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Book Two: Chapter Seven: "Restless Remains"

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Post  151prooftattoos Mon Nov 30, 2009 7:36 pm

WoeVangg: HP: 107 (116)/107 AC:26 Fort:23 Ref:22 Will:28 Healing Surges:9/12 AP:0

Standard: Cast Beacon of Hope (all allies in close burst 3 add 11 hps (5+6), and Vangg is +11 (5+6) to all heals until the end of the encounter))
Enemies in Close burst 3 are weakened


Attack: 19+16= 35

Minor: Cast Healing Word on Verity - Spend a HS and add +1d6 +1d6 (gloves) to it

Move: None
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Post  macksgarageusa Wed Dec 02, 2009 12:29 pm

Straegis II: HP:(105)96/96 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:1
Until end of my next turn after I Fey Step: AC: 31 Fort:27 Ref:27 Will:24


O.o.C.: I will post actions after I see our new location, most likely it will be a ranged javelin attack toward a group (if possible) of enemies.
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Post  Malazek Wed Dec 02, 2009 4:20 pm

Top of Round 4

Init 27
OOC: Is Halcyon in China already? I didn't think he was leaving just yet ... but it's been his init for 48 hours (I didn't want to make this decision for him, because it seems important; but I guess I'll have to)..

Halcon races out of the cave, following the wagon and placing himself betwene his friends and his foes.
He'll also mark the last enemy along the beach (W0).

Init 26
Immobile and Dazed, the (S16) Ubbis does nothing.

The (N6-->M7) steps over and attack Kersh
Bite: CRIT! 23 Damage. Kersh is Immobile (Save Ends).

Undead in purple boxes regenerate 5 Damage.

Init 24
Immobile, the (M18) Slaughterer does nothing.
Immobile, the (W0) Slaughterer does nothing.

Undead in purple boxes regenerate 5 Damage.

Init 21
Immobile, the four-armed tomb-warriors do nothing.

Undead in purple boxes regenerate 5 Damage.

Init 20
Vangg casts Beacon of Hope and says a Healing Word for Verity.
Allies in the yellow box gains 11 hps.
Verity can spend a surge and gain an extra 2d6+11 hps
.

Aubrey shoots lightning at the newly formed zombie inside the cave; but misses[/i].

Init 18
The U1 Skullmage shoots fear and flame at Verity and then creates another Zombie from a corpse buried in the sand.
Bonechilling Fear: 24 vs Will; Miss.
Withering Flame: 25-2 vs Fort; 13 Fire & Nectrotic Damage
.

The (O13-->U13) Skillmage walks backward away from Azzy, while flinging fear & fire at Azzy & Kersh; and raising a Zombie.
Bonechilling Fear: 29 vs Azzy's Will; Miss.
Withering Flame: 30 vs Kersh's Fort-2; 11 Fire & Nectrotic Damage
.

The last skullmage does the same thing.
Bonechilling Fear: 38 vs Azzy's Will; 10-15 (0) Cold Damage & Azzy is Pushed 5 Squares.
Withering Flame: 26 vs Kersh's Fort-2; 12 Fire & Nectrotic Damage
.

Immobile, the three Rotwings do nothing.

Undead in purple boxes regenerate 5 Damage.

Init 15
Tallgarnuk kills the newest zombie inside the cave.
Juugug heals Kersh (84 HPs).

Azzy hacks at the (m18) Slaughterer next to him, destroying the aberration.
57 Total Damamge

Init 14
Kersh swings the length of his flail at the Skullmage on the hill, but hits only dirt.
Natural 1; Miss.

Out on the wagon, Hound delays.

Init 13
Straegis ...
Then, Davin ...
Then, the Zombies ...

Book Two: Chapter Seven: "Restless Remains" - Page 16 1IVzni


Last edited by Malazek on Thu Dec 03, 2009 12:35 am; edited 1 time in total
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Post  Swifthand Wed Dec 02, 2009 8:22 pm

Free - "We need to finish the Skullmages, they're healing all of them!"

