 damage
Kar’oor [roll4] vs. Fort; 17 damage
Yegash [roll5] vs. Fort; 17 damage

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle1-5.jpg)

Initiative Order

56 Kar-oor (+36), -2 defenses
40 Reed (+30): -2 defenses, +4 defenses
40 Trelawn (+20)
38 5-8 (+24)
33 Grunthor (+32): -2 defenses, +4 defenses
33 17-20 (+24)
33 Yegash (+18): -2 defenses, +4 defenses
32 1-4 (+24)
32 9-12 (+24)
30 13-16 (+24)


Monsters
Shardstorm Vortex Whirlwind (Level 28)

Initiative +24
AC 42, Fortitude 40, Reflex 41, Will 39
Abrasive Slam +31 vs. Fortitude; 17 damage.

Shular
2010-05-02, 08:26 PM
((I think Yegash hit his, #9))

Shular
2010-05-02, 08:27 PM
((Oops, nm. That was #7 he killed))

Shadow_Elf
2010-05-02, 08:47 PM
Your faces. I shall break them! The half-orc monk growls as his club, fists, feet and head smash through the foolishly clumped-together elementals.

HP: 120/171

Standard Action: Five Storms at-will power
Free Action: Flurry of Blows on all adjacent enemies
Move Action: Fly 11 squares towards the rest of the party.

Five Storms + Flurry of Blows:
Attack vs. 04: [roll0] vs. Reflex
Hit: [roll1] damage.
Effect: 19 damage.

Attack vs. 10:[roll2] vs. Reflex
Hit: [roll3] damage.
Effect: 19 damage.

Attack vs. 12:[roll4] vs. Reflex
Hit: [roll5] damage.
Effect: 19 damage.

Attack vs. 16:[roll6] vs. Reflex
Hit: [roll7] damage.
Effect: 19 damage.

Attack vs. 17:[roll8] vs. Reflex
Hit: [roll9] damage.
Effect: 19 damage.

Shular
2010-05-02, 08:50 PM
Grunthor tries to keep his shield between himself and his two assailants as he calls out ((free action)) "Reed, hold your action until Trelawn has gone. Trelawn, focus on the ones on our right flank ((5 and 3)), especially the one on Reed. We need to free him up so he can cast!"

senrath
2010-05-02, 09:02 PM
"No need! These fools can do little to prevent my spells!" Reed then called upon his power, and unleashed a massive burst of power directly behind two of the elementals.

Thunderous Might, Area Burst 2 within 20, targeting 5 and 3. I don't provoke an AoO because of my Nimble Spellcaster feat.

[roll0] vs Fort 5
[roll1] thunder damage 5

[roll2] vs Fort 3
[roll3] thunder damage 3

If they're hit, I can slide them 7 hexes. I'll attempt to slide them both straight to the left 7 (left on the map, that is).

Shular
2010-05-02, 09:06 PM
((Shadow_Elf, I'm not very familiar with the monk, so I'm following along with your attacks and reading the descriptions so I can get a feel for how they work. The flurry of blows does extra damage (+6 on top of normal) to any creature that was not targetted by the triggering attack. Since all the creatures around you were targetted by 5 storms, which triggered the FoB, does that mean the extra damage would not be applied to any of them? Not that it matters in this case. :smallamused:

It seems quite nasty, but then I suppose the free damage would not be as significant against several really tough creatures.))

Shular
2010-05-02, 09:08 PM
I don't provoke an AoO because of my Nimble Spellcaster feat.

((Oops, sorry. I looked at your character sheet but obviously missed that one.))

Shadow_Elf
2010-05-02, 10:23 PM
((Shadow_Elf, I'm not very familiar with the monk, so I'm following along with your attacks and reading the descriptions so I can get a feel for how they work. The flurry of blows does extra damage (+6 on top of normal) to any creature that was not targetted by the triggering attack. Since all the creatures around you were targetted by 5 storms, which triggered the FoB, does that mean the extra damage would not be applied to any of them? Not that it matters in this case. :smallamused:

It seems quite nasty, but then I suppose the free damage would not be as significant against several really tough creatures.))

((My Flurry of Blows breakdown is:
3 base
+ 8 Strength modifier
+ 2 Ki Club
+ 2 Crashing Tempest feat
+ 2 Initiate of the Dragon
Total: +17

Hmm... I could have sworn there was another +2 coming from somewhere, but maybe not. In any case, these seem to be minions, so its moot. I also get +4 if the target is the only target of my flurry, and +6 if they are not the original target. I get CA against anything affected by it for my next attack, and I can add an enemy within 7 squares to my flurry for free. Because of my Ki Focus, I can trigger it off of every power I make in a turn, not just one. So yeah, its a pretty deadly striker feature.

Also, I have been forgetting my Iron Armbands of Power, which means all my melee attacks did +6 more damage... again moot, since these are minions.))

Enlightened1
2010-05-03, 02:10 AM
"No need to worry, Grunthor, this is just cleaning up the mess! Let's give you guys a little breathing room..."

Trelawn brings down forth an illusory horde of celestial bats upon two of the elementals to distract them, or even bring them down, had their minds been driven past the brink by their time in Demogorgon's service.


Standard Action: Winged Horde vs. Will, origin 1 sq SE of #8

Versus #8
Attack:
[roll0]
[roll1]
Hit:
[roll2] psychic damage, and targets can't make opp. actions, take -2 to attack rolls next turn

Versus #9
Attack:
[roll3]
[roll4]
Hit:
[roll5] psychic damage and see above

Move Action: Trelawn flies seven hexes west, ending two hexes west of #3, and seven up.

Enlightened1
2010-05-03, 02:13 AM
((Woot, the hit against 9 is a crit! An extra... 7 damage, haha level 30 ftw))

Enlightened1
2010-05-03, 02:17 AM
((Oops, forgot about my staff's magical bonus crit damage.))

[roll0]

Shular
2010-05-03, 06:28 AM
((Looks like 5's the only one left, then me to, hopefully, finish it off without emberassing myself.))

Tequila Sunrise
2010-05-03, 09:36 AM
*Cue victory tune*

Man, I didn’t realize until now how good monks are for minion killing! All the extra damage is lost on minions, but it’d help against my home brewed goons (essentially two-hit minions). Too bad I’m using only published monsters for this adventure.

Btw Enlightened1, how is Trelawn rolling two d20s per attack?

Winning an easy victory over the first of Demogorgon’s minions, the heroes stop for a breather. After healing their wounds and congratulating each other, they continue onward.

Their second test comes after entering the Abyss proper. This area of the Abyss has no sun, and is covered in a blanket of darkness, fear and despair. Before we continue, who’s holding a light source, and what’s its light radius if not a sunrod?

Shadow_Elf
2010-05-03, 10:10 AM
((Yeah, neither did I :smalltongue:. Flurry of Blows is a pretty awesome striker feature, though admittedly mine is quite optimized.

I'm going to need one Healing Word-equivalent before we press on, I think. Additionally, Kar'oor is dual-wielding, so he cannot hold a Sunrod, but Trelawn could cast Light on his club, so he can still see if he gets separated (which monks tend to do). Additionally, a Mage Hand to hold a Sunrod might not be a bad idea (yay cantrips!). Anyone with a free hand should carry a Sunrod - the penalties for not being able to see are not fun.))

senrath
2010-05-03, 10:14 AM
((Reed has an Everburning Torch. I don't remember what range that has, since I'm AFB for the moment.))

Enlightened1
2010-05-03, 10:28 AM
((Can you use your second wind for that combat? If not, Trelawn can use his 1/day healing word from multiclassing to help.

Spend a healing surge and heal an additional [roll0] HP.

Also, Trelawn gets his ability to roll twice whenever making an attack against Will from the Terrifying Insight ability of the Divine Oracle paragon path.))

Enlightened1
2010-05-03, 10:31 AM
((Also, Trelawn will cast Light on Kar'oor, and will hold a sunrod in his off hand. Sustaining Mage Hand with a minor action, and using a move action to move it every round, is too much.))

Shadow_Elf
2010-05-03, 10:32 AM
((Can you use your second wind for that combat? If not, Trelawn can use his 1/day healing word from multiclassing to help.

Spend a healing surge and heal an additional [roll0] HP.

Also, Trelawn gets his ability to roll twice whenever making an attack against Will from the Terrifying Insight ability of the Divine Oracle paragon path.))

((Keep that for in-combat, since its a limited resource. We have a full-class cleric for out of combat heals :smallwink:))

Shular
2010-05-03, 11:02 AM
((Lol, yeah,I think I can handle the downtime healing.

One healing word before rest on Kar'oor: Spend a healing surge and get [roll0] extra hp.

In a pinch I can stow my shield to carry a sunrod, but I'll use others' light sources while I can. Any chance holy avengers give off light? :smallsmile:))

Shular
2010-05-03, 11:09 AM
((Light spell is radius 4, torch (including everburning) is radius 5, sunrod is radius 20 (4 hour duration). In other words, one sunrod is probably going to overwhelm the other light-sorces.

Also, I don't think you can cast light on people, just on objects or spaces. n any case, I don't know if you really want to illuminate the only party member with a significant stealth skill.:smallbiggrin:))

Shular
2010-05-03, 11:25 AM
((Just wanted to dd that Grunthor is prettymuch the antithesis of mobility. He pretty much stands and sings his sword, handing out heals and/or buffs to those nearby. If you wander too far away, there's not much I can do to help you.

Also, Cloak of Courage is an encounter prayer, giving all allies in a burst 2 temp hp equal to their healing surge and +4 to all defenses until the end of Grunthor's next turn. I'll usually throw that up at the beginning of each combat, but you'll need to be with 2 squares of me to get it.))

Shular
2010-05-03, 08:27 PM
((10 hours since anyone but me has posted. Have we made a decision who is carrying light sources? I'll take a light spell on my shield unless the monk still wants it on his club))

senrath
2010-05-03, 08:31 PM
((I think most of us would prefer not to have to use a spare hand to hold a light source, so a light spell would be nice.))

Shadow_Elf
2010-05-03, 09:20 PM
((He can only have one Light cantrip on at a time, and Kar'oor has got both his hands full and is honestly the most likely to be separated from the group. Keep in mind, by the way, that anyone using a light shield can hold a light source in that hand as well.))

senrath
2010-05-03, 09:26 PM
((Well, I do have a light source, but I'd prefer to wield both of my daggers, instead of one dagger and an everburning torch.))

Tequila Sunrise
2010-05-03, 10:10 PM
So in terms of light sources we have: Reed and Trelawn with Sunrods and Kar’oor with wizard light. Oh, and about down-time healing, assume that Grunthor gives every surge the benefit of Healing Word. (Despite being a follower of the Angsty One.) So feel free to give yourselves 6d6+4 extra hp per out-of-combat surge.

Anyway, on to our heroes.

As you trek through the blackness of an outer Abyssal realm, jagged rubble slowly becomes jagged columns of stone rising dozens of feet into the air. Trelawn’s spider sense…I mean, oracle sense tingles. Sure enough, a towering foe soon appears before you. The foe stands thirty feet tall, has two mandrake heads and muscled tentacle arms – it appears to be Demogorgon! But it can’t be the prince of demons, wandering around this wasteland alone…so roll initiative!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-1.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Aameul’s Initiative: [roll0]
Hethradiah’s Initiative: [roll1]
Hidden Initiative: [roll2]

senrath
2010-05-03, 10:11 PM
[roll0] Initiative

Shular
2010-05-03, 10:18 PM
Grunthor eyes the towering shape, mind focussed on the battle ahead. This would be no skirmish.

Initiative: [roll0]

((Are the columns sufficiently large enough to count as walls for the "Back to the Wall" feat?))

Tequila Sunrise
2010-05-04, 09:08 AM
Yeah, I'll count them as 'walls.'

Enlightened1
2010-05-04, 12:46 PM
Initiative:
[roll0]
[roll1]

((Forgot this in the first fight, Trelawn also rolls twice for Initiative from Divine Oracle in addition to us not being surprised!))

Shadow_Elf
2010-05-04, 05:21 PM
Demogorgon, whether the image before us be real or false, your villainy ends here! Kar'oor prepares club and dagger for the outbreak of combat.

Initiative: Higher of [roll0] and [roll1]

Shular
2010-05-04, 09:58 PM
So we're just waiting on Ishakar?

Tequila Sunrise
2010-05-05, 10:10 AM
Yeah I just sent him a PM.

Shular
2010-05-05, 03:31 PM
So do we find a replacement player or just have someone run Yegash. Don't want to let one person kill this thing.

Tequila Sunrise
2010-05-05, 04:14 PM
If you're volunteering, you're welcome to run Yegash until/if Ishakar returns!

Shular
2010-05-05, 08:08 PM
I'm actually trying to rebuild the character on the Character Builder so I can know what it's capable of, but am running into problems. He only has 16 feats listed (should have 18 at 30th), and Epic Recovery and Martial Mastery are not showing up on my feat list (even when I display illegal elements), which seems to be a problem with the program. He also does not give descriptions (or even level and type) of his powers, making it difficult to determine which powers he go when and from where.

senrath
2010-05-05, 08:09 PM
Maybe he means Epic Resurgence?

Enlightened1
2010-05-05, 08:09 PM
I say we give him till the morning before we move on. He's been posting quite late at night (by American time that is) so perhaps he just couldn't post yesterday for some reason. After that we should continue on though, by Odin's beard, we will see this through!

Shular
2010-05-05, 08:47 PM
Epic Recovery and Martial Mastery are both in Martial Power and should be showing up. Don't know why. Even with those, however, he's still 2 feats short.

Shular
2010-05-06, 06:55 AM
Okay, after building his character, I had to make a couple changes (I couldn't leave it as it was...I just couldn't, but there was SO much more I would have changed lol).

With the two unused feats I grabbed superior initiative and Heavy Blade Mastery, and so swapped out the Jagged Blade for Vicious.

Also, both his armor and his amulet gave 20 fire resistance (I assumed he has flame breath, his character sheet didn't say), so I swapped the armour for Armour of Agility (+3 AC while not bloodied).

So then:

Yegash
HP: 212/212
AC: 47(50) Fort: 40 Ref: 34 Wil: 33 (Damage Reduction 6)

Initiative: [roll0]

Tequila Sunrise
2010-05-06, 09:29 AM
Thanks for stepping up, Shular.

As is quickly becoming the usual, Kar'oor goes first!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-1.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20)
39 Trelawn (+20)
37 Grunthor (+32)
35 Hidden (+21)
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 damage.

Shadow_Elf
2010-05-06, 06:10 PM
Kar'oor growls ferociously, and then runs forward and dashes off to the left, running straight up one of the columns and sticking to its surface. He whips his dagger at the image of demogorgon as he pauses on the horizontal plane.

Move Action: Spider Technique, to SW corner of SE small pillar, 3 squares up.

Standard Action: Ranged Basic Attack (Dagger)

Free Action: Stone Fist Flurry of Blows (if dagger hits, Starblade Flurry)

Attack vs. AC: [roll0]
Hit: [roll1], including Flurry of Blows
((Yes, he does do that much on an RBA :smalltongue:))

Tequila Sunrise
2010-05-06, 11:38 PM
As Kar’oor nears the peak of the stone column, he spots a lurking enemy! A hulking mechanical man wielding a double headed axe stands ready to attack. It is a marut, a being of order that would normally oppose the forces of Demogorgon, but this one has clearly been corrupted somehow. (If you’d rather hit the marut, Shadow Elf, let me know.)

Ignoring the flesh wound it just received from Kar'oor's dagger, the faux Demogorgon scrambles toward him and lashes out with a tentacled arm…

[roll0] vs. Ref; [roll1] necrotic damage and Kar’oor is weakened (save ends) if tentacle hits.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-2.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20)
39 Trelawn (+20)
37 Grunthor (+32)
35 Hidden (+21)
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

Initiative +21
HP 285; Bloodied 142; Current 285
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 513
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 damage.

Enlightened1
2010-05-07, 04:49 PM
Trelawn rushes to take cover behind the nearest pillar to his right, peering around with his staff at their monstrous foe. He begins chanting, a very special word he once deciphered in deep temporal meditation, which actually siphons the temporal energy from another.


Move Action: Move 5 squares SW, ending 2 squares SW of Yegash.

Standard Action: Steal Time targeting Aspect of Demogorgon
Attack (vs. Will):
[roll0]
[roll1]
Hit:
Target stunned until end of next turn, and Trelawn gains an extra standard action that must be used before the target recovers.

Enlightened1
2010-05-07, 04:54 PM
Trelawn feels the world slow to a crawl as he feels the demon's stolen energy envelop his form. Seizing the brief opportunity, he fires off a quick magic missile while it's still vulnerable.


Standard Action: Magic Missile targeting Demogorgon (has combat advantage)
Attack (Reflex):
[roll0]
Hit:
[roll1] force damage

Shular
2010-05-07, 07:10 PM
Grunthor
AC: 48, Fort: 40, Ref: 41, Will: 37

Seeing the gargantuan foe temporarily disabled, Grunthor decides it's time to bring the battle in close. He moves closer to Demogorgon, then breaks into a charge.

Moves 5 south, then charge 7 south, ending in the hex directly east of the small piller, and directly west of the most northerly of the hexes Demo fills (a coord system would be helpfull :smallsmile:).
+1 to hit from charge, +1 to hit and damage from back to the wall

Rigteous Brand (treated as melee basic attack from Power of Skill feat)
Attack: [roll0] vs AC
Damage: [roll1] damage and one ally within 5 squares is +3 to attack target until the end of my next turn.

Shular
2010-05-07, 07:17 PM
Grunthor uses his successful attack to distract Demogorgon from Kar'oor.

(Kar'oor gets a +3 to melee attacks against Demogorgon until the end of Grunthor's next turn. Also, add 1 to Grunthor's AC for Back to the Wall)

Shular
2010-05-07, 07:20 PM
Crap, miscounted. Move Grunthor 1 space northeast to put Kar'oor within 5 spaces to get the bonus. Reduce the damage by one and ignore the AC bonus from Back to the Wall. The attack would still hit without the extra +1.

Tequila Sunrise
2010-05-08, 12:50 AM
Grunthor and Trelawn both strike true!

Three maruts spring out of hiding! Two fly to flank Kar’oor, while the third rushes toward the three northward heroes.

#2 attacks Kar’oor: [roll0] vs. AC; [roll1] damage plus [roll2] thunder damage if attack hits.

#3 attacks Reed, Yegash and Trelawn: [roll3] vs. Fort; [roll4] thunder damage if attack hits.

And…

Tequila Sunrise
2010-05-08, 12:51 AM
Crap, #3 needs two more attack rolls...

vs. Yegash...[roll0] vs. Fort

vs. Trelawn...[roll1] vs. Fort

Tequila Sunrise
2010-05-08, 01:04 AM
As Reed and Trelawn feel lightning course through their bodies, they are drawn inexorably toward the marut!

Hethradiah attempts to shake off Trelawn’s spell…[roll0]
(The text says “At the end of its turn, an aspect of Dem. saves against dazed, stunned and charm effects.” It’s late at night, so I might be getting this wrong, but it appears that he gets a save even against until-end-of-next-turn effects. If I’m thinking crookedly, feel free to correct me.)

Tequila Sunrise
2010-05-08, 01:05 AM
Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-3.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) Stunned!
39 Trelawn (+20)
37 Grunthor (+32)
35 Hidden (+21)
35 Hethradiah (+20) Stunned!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

Initiative +21
HP 285; Bloodied 142; Current 285
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 452
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 damage.

Tequila Sunrise
2010-05-08, 01:11 AM
Oh, and Yegash takes half damage (8 thunder) despite being missed. Man, I gotta get some sleep!

senrath
2010-05-08, 01:17 AM
((Well, Reed doesn't really feel much of anything, as he has Resist 30 Thunder. Also Resist 30 Lightning. Anyway, action now.))

Drawing his power through his blade, Reed lunged forwards, striking at the Marut that had attacked him.

Using Sorcerous Blade Channeling to convert Acid Orb from Ranged 20 to Melee, so no AoO.

[roll0] vs Reflex
[roll1] Acid damage

Enlightened1
2010-05-08, 03:10 AM
((Tequila, I'm almost certain that text means that they automatically make their saving throw against those effects when a save is involved. For example, with Legion's Hold this would apply, but since Steal Time doesn't mention a saving throw, it wouldn't apply. You're free to rule how you like though. :smallsmile:))

Enlightened1
2010-05-08, 03:16 AM
Also, I forgot to go over this with you pregame, but I hope it is okay if we agree to some preset triggers for Trelawn's defensive utility spells. For example, the first time he gets his by 3 or less triggers Shield, and in this case he would definitely use Wizard's Escape to avoid being hit and pulled into this Marut's gravitational sphere, teleporting 3 squares to the SE and 2 sq E from the spot he would have been hit from (which was 3 sq SE from where he is on the map now). MW is down at the moment, but do these sound agreeable to you?

Shular
2010-05-08, 08:17 AM
Yegash
HP: 210/212

Yegash curses as he sees all of his companions divided and in danger. The monk had shown himself quite capable, but the cleric is still an unknown quantity. However, he decides the best bet is to try to take out the single target on the two casters. He spreads his wings and leaps over the three combatants, landing beside Reed and bringing his sword down...

Yegash flies to beside Reed, north-east of number 3.

Mountain Breaking Blow:
Attack: [roll0] vs AC
Hit: [roll1] damage and target pushed 3 squares (SW). Yegash shifts three squares in same direction, ending up adjacent to the Marut.

Hit or miss, target is marked. -2 to attacks that don't include Yegash, Yegash will use Reaping Strike (+32 to hit, d12+16 damage, 7 damage on miss) if Combat Challenge (shifts or makes attack that doesn't include Yegash) or Opprtunity Attack (+2 to hit from wis) is provoked.

Shular
2010-05-08, 08:18 AM
((So a miss it is))

Shular
2010-05-08, 10:57 AM
((Psst...Tequila. #1 didn't attack Kar'oor.))

Tequila Sunrise
2010-05-08, 12:02 PM
Thanks Shular! #1 vs. Kar'oor [roll0] vs. AC; [roll1] plus [roll2] thunder damage if attack hits.

@Enlightened1: Your interpretation of Dem’s save ability sounds better, so I’ll go with it. Also agreed on OH SH!T powers – if anyone wants to use immediate powers, let me know and I’ll ret-con it in.

@Everyone: The aspect has Gaze of Abyssal Might, which slows anyone who starts their turn within 10 of the aspect – if I roll 10 or higher. So here we go…

Trelawn: [roll3]
Kar’oor: [roll4]
Grunthor: [roll5]

Tequila Sunrise
2010-05-08, 12:05 PM
'Kay, it's finally Kar'oor's turn.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-4.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) Stunned!
39 Trelawn (+20)
37 Grunthor (+32)
35 Marut #1 (+21)
35 Marut #2 (+21)
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) Stunned!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 285
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 285
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 246
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

Shadow_Elf
2010-05-08, 05:52 PM
May your corrupted souls find peace in eternity! The winds of change blow ever on the forces of evil! Kar'oor leaps backwards up to the top of the column, deftly dodging the Maruts' swipes with a conjured gust of psychic wind, and then begins to spin rapidly, inevitably drawing the two nearby inevitables towards him, and then lashing out with club and dagger - as he hammers on the Maruts, he fires his dagger at the Aspect twice.