Minor - Designate Closest 6 as HQ
Standard - Twin Strike U1 Skully
Move - Run; wheel the wagon around, turning toward the ocean, so that we are heading down on the map

Twin Strike - 38, 35
TS Damage - 17, 17 (lol, the DnD dice roller online just gave me twin 10's)
HQ Damage - 12

Hound will move back to the Teamster Bench....

O.O.C.1 - Thanks for using that AP for me. I'm in Cleveland until Friday, then home.
O.O.C.2 - The U1 Skully was Marked by Hound, did he get the penalty when attacking Verity?**

-Swift

**DM EDIT: Yes.
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Post  macksgarageusa Thu Dec 03, 2009 12:35 pm

Straegis II: HP:(105)96/96 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:1
Until end of my next turn after I Fey Step: AC: 31 Fort:27 Ref:27 Will:24

Hoping to slow down the sudden influx of zombies, Straegis heaves his javelin at the Skullmage closest to the wagon. If its point strikes true, he shouts "Fulmineum!" and watches as lightning strikes all of the nearby undead.

Standard: Ranged attack on Skullmage at U1.
Free(On Hit): Shout "Fulmineum".

Attack: +16 to hit
Damage: 1d6+9
Additional Damage: 1d6 lightning damage

O.o.C.: Invis. Castle still down, plz roll for me. Only use Fulmineum if the attack hits, does additional 1d6 to target and all enemies within 2 sq. of target.
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Post  Malazek Thu Dec 03, 2009 3:00 pm

End of Round 4 ...

Init 13
Straegis chucks his lightning spear at the (U1) Skull mage ... but missses.
OOC: Sorry, man, rolled a 5 on the die; 21 aint gonna do it.

Init 12
Davin turns the wagon around, and takes aim at the same target.
His bolts stick into the eyes of one of the monster's three heads; and then it's head exlodes!
U1 is no longer Bloodied.

Hound moves to the front of the wagon.

Init 11
The many zombies delay; intent on protecting their skullmager overlords.
...except for the one by Azzy; he tries to bite the angel, but misses.

Into Round 5 ...

Init 27
Still no word from Halcyon. So, ....
Verity & Zephyr move alongside the wagon to protect it.
Readies: Virtuous Srtike against any Undead who move adjacent to him.

Init 26
The (S16-->P17) Ubbis charges Azzy.
29 vs AC; Miss.

The (M7) Ubbis attacks Kersh.
Natural 1; Miss

Init 24
The one remaining with slimey claws swims toward Verity, reading to scratch at the knight. Verity is ready.
Verity's Readied Action: Virtuous Strike; 35 vs AC; 15+10 Radiant damage. Verity is +2 to saves.
BB0's attack: CRIT! vs Verity 25 Necrotic Damage, Verity loses a Surge and is Weakened (Save Ends).
Verity Init is now 24
.

Init 21
The three four-armed ones all move to attack.
Cascade of Steel: 25-2, 20-2, 32-2, 30-2 vs Azzy; All Miss.
Cascade of Steel: 32-2, 1, 36-2, 28-2 vs Azzy; one hits. 10 Damage.*
*The Toom suffers 3+5 radiant (and 2-10 necrotic) from Azzy's Shroud of Death.
Cascade of Steel: 33, 26, 22, 20 vs Kersh; 9 & 7 Damage
.

Book Two: Chapter Seven: "Restless Remains" - Page 16 50QLr

Next is Vangg at Init 20 ...
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Post  macksgarageusa Thu Dec 03, 2009 8:51 pm

O.o.C.: Hey I'm just gonna do this, same attack for this round with new rolls.
macksgarageusa wrote:Straegis II: HP:(105)96/96 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:0

Hoping to slow down the sudden influx of zombies, Straegis heaves his javelin at the Skullmage closest to the wagon. Its point strikes true and he shouts "Fulmineum!" causing lightning to strike all of the nearby undead.

Standard: Ranged attack on Skullmage at U1.
Free: Shout "Fulmineum".

Attack: 1d20=20+16=36Bonus Natchos!!!
Damage: 15(max. from Crit!)+(1d6=5)=20
Additional Damage(Lightning): 1d6=6

O.o.C.: Original Target and All enemies within 2 sq. take the additional lightning damage.

EDIT: Added extra damage from spear for Crit.


Last edited by macksgarageusa on Fri Dec 04, 2009 3:46 am; edited 1 time in total
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Post  Swifthand Thu Dec 03, 2009 9:06 pm

I think the Lightning Javelin gets bonus dice to damage on it crit, doesn't it? Does Straegis get his own bonus to damage when spending an AP?

-Swift
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Post  151prooftattoos Thu Dec 03, 2009 11:46 pm

Vangg will cast Divine Reprisal (Immediate Reaction) on Verity getting hit last~~

Verity can make a saving throw and spend a HS and add 1d6+17 to it (gloves + BoH)

Attack (On last enemy to hit Verity): 1d20+16=34

Damage: 3d8+6=14

Edit: If Vangg kills anything in the next turns - will grant Verity the Regeneration 11 for the rest of the encounter
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Post  151prooftattoos Fri Dec 04, 2009 12:07 am

WoeVangg: HP: 107 (116)/107 AC:26 Fort:23 Ref:22 Will:28 Healing Surges:9/12 AP:0

Standard: Cast Flame Strike on the Slautr by Verity (if not dead yet)

Attack: 1d20+16=32
Damage: 2d10+6=21
Plus an ongoing 11 Damage (save ends)

Minor: None

Move: None
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Post  macksgarageusa Fri Dec 04, 2009 3:42 am

Swifthand wrote:I think the Lightning Javelin gets bonus dice to damage on it crit, doesn't it? Does Straegis get his own bonus to damage when spending an AP?
-Swift

O.o.C.: Why yes, it does! Good lookin out bro! Amended on previous post, thx. Oh and unfortunately, Mal and I had this discussion before and I don't think the bonuses apply to Straegis, just buffs for the party.
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Post  Malazek Fri Dec 04, 2009 3:34 pm

Round 5 Continued ...

Init 24 Addendum: When Verity gets hit, Vangg takes vengance on the clawed slaughterer.
Dealing damage an; granting a saving throw and a heal to Verity.

Init 20
Vangg calls down a pillar of fire from the sky, whick scorches the enemy before Verity.
Also, I moved Vangg to a spot on the covered-wagon where could actually SEE his target.

From inside the cave, Aubrey arcs a lightning bolt out at the (M7) ghast!
But misses.

Init 18
The Skullmages continue the same tactic as before.

U1: Withering Flame vs Verity: 28 vs Fort; 16 fire and nectrotic damage
U1: Raise Undead Minion.
U15: Withering Flame vs Azzy: Natural 1; Miss.
U15: Raise Undead Minion.
J5: Withering Flame vs Kersh: 25 vs Fort; Miss.
J5: Raise Undead Minion (inside the cave)
.

The flying deadites move to more advantages positions.
Setting up flanks; E10-->J8 also attacks ...
34 vs Kersh's AC; 10 Damage. Kersh is Marked. And taking Ongoing 10 Necrotic (Save Ends)


Init 15
Taalgarnuk kills the Zombie inside the cave.
Juugug heals Kersh (84 HPs).

Surrounded, Azzy finishes off the stinky creep beside him.

Init 14
Kersh swings his heavy chain over the hill again; this time, hitting.
34 vs Skullmage's AC; 17 Damage and J5 is knocked Prone.
"Gotcha! he says, and swings again.
AP: 31 vs Skullmage's AC; 15 Damage.
His attack smashes one of the skullmages head's to gorey bits.
J5 is no longer Bloodied.

Init 13
With the magic javelin back in hand, Straegis throws it again; this time with better aim. "Fulmineum!" Lightning arcs out of the javelin, seering the skullmage and destroying his newly risen guardians.
Also, I moved Straegis to a spot on the covered-wagon where could actually SEE his target.

Book Two: Chapter Seven: "Restless Remains" - Page 16 1OmIKr

NEXT ...

Init 12: Davin, Hound.
Init 11: Remaining Zombies
.
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Post  Swifthand Fri Dec 04, 2009 8:19 pm

Davin: HP 96/96; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=7/8, SV:24, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 348/360; AC 23 Fort 24 Ref 22 Will 21; Healing Surges=2/2 SV:90, Action Points=0

"Hound, Fetch your Rope!"