Move Action: Whirlwind Kick [Movement] to fly to the top of the pillar in his current hex, without provoking AoOs, and he is still adjacent to them.
Standard Action: Whirlwind Kick [Attack]
Free Action: Stone Fist Flurry on the two Maruts, + Starblade Flurry on Dem
after the second component of Whirlwind Kick's attack, he gets to flurry again because of his Blurred Strike Ki Focus, with the same targets.
Minor Action: Enter the Master of Winds stance

Whirlwind Kick Primary Attack, CB3
vs. Marut #1: [roll0] vs. Fortitude
Hit: No individual effect since it is already adjacent

vs. Marut #2: [roll1] vs. Fortitude
Hit: No individual effect since it is already adjacent

If either of those hits, BOTH take 17 damage, and Dem takes 23 damage.

Whirlwind Kick Secondary Attack, CB1
vs. Marut #1: [roll2] vs. Reflex
Hit: [roll3], including Flurry

Whirlwind Kick Secondary Attack, CB1
vs. Marut #1: [roll4] vs. Reflex
Hit: [roll5], including Flurry

If either of the secondary attacks hit, Dem takes another 23 damage.

Whirlwind Kick Rules Text
Whirlwind Kick [Attack Technique]
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 3
Primary Target: Each enemy in burst
Primary Attack: Dexterity vs. Fortitude
Hit: You pull the target 2 squares.
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to you
Secondary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier + Strength modifier damage.

Whirlwind Kick [Movement Technique]
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed. The first square of this movement doesn’t provoke opportunity attacks.

Turn is probably over, but maybe not, I'd like to know the results of these attacks.

Shadow_Elf
2010-05-08, 07:59 PM
Reroll on secondary attack vs. Marut #1:
[roll0] vs. Reflex
63 damage on a hit still.

((I also just realized there's a copy-pasta error in there - the second one on the secondary attack should read Marut #2, if its not obvious))

Tequila Sunrise
2010-05-08, 10:40 PM
Kar’oor lays into his three nearby foes with abandon. Just to be clear – did Dem take 23 damage twice, or 23 damage just once?

I didn’t mention this in their description, but the maruts can fly. (Only half as fast as they can move normally, but I just realized I should make that clear.)

‘Kay, Dem is stunned (pesky wizard!), so it’s now Trelawn’s turn.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-4.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) Stunned!
39 Trelawn (+20)
37 Grunthor (+32)
35 Marut #1 (+21)
35 Marut #2 (+21)
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) Stunned!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 246
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 429
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 damage.

Shadow_Elf
2010-05-08, 10:54 PM
((Dem only took the 23 damage once, as both the first attacks missed. But still, 150+ net damage isn't bad for an encounter power.))

Enlightened1
2010-05-09, 10:17 AM
With the aspect still reeling, Trelawn uses the opportunity to get a burst of energy. First, he reigns down the terrible might of the Titans on the inevitables surrounding Kar'oor, using focus to ensure he is unharmed by the force. Then, he peeks around the corner of the pillar, and sends a psychic barrage of distracting phantoms straight to the twin minds of the aspect.


Spending an Action Point to gain an extra standard action, and gain an extra move action to be used later in combat.

AP Standard Action: Crushing Titan's Fist, burst 2, origin in Kar'oor's square (Kar'oor's square is excluded from effect with Spell Accuracy)
Attack (vs. Ref, +3 Action Surge):
[roll0] Marut 1
[roll1] Marut 2
Hit:
[roll2] force damage (Marut 1) and immobilized UEoNT (Until End of Next Turn).
[roll3] force damage (Marut 2) and immobilized UEoNT.
Effect:
Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.

((I'm not sure how this works, I'll leave it up to Tequila whether this effect applies in 3D or just on the ground level squares.))

Standard Action: Illusory Ambush on Aspect
Attack (vs. Will, +2 CA):
[roll4]
[roll5]
Hit:
[roll6] psychic damage, take -4 to attacks UEoNT, gain Combat Advantage against it UEoNT.

Tequila Sunrise
2010-05-09, 11:47 AM
Trelawn’s spells find their mark against one marut and the aspect. Grunthor’s turn!

(Yeah, I’m assuming area powers operate in 3d.)

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-4.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) -4 to attacks, granting CA
39 Trelawn (+20)
37 Grunthor (+32)
35 Marut #1 (+21) Immobilized!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) -4 to attacks, granting CA
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 191
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 246
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 408
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 damage.

Shular
2010-05-09, 01:48 PM
Grunthor

Seeing that the aspect is no longer stunned, Grunthor is not about to risk providing free attacks to his opponent, no matter how much the mage's spell distracts it. He shifts position to gain the benefit of the pillar at his back, carefully considers his target, and swings his sword.

Shift 1 SW to get benefit of Back to the Wall
Masterstroke
Attack: [roll0] vs AC
Hit: [roll1] damage.

Defenses: AC: 49, Fort: 40, Ref: 41, Will: 37

(I guess AC doesn't matter much against Demo)

Shular
2010-05-09, 01:53 PM
((Double checking: does Demogorgon GRANT combat advantage to all attackers, or did Trelawn just gain CA vs Demo?))

Enlightened1
2010-05-09, 07:34 PM
((Should have specified that, Trelawn gains Combat Advantage, it doesn't grant it to everyone.))

Tequila Sunrise
2010-05-09, 08:03 PM
The northern marut spins its large axe in a whirlwind of death at Yegash and Reed, while the southern two hack at Kar’oor:

Vs. Yegash [roll0] vs. AC;
Vs. Reed [roll1] vs. AC;
[roll2] damage plus [roll3] thunder damage if attack hits

vs. Kar’oor [roll4] vs. AC; [roll5] damage plus [roll6] thunder damage if attack hits
vs. Kar’oor [roll7] vs. AC; [roll8] damage plus [roll9] thunder damage if attack hits

Meanwhile, Hethradiah roars and in the blink of an eye the aspect is behind Grunthor! It then glares balefully at Grunthor, Kar’oor, and Trelawn:

Vs. Grunthor [roll10] vs. Will;
Vs. Kar’oor [roll11] vs. Will;
Vs. Trelawn [roll12] vs. Will;
[roll13] psychic damage and you are dominated (save ends) if hit.

senrath
2010-05-09, 08:05 PM
((Thanks to White Lotus Master Riposte, I get a reaction!))

As the blow struck Reed, his dagger snaked up and struck back at the Marut.

[roll0]
[roll1] Acid damage.

The Marut automatically takes 9 damage from White Lotus Riposte

senrath
2010-05-09, 08:06 PM
((That was vs Reflex, by the way.))

Tequila Sunrise
2010-05-09, 08:07 PM
Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-5.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) -4 to attacks
39 Trelawn (+20) Dominated!
37 Grunthor (+32)
35 Marut #1 (+21) Immobilized!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) -4 to attacks
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 191
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 246
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 371
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Tequila Sunrise
2010-05-09, 08:10 PM
Is that 9 damage in addition to the 33, or part of the 33? (Assuming your attack hit.)

senrath
2010-05-09, 08:14 PM
((In addition. And its my turn anyway, so here goes.))

Reed quickly recovered from the blow he had been dealt and channeled more power through his blade, lashing out at his target.

Same as before, Acid Orb as a melee attack vs Reflex.

[roll0]
[roll1]

Defenses: 39 AC, 32 Fort, 37 Ref, 42 Will
+2 AC vs AoO, +5 vs Fear, Resist 30 Lightning, Resist 30 Thunder, Resist 5 all

HP:155/172

Shular
2010-05-09, 09:11 PM
((Battlemap link says it's been removed or deleted))

Shular
2010-05-09, 10:32 PM
((Working now))

Yegash brings his sword down towards his opponent's head, thinking nothing of subtlety, only of hitting as hard as he can. He then maneuvers into a better position.


Skullcrusher (Enc, Reliable)
Attack: [roll0] vs AC
Hit: [roll1] and target dazed until end of Yegash's next turn.

If the attack hits, Yegash will move two south (so adjacent to Reed and #3 but on the south side, dazed creatures can't take opportunity actions). If he misses, he will remain where he is. Either way, target is still marked, and provokes attack if shifts or makes attack that doesn't include him.

Shular
2010-05-09, 10:33 PM
((Wow, can I roll amazing damage or what?))

Tequila Sunrise
2010-05-10, 09:49 AM
Reed and Yegash both strike true!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-6.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) -4 to attacks
39 Trelawn (+20) Dominated!
37 Grunthor (+32)
35 Marut #1 (+21) Immobilized!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked! Dazed!
35 Hethradiah (+20) -4 to attacks
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 191
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 153
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 362
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shadow_Elf
2010-05-10, 04:38 PM
HP: 122/171

Kar'oor, realizing the aspect is the greatest threat, decides to ditch his pillar-top position with a bang. Using a combination of two of his most advanced techniques, he clubs the Marut on his left, in an attempt to send it sprawling away, as he flings his dagger at the Aspect. He then slips past the other Marut, landing in a roll on the ground and dashing between Demogorgon's legs to flank him with the cleric, at which point he delivers unto the Aspect a bone-shattering blow.

Enter Discipline: Sunder the Castle
Standard Action: Attack Technique vs. Marut #2
Free Action: Stone Fist Flurry + Starblade Flurry
Action Point! Enter Discipline: Fist of Indomitable Iron
Move Action: Movement Technique. Shift to space 1 NW of Demogorgon's NW face, no AoOs, and his Acro check is so high he takes no falling damage and lands on his feet.
Standard Action: Attack Technique on Demogorgon
Free Action: Stone Fist Flurry + Starblade Flurry

Sunder the Castle vs. Marut #2
Attack (with CA from Stone Fist Mastery): [roll0] vs. Ref
Hit: [roll1] damage and he is pushed 8 squares up and to the right, at which point he falls prone falling 11 squares (he gets his fly speed in free fall, and then the rest does falling damage). Additionally, on a hit, Marut #1 and Demogorgon both take 23 damage.

Fist of Indomitable Iron vs. Aspect
Attack (with CA from Stone Fist Mastery): [roll2] vs. Ref
Hit: [roll3] damage and Marut #1 takes 23 damage.

Shadow_Elf
2010-05-10, 04:39 PM
Reroll on Fist vs. Demogorgon:
[roll0] vs. Reflex

Tequila Sunrise
2010-05-10, 09:39 PM
The aspect attempts to slow the heroes on their own turns:
Vs. Kar’oor [roll0]
Vs. Trelawn [roll1]
Vs. Grunthor [roll2]
Vs. Reed [roll3]
Vs. Yegash [roll4]

Tequila Sunrise
2010-05-10, 09:40 PM
Kar’oor’s first strike misses, but his second lands squarely upon the aspect.

Aameul attempts to recharge his deadly gaze: [roll0]

Tequila Sunrise
2010-05-10, 09:53 PM
The aspect growls a command at the maruts, and then reaches toward Kar’oor…[roll0] vs. Ref; [roll1] necrotic damage and you are weakened (save ends) if hit.

Trelawn, under the aspect’s mental command, sends a winged horde at Yegash and Reed…
Vs. Yegash [roll2] or [roll3] vs. Will;
Vs. Reed [roll4] or [roll5] vs. Will;
[roll6] psychic damage and you take a -2 to attack rolls and you can’t take opportunity actions until the end of Trelawn’s next turn if hit.

Tequila Sunrise
2010-05-10, 09:58 PM
Wow, two crits in two turns, sweet! And thanks for that nifty at-will attack, Trelawn. :sabine:

Enlightened1, feel free to roll a save for Trelawn. It is now Grunthor's turn.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-7.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) -4 to attacks
39 Trelawn (+20) Dominated!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Immobilized!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked! Dazed!
35 Hethradiah (+20) -4 to attacks
32 Reed (+30) -2 to attacks, can’t take opportunity actions
32 Yegash (+26) -2 to attacks, can’t take opportunity actions


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 168
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 153
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 291
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shadow_Elf
2010-05-10, 10:51 PM
((If anyone can give me a save vs. that weakened, that'd be really awesome, since weakened is quite crippling on a striker))

Shular
2010-05-10, 10:54 PM
((Any chance I can get a party health update? Yegash is fine (6 damage reduction on everything is working well so far), but it seems like Reed and Kar'oor may be in need of assistance))

Shadow_Elf
2010-05-10, 10:56 PM
((Kar'oor: 98/171 HP, Weakened (save ends)))

senrath
2010-05-10, 10:57 PM
((Reed's still fine. He's at 142/172. Well, minus whatever extra damage Trelawn does on a crit.))

Shular
2010-05-10, 11:16 PM
((Trelawn's staff does 6D8 on a crit, which averages around 27 damage.))
Grunthor

Grunthor's feet feel like lead, but he just laughs. He wasn't going anywhere anyway. Seeing his companions in pain, he sends some holy healing their way, then swings at the Aspect of Demorgorgon, his sword glowing brightly.


Minor action: Healing Word on Kar'oor and Reed (Supreme Healer allows two targets to be healed with one healing word).
Spend a healing surge and add [roll0], as well, all your defenses are +2 until the beginning of Grunthor's next turn (Shielding Word feat)
(Sorry, nothing that grants saving throws :smallfrown:)

Standard Action: Blinding Light on Aspect, bonuses from flank and Back to the Wall
Attack: [roll1] vs Fort
Hit: [roll2] plus [roll3] all radiant damage and target is blinded until the end of Grunthor's next turn.

Shular
2010-05-10, 11:20 PM
Well that looks like a crit on the ol' Aspect:

Total damage: [roll0] radiant damage

Gauntlets of Destruction allow rerolls of 1's until something else is rolled, so use the following in order if I roll any 1's above:

[roll1]
[roll2]
[roll3]
[roll4]

Shular
2010-05-10, 11:21 PM
So grand total 84 radiant damage to the Aspect, and he's blinded.

Shular
2010-05-10, 11:34 PM
Oh, add another 8 damage from Furious Assault (racial). A critical hit is the best time to use it, after all. (And with Ferocious Critical, Grunthor's at +4 to hit and damage until the end of his next turn.)

Shular
2010-05-10, 11:55 PM
And THIS is why I like using edit, lol. That damage should have been d8's, not d12's. Grunthor uses longsword, it's Yegash that uses the Fullblade.

Thus, reduce the damage by 8 points, and so back to 84 damage.

Enlightened1
2010-05-11, 10:43 AM
((Rolling my save for the end of my turn. It's at +6 against domination.))

Saving Throw:
[roll0]

Tequila Sunrise
2010-05-11, 11:07 AM
Whoops, forgot the crit dice (I’m so used to just maxing damage when monsters roll ‘em): [roll0] more damage to Reed then.

All three maruts make beelines for Trelawn!

#1 blasts Trelawn and Kar’oor…[roll1] vs. Trelawn’s Fort; [roll2] vs. Kar’oor’s Fort; [roll3] thunder damage (half damage on a miss).

#2 Hacks at Trelawn…[roll4] AC; [roll5] damage plus [roll6] thunder damage if hit.

Hethradiah attempts to recharge his dominate power…[roll7]

Tequila Sunrise
2010-05-11, 11:11 AM
Hethradiah gazes balefully about once again!

Vs. Kar’oor: [roll0] vs. Will;
Vs. Trelawn: [roll1] vs. Will;
[roll2] psychic damage and dominated (save ends) if hit.

Tequila Sunrise
2010-05-11, 11:15 AM
*sigh* Reed’s turn!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-8.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20)
37 Grunthor (+32) Slowed!
35 Marut #1 (+21)
35 Marut #2 (+21)
35 Marut #3 (+21) Marked! Dazed by Yegash!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30) -2 to attacks, can’t take opportunity actions (by Trelawn)
32 Yegash (+26) -2 to attacks, can’t take opportunity actions (by Trelawn)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 168
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 153
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 207
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shular
2010-05-11, 11:15 AM
And marut #3? While Yegash cannot make opportunity attacks, his combat challenge (immediate inturrupt) is still in play, so not sure how that will work if the marked target moves and attacks. (My guess is that, unless it shifts, the move does not provoke, and so it would not be adjacent to Yegash when it attacks, and so combat challenge does not come into play. Ah well, at least it's at -2 to hit.)

Shular
2010-05-11, 11:18 AM
Does being blind affect Hethradiah's attacks?

Shular
2010-05-11, 12:08 PM
The slow on Grunthor, is it save ends, or until the end of Aameul's next turn?

In case it's a save ends: [roll0]

Enlightened1
2010-05-11, 04:25 PM
((Going to use Staff of Defense to gain +6 to Fort versus the Marut's attack, negating it.))

senrath
2010-05-11, 05:27 PM
Raising his hand to the sky, Reed called down a mighty bolt of lightning, that struck at one of the Maruts.

Rumbling Storm Bolt against Marut 1.
[roll0] vs Reflex
[roll1] Lightning damage (ignores resistance, if any)
Slide the Marut 7 squares, diagonally past the Aspect. So it ends up just down and right from the Aspect.

Secondary attack on the Aspect:
[roll2]
[roll3] Thunder damage and knocked prone

Defenses: 39 AC, 32 Fort, 37 Ref, 42 Will
+2 AC vs AoO, +5 vs Fear, Resist 30 Lightning, Resist 30 Thunder, Resist 5 all

HP:172/172

senrath
2010-05-11, 05:28 PM
((That second attack was vs Fortitude.))

Shadow_Elf
2010-05-11, 05:34 PM
((Nevermind, leave Kar'oor weakened. His club will hurt y'all less that way :smallannoyed:. Also, Shular, his immediate actions are gone too, if he's dazed, to its immaterial whether moving provokes in this case.

EDIT: Nevermind, I'm stupid, the effect specifically inhibits AoOs... I need to learn to read :smallredface:))

Tequila Sunrise
2010-05-11, 05:50 PM
That bolt hits the aspect even if the primary attack missed, right?

@ Shular: Well I’ll be damned, it turns out immediate actions aren’t opportunity actions, so go ahead and roll Yegash’s attack. (Stupid combat challenge!) Half of Dem’s attack are burst or blast, so blindness isn’t as much a problem as a hero would hope. The slow happens every round at the beginning of your turn. You (or I) roll 1d20; on a 10 or higher, you’re slowed until next turn. (And when I say ‘you,’ I mean enemies within 10 of Dem.)

In fact, I’ll go ahead and roll the slow rolls for next round:
Kar’oor [roll0]
Trelawn [roll1]
Grunthor [roll2]
Reed [roll3]
Yegash [roll4]
(Though Reed and Yegash aren’t actually slowed until next round even if they get hit.)

Shadow_Elf
2010-05-11, 05:59 PM
((The Aspect is really shooting itself in the foot here - he's Mind Controlled one of the strikers, but he's also weakened and slowed him. He'll be doing half-damage basic attacks at best... :smalltongue: For once, I am glad that I have more than one condition on me.))

Shular
2010-05-11, 06:59 PM
Yegash

(Yegash won't get Combat Challenge attack because target didn't shift, it moved, which would provoke OA, which Yegash is denied.)

Yegash grows frustrated, and is determined to get the attention of the Maruts. He shifts into a position that allows him to swing at one demon, and breath on the other two.

Yegash moves adjacent to #2 and 3. Breath attack on #1 and 2, then Reaping Strike on #3,. All three Maruts are marked.

Flame Breath on #1 and #2:
Attack: on #1 [roll0]
#2 [roll1]
Damage: [roll2] fire damage, ignores 20 points of fire resistance

Reaping Strike on #3:
Attack: [roll3] vs AC
Hit: [roll4] damage plus [roll5] fire damage (ignore 20 points of fire resist) from Dragonbreath Warrior feat
Miss: 7 damage

Yeah, the breath weapon is unlikely to hit, but the main goal is to mark them.

Shular
2010-05-11, 08:32 PM
((The Aspect is really shooting itself in the foot here - he's Mind Controlled one of the strikers, but he's also weakened and slowed him. He'll be doing half-damage basic attacks at best... :smalltongue: For once, I am glad that I have more than one condition on me.))

On the other hand, the party's biggest damage dealer (thus far) is not doing damage to his own forces. And the slow won't kick in until after Kar'oor has gone. He can, I believe, still use at-will powers.

Tequila Sunrise
2010-05-11, 08:51 PM
Yegash knicks one marut, but leaves the other two unsinged. It is now Kar’oor’s turn because, much to my frustration, I believe he had Grunthor’s defense buff when the aspect tried to dominate him. :smallfurious:

PS I'll likely only post once tomorrow, due to a final exam. Cya!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-9.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36)
40 Aameul (+20) Blinded by Grunthor! Prone!
39 Trelawn (+20)
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Marked!
35 Marut #2 (+21) Marked!
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) Blinded by Grunthor! Prone!
32 Reed (+30) -2 to attacks, can’t take opportunity actions (by Trelawn)
32 Yegash (+26) -2 to attacks, can’t take opportunity actions (by Trelawn)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 168
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 146
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 167
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

senrath
2010-05-11, 08:54 PM
((The aspect didn't get hit by my bolt if my first attack missed.))

Shadow_Elf
2010-05-11, 10:01 PM
((Ooh, not dominated? Kekekekekeke...))

HP: 77/171 )(Need healz!))

Touching his necklace, Kar'oor dismisses the weakening power of the aspect's touch. He focuses his mind, body and soul to a diamond sharp point as he prepares to knock the Aspect off it's feet. KIAI!

Minor Action: Periapt of Cascading Health, dismiss weakened
Minor Action: Flawless Maneuver, +10 to next attack, Nat 1 not automiss
Standard Action: Dragon's Tail vs. the Aspect
Free Action: Flurries

Dragon's Tail vs. the Aspect
Attack: [roll0] vs. Fortitude
Hit: [roll1] damage and the Aspect is knocked prone and Marut with the lowest health takes 23 auto-damage.

Shular
2010-05-12, 12:03 AM
Shadow, did you count the healing word Grunthor gave Kar-oor last round? (Healing surge + 29 if you missed it, which is also where the +2 to all defenses that saved you from being dominated came from. :smallbiggrin:)

Meanwhile, map isn't working for me.

Shadow_Elf
2010-05-12, 08:14 AM
Shadow, did you count the healing word Grunthor gave Kar-oor last round? (Healing surge + 29 if you missed it, which is also where the +2 to all defenses that saved you from being dominated came from. :smallbiggrin:)

Meanwhile, map isn't working for me.

((I did miss that! Thank you very much. I guess you never know when you're going to need an extra +2 to save you from demonic mind lasers, eh?

So that makes Kar'oor's current condition:
HP: 148/171, Surges: 7/9, Condition: Slowed UENT))

Shular
2010-05-13, 12:52 PM
((So...Tequila. Hope you did well on your exam. Ready to resume? :smallwink:

Also, map still not working.))

Tequila Sunrise
2010-05-13, 09:40 PM
Sorry about the delay, insomnia + final exams = suckage.

Kar’oor knocks the aspect over, who then stands back up. Attempting to recharge…[roll0]

Tequila Sunrise
2010-05-13, 09:45 PM
Aameul blasts Kar’oor with tentacles…[roll0] vs. Fort; [roll1] damage and 10 ongoing damage (save ends) if hit.

(Map should be working now.)

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-9.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20)
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Marked!
35 Marut #2 (+21) Marked!
35 Marut #3 (+21) Marked!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30) -2 to attacks, can’t take opportunity actions (by Trelawn)
32 Yegash (+26) -2 to attacks, can’t take opportunity actions (by Trelawn)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 168
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 222
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 123
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 159
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Enlightened1
2010-05-13, 10:11 PM
((Mwahahaha, I've been waiting for this turn to finally come... ))

Backed into the pillar with no breathing room, Trelawn decides to make his escape as painful as possible. With only a short breath he batters the minds of the Maruts to distract them. To follow it up, he unleashes a burst of light and color; every color of the spectrum, in fact, a source of great power that few exploit these days. With his foes reeling, he makes his getaway, flying up onto the middle of the pillar behind him.