Free - Hemingr's Accuracy
Minor - Designate Closest 6 as HQ
Standard - Biting Volley U1 Skully
Move - None

Biting Volley 1 - 41 (natch)
BV1 Damage - 26
Crit Damage - 11
HQ Damage - 24
Acid Bolt Damage - 9
Biting Volley 2 - 24(miss), Wild Elf Luck=2, Elven Accuracy=39
BV2 Damage - 25
Brutal Accuracy Damage - 10
Acid Bolt Damage - 7

Hound will use his action to fetch the rope we use for his harness that is in my backpack.

The U1 Skullmage take 2x Ongoing 5, Save Ends.

This makes 2 rounds of getting 11 for Hound from Vangg's Beacon, correct? That puts him 1 from full.


-Swift


Last edited by Swifthand on Sat Dec 05, 2009 6:35 pm; edited 5 times in total
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Post  151prooftattoos Fri Dec 04, 2009 11:17 pm

OOC: Actually the heal only works all around when cast - after that Vangg is +11 to all heals for the encounter
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Post  Swifthand Fri Dec 04, 2009 11:22 pm

O.O.C. - Got it.

-Swift
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Post  Malazek Sun Dec 06, 2009 1:29 pm

End of Round 5 ...

Init 12
As Hound scrounges around for his familiar bit of rope, Davin let's two deadly bolts fly. The first pierces one of the skullmages heads, the second pierces the one next to it. Then, one of his heads exlodesm joinging the bloody neck stump next to it. The skullmage on the beach only has one head remaining!
He is bloodied again, as well.

Init 11
The Zombies on Azzy converge upon the angel.
22 vs AC; Miss
22 vs AC; Miss.
23 vs AC; Miss.
19 vs AC; Miss.


Into Round 6 ...

Init 27
Verity swings at the clawed undead in front of him; bus misses.

Init 26
The last of the stinkers attacks Kersh, again.
34 vs AC-2; 22 Damage. Kersh is Immobile.

Init 24
Verity's target returns the favor, slashing at the knight with its filth-ridden claws.
31 vs AC; 18 Necrotic Damage; Verity loses another Surge; and is Weakened (Save Ends)

Init 21
The four-armers continue their deadly dance of steel.
Cascade of Steel vs Azzy: 37, 21, 25, 23; 14 Damage and the Undead suffers 8 damage, too.
Cascade of Steel vs Azzy: 39, 29, 22, 31; 7 Damage and the Undead suffers 6 damage, too.
P18 is Bloodied.
Cascade of Steel vs Kersh: 36, 26, 37, 36; 13, 8, 9, 8 Damage


Book Two: Chapter Seven: "Restless Remains" - Page 16 Dbe6r
I left the arrows from last time and drew new ones. I will refresh the entire map this round, though.

Which brings us to Vangg at Init 20 ...
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Post  Halcyon Mon Dec 07, 2009 6:06 am

Verity: HP 96(+4) AC 31 Fort 21 Ref 23 Will 25; Healing Surges 6, SV:30, Action Points=1

Round 6 edit:

Free: "Know final rest, wretch, go now to the Queen!"

Immediate Reaction: Strikeback attack, 35 to hit, 15 radiant damage ( if vulnerable add 5, then halve from weakened condition).

OCC:
I bring an important message from the future:
I scouted Monday out for you and it turns out pretty good. No worries friends.
(It's 7PM Monday here in Shanghai)

Had some technical difficulties but I'm finally online.The connection is painfully slow and unreliable here. With luck I'll be able to post the next few days. I'll be back home Friday.

Glad to see Verity's still alive, looking forward to the demise of the %^$# Wight that keeps draining his healing surges.
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Post  macksgarageusa Tue Dec 08, 2009 3:45 am

Straegis II: HP:(105)96/96 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:0

Straegis fires the javelin again at the skullmage closest to the wagon.

Standard: Ranged attack on skullmage at U1.