Minor Action: Use Winged Horde (burst 1) via Quickened Spellcating, centered on his square and omitting his square.
Attack (Will):
[roll0] or [roll1] vs. Marut 1
[roll2] or [roll3] vs. Marut 2
[roll4] or [roll5] vs. Marut 3
Hit:
[roll6] psychic damage vs. Marut 1
[roll7] psychic damage vs. Marut 2
[roll8] psychic damage vs. Marut 3
Any target hit takes a -2 penalty to attack rolls and cannot take opportunity actions UEoNT.

Standard Action: Use Prismatic Spray (close burst 5), omitting Reed and Yegash's squares (sorry Kar'oor, your defenses are all great and theirs not so much; War Wizardry will help).
Attack (Fort, Ref, Will):
[roll9] or [roll10] vs. Marut 1
[roll11] or [roll12] vs. Marut 2
[roll13] or [roll14] vs. Marut 3
[roll15] or [roll16] vs. Aspect of Demogorgon
[roll17] or [roll18] vs. Kar'oor
Hit:
[roll19] poison (Fort), [roll20] fire (Ref) vs. Marut 1
[roll21] poison (Fort), [roll22] fire (Ref) vs. Marut 2
[roll23] poison (Fort), [roll24] fire (Ref) vs. Marut 3
[roll25] poison (Fort), [roll26] fire (Ref) vs. Aspect of Demogorgon
[roll27] poison (Fort), [roll28] fire (Ref) vs. Kar'oor [Takes half damage]
If Fort is hit, target takes 15 ongoing poison (save ends). If Ref is hit, target takes 15 ongoing fire (save ends). If Will is hit, target is stunned (save ends). All targets take -4 to saves against these effects, and save against each effect separately.

Move Action: Fly 3 squares up and 2 squares W-SW to middle square of pillar.

Enlightened1
2010-05-13, 10:12 PM
((FYI, the only thing I edited about my last post was to put in the spoiler tags properly. Sorry again Kar'oor!))

Enlightened1
2010-05-13, 10:26 PM
((Also noting that Winged Horde was a critical hit against Marut 1.))

Hit:
18 psychic damage plus [roll0] damage from Defensive Staff

Enlightened1
2010-05-13, 10:33 PM
((Okay, end of my turn, I promise!))

With his last bit of effort, Trelawn summons up the pocket of spacetime he gathered up but a few seconds ago, sprinting as far away from the inevitables as he can.


Move Action: Using the free move action he gained from his Action Point, Trelawn flies 6 squares to the middle of the pillar immediately SW of him.

Shadow_Elf
2010-05-13, 10:44 PM
((Can you take the lower of your two rolls against Kar'oor, thus missing him? That'd be nice.))

Enlightened1
2010-05-13, 10:52 PM
((True enough, I can take either roll! Consider him missed :smallbiggrin:))

Shular
2010-05-13, 10:56 PM
((All the attacks miss Kar'oor. Grunthor's +2 to all defenses is still active until Grunthor's turn, giving you 44 fort, 43 ref, and 44 will :smallbiggrin:

I need to be sure of everything that happens here before I act. As I understand it, Winged Horde is not a close burst (even though it's being used that way), and so will provoke opportunity attacks from the three Marut's, unless Trelawn has some way to avoid that. However, his Prismatic Spray hits all 4 enemies, doing poison and fire damage and stunning all the targets. Do any of them appear unaffected by the fire portion (i.e. fire resistance)?

Looks like Kar'oor was critted, and so took 24 damage plus 10 ongoing. Putting him 47 hp down?

K, I just need to see how much (if any) damage Trelawn takes from the opportunity attacks, then I can decide if I'll be using healing word or something else. This slow is REALLY annoying. With Aspect stunned I could freely move through his space, but I don't have enough movement to get to the other side.))

Shadow_Elf
2010-05-13, 10:59 PM
((Hurray for being missed by small numbers!

In other news, Kar'oor can currently shift faster than he can walk :smallamused:.))

Shular
2010-05-13, 11:04 PM
((Hurray for being missed by small numbers!

In other news, Kar'oor can currently shift faster than he can walk :smallamused:.))

Sadly, the slow applies to all movement except teleportation, pull, push, or slide (page 277), unless you have something (item or ability) that allows you to ignore it. Otherwise I'd be able to use power that allows me to shift 5 in between attacks. :smallannoyed:.

Enlightened1
2010-05-13, 11:21 PM
((Funny, for some reason I thought that if I used Winged Horde as a minor action with Quickened Spellcasting, it wouldn't provoke. Old 3.5 habits die hard I suppose... :smallannoyed:))

Tequila Sunrise
2010-05-14, 11:06 AM
The maruts all take opportunity swings against Trelawn, which means that Yegash can slash at one of them…

#1 [roll0] vs AC;
#2 [roll1] vs AC;
#3 [roll2] vs AC;
[roll3] damage plus [roll4] thunder damage if hit.

Trelawn’s first spell affects two out of the three maruts. Which, unless I’m mistaken, makes Trelawn dazed…

Which makes it Grunthor’s turn!

(I just realized that the maruts have regeneration, so I’m giving them a few more hp. I don’t care to figure exactly how long each marut has been taking damage, so I’ll just lowball it at 2 rounds each.)

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-9.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20) Dazed by himself!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Marked! Horded by Trelawn!
35 Marut #2 (+21) Marked!
35 Marut #3 (+21) Marked! Horded by Trelawn!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30) -2 to attacks, can’t take opportunity actions (by Trelawn)
32 Yegash (+26) -2 to attacks, can’t take opportunity actions (by Trelawn)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 141
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 224
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#3
Initiative +21
HP 285; Bloodied 142; Current 125
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 159
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Enlightened1
2010-05-14, 03:13 PM
((I'm AFB at the moment, but the way I understood it/ had it explained to me is that all the attacks have to miss for it to be considered a "miss". Otherwise, with Prismatic Spray, it would be possible to both "hit" and "miss" with the same attack since it targets different defenses. Just like I couldn't opt out of rolling twice for Kar'oor, the whole attack has to miss for the ability to come into effect.))

Shular
2010-05-14, 08:25 PM
((Well, regardless of what else happened, Trelawn just got critted, so that makes my decision a little easier.))

Grunthor

Cursing the slowness that is preventing him from grouping up with the others, but sensing the huge aspect beginning to weaken, Grunthor continues his assault, while throwing more healing towards his companions.

Minor action: Healing Word on Trelawn and Kar'oor. Spend a healing surge and heal an extra [roll0]

Standard action: Priest's Shield attack on aspect
Attack: [roll1] vs. AC (+1 back to wall, +2 combat advantage)
Hit: [roll2] damage, and +1 power bonus to AC until end of next turn.

Tequila Sunrise
2010-05-15, 07:34 PM
I got a second [unofficial] opinion on Terrifying Insight, and my reading was reinforced. I suspect the designers weren’t thinking of area-attack-using wizards when they wrote the ability. In any case, if you can find an official source to prove me wrong, I’ll consider myself wiser.

(Most marut attacks knock the target prone on a crit, so Trelawn’s now prone. I’d feel bad about beating on your man, Enlightened1, if he wasn’t an epic hero.)

Maruts #2 and #3 shift, and then all three attack Trelawn and Yegash. #3 uses a melee attack, so Yegash can take his free attack.
#1 vs. Trelawn; [roll0]; [roll1] damage plus [roll2] thunder damage if hit.
#2 vs. Trelawn; [roll3]; #2 vs. Yegash; [roll4]; [roll5] damage plus [roll6] thunder damage if hit.
#3 vs. Trelawn; [roll7]; [roll8] damage plus [roll9] thunder damage if hit.

The aspect attempts to recharge [roll10]…

Tequila Sunrise
2010-05-15, 07:41 PM
The aspect lashes out at Grunthor and Kar’oor with its tentacles…
Vs. Grunthor [roll0] vs Fort;
Vs. Kar’oor [roll1] vs Fort; [roll2] damage and ongoing 10 damage (save ends). If you are already taking ongoing damage, increase it by 5.

Reed’s turn!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-10.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20) Dazed by himself! Prone!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Marked! Horded by Trelawn!
35 Marut #2 (+21) Marked!
35 Marut #3 (+21) Marked! Horded by Trelawn!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 151
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 234
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 135
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 122
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

senrath
2010-05-15, 08:08 PM
Reed

Calling upon the power of storms, Reed sent bolts of power lancing at the closest Marut.

Furious Bolts targeting Marut 1, then 2, then 3, then the Aspect.

[roll0] vs Reflex (Marut 1)
[roll1] damage

[roll2] vs Reflex (Marut 2)
[roll3] damage

[roll4] vs Reflex (Marut 3)
[roll5] damage

[roll6] vs Reflex (Aspect)
[roll7] damage

On my next turn I get a bonus to my first attack roll equal to the number of targets I hit.

If any of the attacks miss, disregard all the attacks that come after the missed attack.

Defenses: 39 AC, 32 Fort, 37 Ref, 42 Will
+2 AC vs AoO, +5 vs Fear, Resist 30 Lightning, Resist 30 Thunder, Resist 5 all

HP:172/172

Shular
2010-05-15, 08:43 PM
Yegash

As the three Maruts attack Trelawn, Yegash takes advantage of the opening they leave to slash at one himself.

Combat challenge attack on Marut #3 (sorry missed your comment before, with so many options PbP can get a little confusing...doesn't help running two characters lol):
Reaping Strike:
Attack: [roll0] vs AC
Hit: [roll1]
Miss: 7 damage


After Reed's burst, Yegash steps to the side, then hurls himself in a forceful attack on the marut he'd just swung at a moment before.


Shift 1 square east to get flank on #3
Blood Rush (Enc)
Attack: [roll2] vs AC
Damage: [roll3] (does extra damage because target is bloodied)
Hit or miss: Target is marked

Shular
2010-05-15, 08:45 PM
((As an aside, Yegash is really poorly built IMO. He has few multi-target powers, and with a low to-hit modifier targets will just ignore his marks. :smallannoyed:))

Shular
2010-05-15, 08:52 PM
((Oh, Yegash got a second opportunity attack. See? Confusing :smallbiggrin:))

Also on #3
Reaping Strike
Attack: [roll0] vs AC
Hit: [roll1]
Miss: 7 damage

Shadow_Elf
2010-05-15, 08:55 PM
((Trelawn is Dazed and cannot flank with Yegash, hence he misses by even more :smalltongue: Additionally, I have a query - slowed applies only to speeds and movement modes, but it does NOT apply to powers that do not reference speed or movement mode, yes? This'll be important for when Kar'oor take his turn.))

Shadow_Elf
2010-05-15, 10:33 PM
((Gunna assume my interpretation is RAW valid and go ahead and pwn some Marut faces.))

We should focus on annihilating the corrupted inevitables! They are like the hornets that sting you as you square off against the bear - they must be splattered across a tree before one can truly combat the true threat. With that, a roll of psionic thunder carries Kar'oor to stand above the fallen wizard, cudgel and dagger digging into the surrounding Maruts with abandon.

HP: 161/171,

Free Action: Enter Five Storms Full Discipline
Move Action: Movement Technique, shift 3 into Trelawn's space.
Standard Action: Attack Technique, CB1
Free Action: Flurries

Five Storms
Attack vs. Marut #1: [roll0] vs Reflex
Hit: [roll1]

Attack vs. Marut #2: [roll2] vs. Reflex
Hit: [roll3]

Attack vs. Marut #3: [roll4] vs. Reflex
Hit: [roll5]

If any of those attacks land, all three take 17 autodamage and the Aspect takes 23 damage.

End Turn. Save Vs. Ongoing: [roll6]

Shadow_Elf
2010-05-15, 10:34 PM
Reroll vs. #3
[roll0]

Enlightened1
2010-05-16, 10:20 AM
((Well that was a really wasteful and painful way to learn that lesson. I would have taken my turn quite differently. At least I got my daily back, since I couldn't use it after I got dazed... :smallannoyed:))

HP: 138/165 [Grunthor brought me to full HP, Marut 1 did 37 damage afterwards]

Battered and bruised, but not down for the count, Trelawn makes a last-ditch effort to shed these pesky constructs for good.

Move Action: Fly up 3 squares, W-SW 3 squares to SW edge of pillar.

Enlightened1
2010-05-16, 10:21 AM
HP: 128/165 [My bad]

Tequila Sunrise
2010-05-16, 11:29 AM
Reed’s spell hits the first marut, but misses the second. Yegash’s third swing connects solidly. (Btw, as I wrote in my 16 recruitment answers, my only house rule is that you don’t have to be exactly opposite of your ally to flank. So I didn’t shift Yegash, ‘cause I figured you’d want him to keep adjacent to two maruts if possible. If you’d still like to shift, let me know.)

@Enlightened1, in retrospect I should have given you the chance to redo your turn when the dazed issue came up. I guess I just wanted to move the game along, especially since I spent a day looking for a second opinion. My apologies.

@ Shadow Elf, I can’t find any clarifying errata on the slowed issue (and I’ve yet to get a single answer out of the FAQ). What exactly do you mean by “powers that don’t reference speed or movement?” Five Storms allows a 2 square shift, which seems to be a clear reference to something that the slow condition limits. So I’m leaning toward ‘no’ right now, but as I told Enlightened1, if you can find something to prove me wrong, I’ll consider myself wiser. Otherwise, feel free to rethink your actions, and remember that the aspect is blind and therefore incapable of OAs.

Shadow_Elf
2010-05-16, 03:39 PM
((On the issue of slowed:
Five Storms allows a shift of 2 - Long Stride increases this to three, and the Diamond Soul level 24 feature increases it to four. Slowed only affects speeds and powers that specifically reference speed. For example, while slowed, a power which says "you shift a number of squares equal to half your speed" lets you shift a mere 1 square, since that is half of two, but a power which says "you shift 3 squares" lets you shift 3 squares, regardless of the slowed, by RAW. Another example is powers that grant extra movement modes vs. powers that let you move. "You gain a fly speed of 8 until the end of the encounter" is limited to 2 by a slow, but "You fly 8 squares" on a one-off ability lets you fly the full eight, since it is not a fly speed. I'm pretty sure this is the standard interpretation of slowed. Its further reinforced by the fact that immobilize inhibits movement of any sort, instead of likewise specifying that "your movement speeds are all reduced to 0", or a similar wording to slow.

Explanation spoilered for length.))

Shular
2010-05-17, 01:43 PM
((Hopefully we'll not get too caught up with this issue. I had not been using powers that let me attack different targets and shift 5 between each attack with the assumption that the slow would not allow me to shift more than two, but Shadow_Elf makes good points on the rules as written. However, Tequila has finally say on his interpretation of rules as intended, as well as how he believes it should work.

So please, a final decision, then can we continue the combat? Okaythanks. :smallbiggrin:))

Shadow_Elf
2010-05-17, 04:24 PM
((Oh yes, definitely, I don't mean to slow down the thread with my rules lawyering, I was just eager to get Kar'oor to use his crazy at-will burst combo - this is, after all, precisely the situation he has this power for. If its a no-go, I'll do something different with my turn, I don't really mind, but I was reasonably certain I was working off the usual RAW interpretation. Rule 0 > RAW, of course.))

Tequila Sunrise
2010-05-17, 06:47 PM
My second opinion says Shadow Elf is right, so we’ll use his way. (I’d probably rule according to what I think is the spirit of the rule at my home game, but I’d rather stick to RAW with strangers. Excepting, of course, those times where RAW is blatantly messed up.)

Two of Kar’oor’s attacks connect! The aspect attempts to recharge...[roll0]

Tequila Sunrise
2010-05-17, 06:51 PM
Aameul lashes out again with his tentacles…

Vs. Grunthor [roll0] vs Fort; [roll1] damage and 10 ongoing damage (save ends) if hit. If you are already taking ongoing damage, increase it by 5.

Tequila Sunrise
2010-05-17, 06:54 PM
Two bad guys are down to double digit hit points, and it's Trelawn's turn!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-11.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20) Dazed by himself! Prone!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Horded by Trelawn!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked! Horded by Trelawn!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 102
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 185
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 53
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 99
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shular
2010-05-17, 08:31 PM
What type of damage do the tentacles do?

Shular
2010-05-17, 08:44 PM
((Trelawn's action was given in post #170 I believe. Does his flying provoke OA?

Can I get a health update please? My remaining encounter powers allow people to use healing surges, so I'd like to know if there's anyone who needs it. The fight seems to be nearing its end, so I'd rather not use a daily if I don't need to.))

senrath
2010-05-17, 08:45 PM
((The last healing bumped me to full, and I haven't been hurt since.))

Enlightened1
2010-05-17, 10:43 PM
((Trelawn's turn and HP are in posts #170 and #171, respectively. I'm pretty sure flying provokes attacks of opportunity like normal movement, but it's a chance I gotta take!))

Shular
2010-05-18, 12:35 PM
((Early in the fight, the aspects tentacles were attacking reflex and doing necrotic damage. For the latter part, they've been attacking fort but the damage type hasn't been specified. Is it still necrotic?

The attack vs Reflex (Inescapable Grasp) weakens and does necrotic damage? (From the name you'd think it would immobilize or slow or something)
The attack vs Fort (Tentacle Blast) does damage plus ongoing damage? No other status effect?))

Tequila Sunrise
2010-05-18, 12:50 PM
@ Shular: That attack did damage damage.

The maruts hack at Trelawn as he flies away…
#1 [roll0] vs. AC; [roll1] damage plus [roll2] thunder damage if hit.
#2 [roll3] vs. AC; [roll4] damage plus [roll5] thunder damage if hit.
#3 [roll6] vs. AC; [roll7] damage plus [roll8] thunder damage if hit.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-11.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20) Blinded by Grunthor!
39 Trelawn (+20) Dazed by himself! Prone!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21) Horded by Trelawn!
35 Marut #2 (+21)
35 Marut #3 (+21) Marked! Horded by Trelawn!
35 Hethradiah (+20) Blinded by Grunthor!
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 102
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.

#2
Initiative +21
HP 285; Bloodied 142; Current 185
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage.
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 53
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 99
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shular
2010-05-18, 02:55 PM
((You need to update map for Trelawn's move, and what happened to Kar'oor?))

Grunthor

Grunthor winces in pain as the effect from the aspect's attack continues. Doing his best to ignore it, he call's on Bane's wrath and blessing. His blade glows with power, assailing the massive demon and refreshing both Grunthor and the injured Trelawn.

Grunthor takes 15 ongoing damage, and is at 124/173.
Divine Ferver on aspect
Attack: [roll0] vs AC (+2 if he still has flank from Kar'oor)
Hit: [roll1] radiant damage plus [roll2] more radiant damage.
Effect: Grunthor and one ally within 10 squares (Trelawn) can spend a healing surge +4 (for wis).

Now at 171/173
Save vs ongoing damage: [roll3]

Shular
2010-05-18, 02:57 PM
Kensai control action:
Action point to reroll attack roll

[roll0]

Shular
2010-05-18, 03:01 PM
((Doh! Any chance I can add the +1 to hit from student of the sword? Sooo close!))

Shular
2010-05-18, 03:06 PM
((Sigh, that attack is a 43 vs AC. Forgot to include the +2 because of blindness.))

Tequila Sunrise
2010-05-19, 08:31 AM
Grunthor’s attack misses by a whisker!

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-12.jpg)

Be back later to do my monster thang.

Enlightened1
2010-05-19, 11:58 AM
((Also, if you remember, two of the Maruts are still affected by Winged Horde, so Trelawn is only hit by #2. Come on, lets' not screw me over entirely. :smallannoyed:))

Enlightened1
2010-05-19, 12:00 PM
Trelawn's HP: 165/165

Shular
2010-05-19, 01:15 PM
((For the record, I'm running low on heals with a range of more than 5))

Tequila Sunrise
2010-05-19, 05:31 PM
Sorry, that's what I get for deleting conditions too soon!

Maruts 1 and 3 shift to switch places, so I think Yegash can do his fighter thing.

#1 attacks Yegash and Kar’oor:

vs. Yegash [roll0] vs. AC
vs. Kar’oor [roll1] vs. AC
[roll2] damage and [roll3] thunder damage if hit.


#2 attacks Reed, Yegash and Kar’oor:

vs. Reed [roll4] vs. Fort
vs. Yegash [roll5] vs. Fort
vs. Kar’oor [roll6] vs. Fort
[roll7] thunder damage and pulled if hit; half damage if missed.


#3 attacks Kar’oor:

vs. Kar’oor [roll8] vs. AC
[roll9] damage and [roll10] thunder damage if hit.


Hethradiah attempts to recharge [roll11]

Tequila Sunrise
2010-05-19, 05:38 PM
The aspect teleports a few feet and then lashes out at Grunthor and Trelawn:

vs. Grunthor [roll0] vs. Fort
vs. Trelawn [roll1] vs. Fort
[roll2] damage, and ongoing 10 damage (save ends) if hit. If you’re already taking ongoing damage, increase it by 5.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-13.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20)
39 Trelawn (+20) Prone!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21)
35 Marut #2 (+21)
35 Marut #3 (+21) Marked!
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 112
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. used

#2
Initiative +21
HP 285; Bloodied 142; Current 195
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 63
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 99
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

senrath
2010-05-19, 06:42 PM
((How's Kar-oor holding up? I wanna know if it's safe to hit all three maruts with one of my powers, which unfortunately hits all creatures in burst.))

Shular
2010-05-19, 11:49 PM
Yegash swings at the marut that ignored his challenge.

Combat Challenge vs #3, the only one still marked
Reaping Strike
Attack: [roll0] vs AC (includes +2 for flank from Kar'oor)
Hit: [roll1] damage
Miss: 7 damage

Shular
2010-05-19, 11:51 PM
((Yegash is hit and pulled by #2's attack))

Shular
2010-05-19, 11:57 PM
((Grunthor is hit by Yegash's attack. However, he's not slowed (see post #136), which I completely forgot, otherwise I would have moved closer to the rest of the party. :smallannoyed:))

Shadow_Elf
2010-05-20, 06:22 PM
((How many squares did that Marut pull me? Because I get to shift a number of squares equal to the pull afterwards because of the Master of Winds Stance, which might let me get out of Reed's potential burst.))

Shular
2010-05-20, 07:45 PM
((I should have said Grunthor is hit by the Aspect's attack. But yeah, how far is the pull?))

Tequila Sunrise
2010-05-20, 10:43 PM
The pull effect is “to a space adjacent to the marut,” so I’m going to go with ‘0 squares pulled’ for everyone except Reed. And Yegash hits with his free attack!

Shular
2010-05-21, 08:16 AM
((Waiting on Reed?))

Shadow_Elf
2010-05-21, 12:10 PM
((Tequila, this is kinda weird, but since it pulls me zero squares, I should get to shift 0 squares, yes? And because I add two to each shift I perform, I should get to shift 2 squares? Its kinda a shaky interpretation, but if Reed wants to do a burst, it could be the difference between Kar'oor getting lightning-pwned and no getting hit at all.))

Tequila Sunrise
2010-05-21, 04:45 PM
Yeah, why not Shadow Elf? Where do you want to shift to?

senrath
2010-05-21, 07:45 PM
((My attack is a Burst 1, so I need to plant it directly where he is now. If he shifts 2 squares in any single direction, he should be fine.))

Tequila Sunrise
2010-05-21, 11:17 PM
I have a feeling I'm going to regret this, but consider Kar'oor out of the way.

senrath
2010-05-21, 11:31 PM
((Eh, it shouldn't be too bad.))