Attack: 1d20=19+16=35
Damage: 1d6=6+9=15

Halcyon wrote:OCC:
I bring an important message from the future:
I scouted Monday out for you and it turns out pretty good. No worries friends.
(It's 7PM Monday here in Shanghai)
O.o.C.: Hey man! You failed to warn me of the crappy, cold weather. Next time you bring good tidings from the future, plz include a weather forecast!!! Laughing
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Post  Malazek Tue Dec 08, 2009 9:44 am

Round 6 Addendum ...

Strikeback vs the Slaughterer?
The Queen's retribution is manifest in Verity's anger, as he attacks the creep that's been sucking away his vitality.

Round 6 Continued ...

Init 20
Posting for Vangg, since he is absent ... but his character sheet only has one at-will listed and it does't apply here. Bro, you need to pick another at-will (everyone has at least two). I know he started with Sacred Flame and Lance of Faith, so I looked at those and decided SF was the better in general. Please choose a second at-will for the future, though.

Vangg uses Sacred Flame on the (BB0) slaughterer.
25 vs Reflex; 15 Damage.
BB0 is Destroyed. Verity may either make a save or gain 11 temporary hps.


The dying monster screams out in agony, causing pain to everyone nearby.
Death Wail: 29 vs Verity's Fort; 10 Necrotic Damage
Death Wail: 25 vs Hound's Fort; 10 Necrotic Damage
Death Wail: Natural 1 vs Davin's Fort; Miss.
Death Wail: 21 vs Straegis's Fort; Miss.
Death Wail: Natural 1 vs Vangg's Fort; Miss
.
The clawed carcass sinks to a watery grave.

The howl invigorates the flyer, who takes the opportunity to attack Verity!
30 vs Verrity's AC; Miss.

From inside the cave, Aubrey looses another Lightning bolt. But misses. Again.

Init 18
The acid from the alchemical bolt continues to eat away at the dead flesh of (U1); but the skull mages continue their magical assault.
Withering Flame vs Azzy; CRIT! 14-15=0 Damage.
Withering Flame vs Kersh; Natural 1; Miss.
Withering Flame vs Verity; Natural 1; Miss.
Saves vs Acid Bolt = 4, 15 (1 Success, 1 Fail)
.

The flyers have better luck with their attacks.
Rotting Claw vs Verity; 35 vs AC; 20 Damage. Verity is Marked and takes Ongoing 10 Necrotic (Save Ends).
Rotting Claw vs Kersh; Natural 1; Miss.
Rotting Claw vs Azzy; 40 vs AC; 21 Damage. Azzy is Marked and takes Ongoing 0 (Save Ends).*
*The Flyer also takes 17 Radiant for doing so. And is Bloodied
.

Init 15
Juugug uses his lance of faith against the bloodied four-armer (M9). But misses.
Taal shifts out and attacks the (M7) Stinker. He misses, but then shifts back into the cave.

Azzy attacks the (P18) four-armer next to him with his holy scythe.
Two Natural 1s! Both miss.

Init 14
Kersh bellows "FLAIL HURRICANE!!" as his heavy chain begins swinging all around him, striking at everything in range.
29 vs Flyer. 11 Damage and Knocked Prone.
28 vs Four-armer. 11 Damage and Knocked Prone.
CRIT vs Skull mage. 20 Damage and Knocked Prone.
29 vs Stinker. 11 Damage and Knocked Prone.


Init 13
Straegis chucks his javelin again, impaling the Skull mage on the beach.

Init 12
Davin and Hound ...


Last edited by Malazek on Tue Dec 08, 2009 10:14 am; edited 1 time in total
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Post  Swifthand Tue Dec 08, 2009 10:13 am

Davin: HP 96/96; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=7/8, SV:24, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 338/360; AC 23 Fort 24 Ref 22 Will 21; Healing Surges=2/2 SV:90, Action Points=0

Davin, Round 6
Minor - Designate Closest 6 as HQ
Standard - Twin Strike, finish U1 Skully, then move to Verity's Flyer
Move - Run the wagon 9 straight forward

Twin Strike 1 - 29
TS1 Damage - 14
Twin Strike 2 - 34
TS2 Damage - 16
HQ Damage - 2

Hound, Round 6
Move - To the back corner of the wagon, closest to Verity's Flyer
Minor - Designate Verity's Flyer as HQ
Standard - Hit and Run on Verity's Flyer
Free - Mark Flyer

Hit and Run - 34
HR Damage - 11
HQ Damage - 3

The Flyer is knocked Prone...into the surf!