Lightly stepping to the side and calling once more upon the might of storms, Reed brought down a massive bolt of lightning directly between the three corrupted Inevitables. "Fry!"

Shifting up and to the left, then using Thunderstroke on all three Maruts.

Marut 1: [roll0] vs Reflex
Marut 2: [roll1] vs Reflex
Marut 3: [roll2] vs Reflex
Damage: [roll3] thunder damage. +6 more against the two bloodied Maruts, thanks to my Gauntlets of Blood (epic tier).

All targets hit are knocked prone, no save.

Tequila Sunrise
2010-05-22, 10:51 AM
Reed’s spell hits one marut, but it doesn’t fry as badly as most creatures fry. (Maruts are thunder resistant.)

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-14.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20)
39 Trelawn (+20) Prone!
37 Grunthor (+32) Slowed!
35 Marut #1 (+21)
35 Marut #2 (+21) Prone!
35 Marut #3 (+21) Marked!
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 112
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. used

#2
Initiative +21
HP 285; Bloodied 142; Current 168
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 42
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 99
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

senrath
2010-05-22, 04:19 PM
((I ignore up to 30 Lightning and Thunder resistance))

Shular
2010-05-22, 07:02 PM
((Hmm. Decisions, decisions.))

Yegash flies up to the top of the pedestal, ignoring his enemies, and exhales a small ball of flame that suddenly explodes, engulfing the three maruts in fire. He then charges at the aspect, aiming his blad for one of the grotesque heads.


Fly 2 SW, landing on the top of the pedestal, provoking opportunity attacks from # 1 and 2.
Dragon's Wrath: Burst 2 within 10 squares, centred to the right of marut #1
Attack:
Marut #1: [roll0] vs Reflex
Marut #2: [roll1] vs Reflex
Marut #3: [roll2] vs Reflex
Hit: [roll3] fire damage (Decrease targets' fire resistance by 20)

Spend action point (recovering Blood Rush via Martial Recovery), and charge directly south at the aspect.
Blood Rush on aspect
Attack: [roll4] vs AC
Hit: [roll5] plus [roll]2d6[roll] (for charge) damage
Hit or miss: add 11 fire damage (reduce fire resist by 20) for draconic outburst.

End result: Aspect and all three maruts are marked.

((Dragon breath focused abilities seem to be very weak at high levels. They just don't scale well.))

Shular
2010-05-22, 07:07 PM
((Crit on #2 does 24 damage. And AAAARRRGGGHHH! Missed aspect by 1...AGAIN! :smallfurious: Unless someone knows of an extra +1 lying around. Oh and oops, been forgetting to add Wis to opportunity attacks.))

Shular
2010-05-22, 07:09 PM
((Scratch that critical. It's only with heavy blades that Yegash crits on a 19))

Tequila Sunrise
2010-05-23, 12:55 AM
Yeah, Yegash seems to be having the most whiff issues.

OA #1 vs. Yegash [roll0] vs. AC; [roll1] damage plus [roll2] thunder damage.
OA #2 vs. Yegash [roll3] vs. AC; [roll4] damage plus [roll5] thunder damage.

Slow vs…
Kar’oor [roll6]
Trelawn [roll7]
Grunthor [roll8]
Reed [roll9]
Yegash [roll10]

Tequila Sunrise
2010-05-23, 12:57 AM
(Technically, Trelawn isn’t slowed until his turn, if it matters.)

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-15.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20)
39 Trelawn (+20) Prone! Slowed!
37 Grunthor (+32)
35 Marut #1 (+21)
35 Marut #2 (+21) Prone!
35 Marut #3 (+21) Marked!
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 94
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. used

#2
Initiative +21
HP 285; Bloodied 142; Current 158
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 42
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 88
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

senrath
2010-05-23, 01:03 AM
((Did you see my note about ignoring up to 30 Thunder and Lightning Resists? Which is actually irrelevant in this situation, since everything within five squares of me loses any resistance to thunder or lightning.))

Tequila Sunrise
2010-05-23, 01:29 PM
Yeah, I saw it, stupid resist restistance...:smallfrown:

Shular
2010-05-23, 05:34 PM
((C'mon Kar-oor, aspect's down to 88hp. We can finish it this round!

Shadow_Elf
2010-05-24, 03:36 PM
((Sorry, been without internet for the weekend thus far, I didn't end up having time to properly warn all the PbPs I am in, so I put a message in my sig. I will take my turn as soon as I get my bearings, sorry for the hold-up.))

Shadow_Elf
2010-05-24, 04:23 PM
Kar'oor roars, and he two steps towards the aspect, ramming home his club as he whirls and launches a dagger into the most severely wounded Marut.

Free Action: Enter the Dragon's Tail Discipline
Move Action: Shift adjacent to the Aspect
Standard Action: Attack Technique
Free Action: Flurries

Dragon's Tail Attack
[roll0] vs. Fortitude
Hit: [roll1] damage and the Aspect is knocked prone. The most wounded Marut also takes 23 damage on a hit.

Shadow_Elf
2010-05-24, 04:24 PM
Reroll on the attack:
[roll0] vs. Fortitude

Tequila Sunrise
2010-05-24, 10:24 PM
Kar’oor hits!

Aameul stands up, and tries to recharge [roll0]…

Tequila Sunrise
2010-05-24, 10:28 PM
Aameul lashes out
Vs. Trelawn [roll0] vs. Fort;
Vs. Yegash [roll1] vs. Fort;
[roll2] damage and 10 ongoing damage (save ends) If you’re alreadying taking ongoing damage, it increases by 5.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle2-16.jpg)

Battlefield Conditions: Smaller columns block LoS and LoE 3 squares into the air. Bigger columns block LoS and LoE 6 squares into the air.

Initiative Order

51 Kar-oor (+36) Slowed!
40 Aameul (+20)
39 Trelawn (+20) Prone! Slowed!
37 Grunthor (+32)
35 Marut #1 (+21)
35 Marut #2 (+21) Prone!
35 Marut #3 (+21) Marked!
35 Hethradiah (+20)
32 Reed (+30)
32 Yegash (+26)


Monsters

Marut Executioner (Level 30), page 162

#1
Initiative +21
HP 285; Bloodied 142; Current 94
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. used

#2
Initiative +21
HP 285; Bloodied 142; Current 158
AC 42, Fortitude 42, Reflex 41, Will 42
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used

#3
Initiative +21
HP 285; Bloodied 142; Current 42
AC 42, Fortitude 42, Reflex 41, Will 19
Double Axe +33 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage.
Warranted Stroke +35 vs. AC; 4d6 + 12 damage plus 2d8 thunder damage.
Execution’s Call +31 vs. Fortitude; 2d6 + 11 thunder damage. Used
Slayer’s Fury +31 vs. AC; 2d10 + 8 damage plus 2d8 thunder damage. Used


Aspect of Demogorgon (Level 30), page 44

Initiative +20
HP 556; Bloodied 278; Current 37
AC 44, Fortitude 42, Reflex 41, Will 42
Forked Tail +34 vs. Reflex; 2d8 + 8 necrotic damage.
Tentacle Blast +32 vs. Fortitude; 2d8 + 8 damage.
Inescapable Grasp +36 vs. Reflex.
Dominating Glare +34 vs. Will; 1d10 + 8 psychic damage. Used

Shular
2010-05-25, 10:30 PM
((Trelawn is up, then I'll give Grunthor's actions))

Tequila Sunrise
2010-05-26, 07:01 PM
Enlightened1 seems to be MIA. How have the first two fights looked to you guys, now that the second is pretty much over?

Shular
2010-05-27, 09:04 AM
How have they looked in what way?

In terms of PbP, the posting rate hasn't been too bad, with a couple exceptions, so it's been progressing well enough.

In terms of challenge, the difference between an all minion encounter and all non-minion is obvious. The first encounter was a cakewalk, this one has been much more interesting. That being said, I've been avoiding using daily powers (that will change when my turn comes up), so perhaps my power output has not been as significant as it could be.

Overall, I'm finding the status conditions (prone, blind, etc) have major influence, monks deal a LOT of damage, and priests really should not get seperated from the rest of the party.

Tequila Sunrise
2010-05-27, 04:39 PM
Hm, it's looking like a good time to look for recruits for the defender and controller positions, unless Enlightened1 returns soon.



In terms of challenge, the difference between an all minion encounter and all non-minion is obvious. The first encounter was a cakewalk, this one has been much more interesting. That being said, I've been avoiding using daily powers (that will change when my turn comes up), so perhaps my power output has not been as significant as it could be.
How about hit rate so far? From my PoV, it seems that PCs with a multi- or reroll 'gimmick' hit pretty consistently, while PCs like Yegash miss disappointingly often. Of course, this is only the second fight. :smallamused:


Overall, I'm finding the status conditions (prone, blind, etc) have major influence, monks deal a LOT of damage, and priests really should not get seperated from the rest of the party.
Haha, yeah, damage doesn't seem to be very scary. I've been hoping that my dominating glare will recharge once more before this fight ends, but I don't think that's likely. *sigh*

Shadow_Elf
2010-05-27, 05:44 PM
((I find that Kar'oor's hit rate is kinda disappointingly low, but his 1/round reroll from the level 30 feature of Diamond Soul goes a long way towards rectifying that. If we were playing at level 29, his accuracy would be really quite terrible, since the average level 29 has a 41 NAD, and Kar'oor would be @ +29 vs. NADs with no rerolls, meaning he hits on a 12+, which is kinda abysmal, as PC hit rates go. Compare a level 10 up against a level 10 monster; Say, 16 attack stat +2 racial +2 levels is 20, which is a +5 modifier. +3 Implement, +5 Half Level, total of +12. The monsters have an average NAD of 22, so this theoretical level 10 hits on a 10+, or 10% more often. That's quite the gap.

Also, I found the all-minion encounter laughably easy, and a little disappointing, since I blew a daily with decent damage on a boatload of minions. I find minions work best with a) stacking auras/mob bonuses and/or b) mixed in with units that complement them and make effective use of the expendable meat shields.

This encounter is quite nice, especially with the pillars, since Kar'oor's ridiculous movement capabilities are actually coming into play here.

So far, so good, but I think that an inherent +1 Attack, at level 16 and another +1 Attack AND +1 NADs at level 26 would be a good houserule, and then banning all the Expertise feats and Paragon Defense/Robust Defense feats.))

Shular
2010-05-27, 09:11 PM
((To be fair, I don't think Yegash was particularly well built, so his missing has a lot to do with that. A fighter needs lots of multi-target attacks so that he can mark more often, and he needs to be able to maneuver around the battlefield to get in the best position. However, if he can't hit, then creatures will ignore his free attacks. Consider, the cleric's normal attack modifier is 2 higher than the fighter's.))

Tequila Sunrise
2010-05-28, 04:02 PM
Well, it looks like we either need two new players, or call it quits. I could open a new recruit thread, but new characters would have to start down a surge or two and possibly a daily (whatever Yegash and Trelawn have used), which'll be a turn-off for potential players.

It's clear that minimally optimized PCs like Yegash, and even decently optimized ones like Kar'oor can be frustrating to play. (And I'm betting that Enlightened1 was pretty frustrated when his multi-roll 'gimmick' wasn't as great as he thought.) I certainly have a field day using vs. NAD attacks against you guys. So I could go either way; what do you guys think?

senrath
2010-05-28, 06:39 PM
I'd be willing to continue if we can get some replacements.

Shadow_Elf
2010-05-28, 06:46 PM
((I'm all for continuing, under whatever conditions we need to make it work.))

Shular
2010-05-29, 03:54 AM
Sorry for absence. Busy day. I'll be okay with whatever you decide.

I think we can see how the static bonuses are important in the end game. Whether leaving those bonuses as feats or giving flat bonuses (as Shadow Elf suggested), they should be there. On the other hand, we're still doing well in this fight, and with a more optimally built defender I think we would have had an easier time of it.

Tequila Sunrise
2010-06-01, 09:29 PM
After congratulating each other on their second victory of the day, you trek into the very heart of the Abyss. At last you come upon the great temple of Demogorgon, his personal fortress of rage, malice and insanity. After fighting through inconsequential hordes of minor demons and guardians, you come upon a hideous ritual in progress.

Three winged once-angelic figures chant around a black altar and the motionless body lying atop it. A hulking man, twice the size of a normal mortal, stands over the altar. As you enter, he turns to you with his gory sword and axe and laughs. “So you are the hope of humanity; the heroes prophesied by the Oracle of Delphi herself. Well, you’re too late. I just butchered your precious Oracle and sang the song of Twin Woes, which makes me the prophesied victor. I am Kazuul, and now you will die!” (You must defeat Kazuul so that the altar can be broken, which will summon Demogorgon in the flesh.)

So let’s roll initiative!
Devas [roll0]
Kazuul [roll1]

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle3-1.jpg)

Battlefield Conditions: Ceiling is 20 hexes high.

Initiative Order

Kar-oor (+36)
Grunthor (+32)
Reed (+30)
Arter (+15)
Churan Maelk (+15)
Kazuul (+22)
#1 (+18)
#2 (+18)
#3 (+18)


Monsters

Deva Fallen Star #1 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #2 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #3 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Kazuul (Level 32), page 46
Initiative +22
HP 592; Bloodied 296; current 592
AC 48, Fortitude 44, Reflex 41, Will 44
Tooth of Grom +40 vs. AC; 1d10 + 12 damage.
World Splitter +39 vs. AC; 1d12 + 12 damage.
Vortex of Blades +37 vs. Reflex; 2d10 + 12 damage.
Word of Doom +37 vs. Will; 6d6 + 17 damage plus 2d8 thunder damage.
Abyssal Flames +37 vs. Reflex; 4d6 + 10 damage.

Shadow_Elf
2010-06-01, 10:28 PM
Perhaps, demon, you do not realize the triviality that revivification from beyond the grave is to us. We shall resurrect the Oracle easily enough when your rotting heads are oozing their ichor down the sides of that altar of yours. By club, dagger and fist, you shall be destroyed with great prejudice!

Initiative: [roll0] [roll1]

senrath
2010-06-01, 10:30 PM
"What he said."

[roll0]

Jokes
2010-06-02, 12:41 AM
Arter
[HP: 187] [AC: 33] [Fort: 27] [Ref:34] [Will: 35] [Surge: 2/9]

Arter wonders just what he did in life to end up here, then stretches his bowstring.

[roll0]

Shular
2010-06-02, 07:44 AM
((Presumably we're all back at full hp and have our encounter powers back? Also, any chance of introductions to our new companions? Plus, I'm assuming I'm no longer running Yegash? Should we assume that anyone who was down hp has used a healing surge?))

Grunthor

Grunthor grunts and shakes his head. Why do the villains always need to monologue?

Initiative: [roll0]

((Jokes, Arter's defenses seem REALLY low. Are you sure you're not missing anything? Base defense for each will be 25 plus stat modifier plus enchantment bonus (plus armour bonus for AC). You may want to double check that.))

Shular
2010-06-02, 08:02 AM
Oh, also, some of us used Action Points that last fight. Have we reached a milestone (and/or regained out action point)?

Jokes
2010-06-02, 08:56 AM
((Jokes, Arter's defenses seem REALLY low. Are you sure you're not missing anything? Base defense for each will be 25 plus stat modifier plus enchantment bonus (plus armour bonus for AC). You may want to double check that.))

[Ah, I forgot to re-equip all my stuff :smallamused: Character Builder had an update today and some changes messed up my powers, so I redid it using a summary, and my equipment didn't get equipped.]

Reposting my sheet with a bit of editing to get rid of all my retrained powers so it's all less confusing.

====== Created Using Wizards of the Coast D&D Character Builder ======
Arter, level 30
Razorclaw Shifter, Seeker, Sharpshooter, Master of the Eternal Hunt
Seeker's Bond: Bloodbond

FINAL ABILITY SCORES
Str 13, Con 15, Dex 26, Int 12, Wis 28, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.


AC: 42 Fort: 33 Reflex: 42 Will: 41
HP: 187 Surges: 9 Surge Value: 46

TRAINED SKILLS
Nature +29, Stealth +34, Perception +29, Athletics +21, Acrobatics +30

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +17, Heal +24, History +16, Insight +24, Intimidate +15, Religion +16, Streetwise +15, Thievery +23

FEATS
Level 1: Weapon Proficiency (Greatbow)
Level 2: Warrior of the Wild
Level 4: Toughness
Level 6: Ambush Tactics
Level 8: Clever Control
Level 10: Distant Advantage
Level 11: Fleet-Footed
Level 12: Expansive Burst
Level 14: Unfailing Courage
Level 16: Inevitable Volley
Level 18: Beasthide Shifting
Level 20: Midnight Stalker
Level 21: Uncanny Dodge
Level 22: Bow Mastery
Level 24: Long Step
Level 26: Superior Initiative
Level 28: Inevitable Accuracy
Level 30: Mark of Shadow

POWERS
Seeker at-will 1: Biting Swarm
Seeker at-will 1: Grappling Spirits

Sharpshooter encounter: Stab and Shoot
Seeker encounter: Sprite Dance
Seeker encounter: Sinking Earth
Seeker encounter: Angry Earth

Seeker daily: Wildfire Shot
Seeker daily: Conflagration Spirit
Sharpshooter daily: Escalating Barrage
Seeker daily: Trampling Shot

Seeker utility: Hunter's Instinct
Seeker utility: Guided Shot
Seeker utility: Crowd Cover
Sharpshooter utility: Perfect Aim
Seeker utility: Reflexive Dodge
Seeker utility: Guiding Spirit
MOTEH utility: Relentless Step


ITEMS
Firestorm Arrow +6 (6), Freezing Arrow +6 (6), Lightning Arrow +6 (5), Life Charm +6, Ioun Stone of Sustenance (epic tier), Bracers of Brachiation (epic tier), Ring of Feather Fall (paragon tier), Ring of Shadow Travel (paragon tier), Gloves of Missile Deflection (paragon tier), Defiant Boots (paragon tier), Belt of Mountain Endurance (paragon tier), Residuum (Any) (10000), Ritual Book, Lantern of Revelation (paragon tier), Elixir of Flying (epic tier), Potion of Regeneration (paragon tier) (3), Woundstitch Powder (heroic tier), Endless Quiver (heroic tier), Shadowdance Swordwing Armor +6, Intensifying Greatbow +6
RITUALS
Knock, Conceal Object, Hallucinatory Creature, Traveler's Camouflage
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Tequila Sunrise
2010-06-02, 10:35 AM
((Presumably we're all back at full hp and have our encounter powers back? Also, any chance of introductions to our new companions? Plus, I'm assuming I'm no longer running Yegash? Should we assume that anyone who was down hp has used a healing surge?))
Yes, assume you guys had as many short rests as you needed to heal up. And any character who fought through the first two encounters gets an action point and milestone. Assuming our fifth player gets my PM today, Yegash won't be needed. If Anonomuss doesn't show though, I'll ask you to run Yegash again, since you're such a good sport! :smallbiggrin:

Tequila Sunrise
2010-06-03, 12:54 PM
'Kay everyone, Shular has spotty net access until the weekend, so we're going to postpone until then.

Shadow_Elf
2010-06-03, 05:06 PM
((Sounds fine by me))

Anonomuss
2010-06-04, 09:33 AM
((Hey all, your battlemind here, ready to jump in whenever.))

Anonomuss
2010-06-04, 09:37 AM
Churan Maelk (http://www.myth-weavers.com/sheetview.php?sheetid=211623)
HP 215 AC-47 Fort 41 Ref-36 Will-38
Initiative-[roll0]

Churan prepares himself as he faces the enemies on the plinth. He nods quickly at the other warriors, and he familiaried himself with their mental signature, so he could keep track of them during the fight.

Tequila Sunrise
2010-06-04, 06:55 PM
Anonomuss, glad to see you!

Unfortunately I have some bad news for everyone: next week I'm going away to take a life guarding course, so as much as I hate to say it, I have to postpone until Friday. Stupid real life.

Shadow_Elf
2010-06-04, 07:10 PM
((S'alright. I did that course - its exhausting, but worthwhile and if the instructor's good, it can even be fun. Enjoy!))

Shular
2010-06-05, 07:51 AM
Acknowledged. I'll check in every once in a while to remind myself.

I'm assuming that, with Anonomuss' defender, I don't need to worry about Yegash.

Tequila Sunrise
2010-06-09, 10:24 AM
As usual, Kar'oor is top o' the round.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle3-1.jpg)

Battlefield Conditions: Ceiling is 20 hexes high.

Initiative Order

50 Kar-oor (+36)
48 Reed (+30)
44 Grunthor (+32)
41 Arter (+31)
39 Churan Maelk (+35)
30 Kazuul (+22)
23 #1 (+18)
23 #2 (+18)
23 #3 (+18)


Monsters


Kazuul (Level 32), page 46
Initiative +22
HP 592; Bloodied 296; current 592
AC 48, Fortitude 44, Reflex 41, Will 44
Tooth of Grom +40 vs. AC; 1d10 + 12 damage.
World Splitter +39 vs. AC; 1d12 + 12 damage.
Vortex of Blades +37 vs. Reflex; 2d10 + 12 damage.
Word of Doom +37 vs. Will; 6d6 + 17 damage plus 2d8 thunder damage.
Abyssal Flames +37 vs. Reflex; 4d6 + 10 damage.

Deva Fallen Star #1 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #2 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #3 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Shadow_Elf
2010-06-09, 12:45 PM
Taste my blade! Kar'oor moves 11 hexes as due south as he can, then whips his dagger at the big guy.

Move Action: Move 11 hexes South
Standard Action: Ranged Basic Attack [Dagger]
Free Action: Starblade Flurry

Attack: [roll0] vs. AC
Hit: [roll1] damage and Kazuul grants CA to me UENT.

Tequila Sunrise
2010-06-09, 05:06 PM
Kar’oor strikes true.

Battle Map (http://i285.photobucket.com/albums/ll62/Slateskies/One/Battle3-2.jpg)

Battlefield Conditions: Ceiling is 20 hexes high.

Initiative Order

50 Kar-oor (+36)
48 Reed (+30)
44 Grunthor (+32)
41 Arter (+31)
39 Churan Maelk (+35)
30 Kazuul (+22) Granting CA to Kar'oor
23 #1 (+18)
23 #2 (+18)
23 #3 (+18)


Monsters

Kazuul (Level 32), page 46
Initiative +22
HP 592; Bloodied 296; current 544
AC 48, Fortitude 44, Reflex 41, Will 44
Tooth of Grom +40 vs. AC; 1d10 + 12 damage.
World Splitter +39 vs. AC; 1d12 + 12 damage.
Vortex of Blades +37 vs. Reflex; 2d10 + 12 damage.
Word of Doom +37 vs. Will; 6d6 + 17 damage plus 2d8 thunder damage.
Abyssal Flames +37 vs. Reflex; 4d6 + 10 damage.

Deva Fallen Star #1 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #2 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.

Deva Fallen Star #3 (Level 32), page 62
Initiative +18
HP 224; Bloodied 112; current 224
AC 44, Fortitude 43, Reflex 43, Will 44 (+1 all Defenses vs. Bloodied enemies)
Rebuking Rod +37 vs. Will; 2d8 + 11 psychic and radiant damage. Secondary Attack: +37 vs. Fortitude.
Fateful Transposition +37 vs. Will.
Forgetting Ray +37 vs. Reflex; 3d6 + 11 psychic damage.
Soul Scourge +37 vs. Will; 1d6 + 11 radiant damage.