-Swift
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Post  Malazek Tue Dec 08, 2009 10:24 am

End of Round 6 ...

Init 12
Davin sinks a bolt into the (U1) Skull mage, destroying it's final head. Then, he sinks another bolt into the flying cadaver closest to the wagon. As he wheels the wagon forward, Hound moves to the back to set up a flank, and bites the flyers wing; causing into the fall into the brink (splashing salt water all over poor Zephyr's hooves).
DD2 is Bloodied.

Init 11
The zombies do their business ...
20 vs Azzy's AC; Miss.
17 vs Azzy's AC; Miss.
9 vs Azzy's AC; Miss.
16 vs Azzy's AC; Miss.


Beginning of Round 7 ...

Init 27
Verity's turn ....
The adjacent foe is prone, flanked, and swimming.

OOC: New map coming soon.
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Post  151prooftattoos Tue Dec 08, 2009 1:16 pm

OOC: Wanted to grant Verity 11 Regeneration for the rest ofthe encounter if anything was killed by Vangg
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Book Two: Chapter Seven: "Restless Remains" - Page 16 Empty Re: Book Two: Chapter Seven: "Restless Remains"

Post  Malazek Tue Dec 08, 2009 6:26 pm

151prooftattoos wrote:OOC: Wanted to grant Verity 11 Regeneration for the rest ofthe encounter if anything was killed by Vangg
OOC: Yup, thanks for the reminder. That definitely happens. Verity, you gain Regen 11.
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Book Two: Chapter Seven: "Restless Remains" - Page 16 Empty Re: Book Two: Chapter Seven: "Restless Remains"

Post  Halcyon Wed Dec 09, 2009 3:12 am

Verity: HP 88 (+4) AC 31 Fort 21 Ref 23 Will 25; Healing Surges 6, SV:30, Action Points=1
Initiative: 27

Move: Cleansing spirit to avoid that ongoing Necrotic, 14 total
Minor: Divine Challenge adjacent Rotwing
Standard: Enfeebling Strike Rotwing 34 to hit, 17 damage and the flyer is -2 to hit

Hound moves to the back to set up a flank, and bites the flyers wing; causing into the fall into the brink (splashing salt water all over poor Zephyr's hooves).

Zephyr whinnies indignantly and kicks water in the flyer’s face.

OOC:
Mack wrote:O.o.C.: Hey man! You failed to warn me of the crappy, cold weather. Next time you bring good tidings from the future, plz include a weather forecast!!!
Yeah sorry it’s rainny and cold here too. [insert fortune teller voice here:] TOMORROW WILL BE THE SAME!

151 wrote:OOC: Wanted to grant Verity 11 Regeneration for the rest ofthe encounter if anything was killed by Vangg
That…is…AWESOME!
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Post  Swifthand Wed Dec 09, 2009 10:15 am

Malazek wrote:Round 6 Addendum ...

Init 20
Posting for Vangg, since he is absent ... but his character sheet only has one at-will listed and it does't apply here. Bro, you need to pick another at-will (everyone has at least two). I know he started with Sacred Flame and Lance of Faith, so I looked at those and decided SF was the better in general. Please choose a second at-will for the future, though.

Vangg uses Sacred Flame on the (BB0) slaughterer.
25 vs Reflex; 15 Damage.
BB0 is Destroyed. Verity may either make a save or gain 11 temporary hps.

Halcyon wrote:Verity: HP 88 (+4) AC 31 Fort 21 Ref 23 Will 25; Healing Surges 6, SV:30, Action Points=1
Initiative: 27

Move: Cleansing spirit to avoid that ongoing Necrotic, 14 total
Minor: Divine Challenge adjacent Rotwing
Standard: Enfeebling Strike Rotwing 34 to hit, 17 damage and the flyer is -2 to hit

You got a free save/temp HP's from Vangg, dunno if it applies or would help!


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