Zilean's Revenge (Part 4)
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Re: Zilean's Revenge (Part 4)
Nodding towards to their request Zthulan starts to inspect and treat Jeraylia's and his wounds.
Healing: 13 + 13 = 26
Healing: 13 + 13 = 26
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Re: Zilean's Revenge (Part 4)
Zthulan binds Jeraylia's wounds fairly easily, given a breather and calm to do so.
The wooden contents of the wagon catch fire, causing distress to the cultists, who find themselves unable to extinguish it on account of the uncontrollable oxen. The Goblin and Kobold prisoners, realizing their predicament, attempt to bite their way out of the metal cage in futile act of desperation to escape the flames.
The cultist archer takes Horizon's idleness as an opportunity to fire another arrow from behind. Though Horizon manages to evade it (merely getting his arm scraped), his evasive maneuver, coupled with the oxen's panic, gets him prematurely knocked off the wagon. He lands on the street, separated from the Nightmare by several cultists in between, and the thrashing, burning wagon to his side.
Jeraylia's at full hp. The trio may roll stealth. Horizon takes another 1d10 = 1 damage, and is bleeding for 2 damage/minute.
Horizon, if you're planning on fighting, roll initiative. If you're planning on running to the streets, roll athletics/acrobatics and streetwise.
The wooden contents of the wagon catch fire, causing distress to the cultists, who find themselves unable to extinguish it on account of the uncontrollable oxen. The Goblin and Kobold prisoners, realizing their predicament, attempt to bite their way out of the metal cage in futile act of desperation to escape the flames.
The cultist archer takes Horizon's idleness as an opportunity to fire another arrow from behind. Though Horizon manages to evade it (merely getting his arm scraped), his evasive maneuver, coupled with the oxen's panic, gets him prematurely knocked off the wagon. He lands on the street, separated from the Nightmare by several cultists in between, and the thrashing, burning wagon to his side.
Jeraylia's at full hp. The trio may roll stealth. Horizon takes another 1d10 = 1 damage, and is bleeding for 2 damage/minute.
Horizon, if you're planning on fighting, roll initiative. If you're planning on running to the streets, roll athletics/acrobatics and streetwise.
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Re: Zilean's Revenge (Part 4)
Rolling for Stealth...14 (1d20) + 6 = 20
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Re: Zilean's Revenge (Part 4)
Stealth: 22 (14 + 8stealth )
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Re: Zilean's Revenge (Part 4)
Sneaky Sneak! 12 + 6 = 18
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Re: Zilean's Revenge (Part 4)
Zthulan's flashy healing powers appears to have attracted a pair zombie's attention. They lurch, slowly as zombies do, towards the trio.
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Re: Zilean's Revenge (Part 4)
Well fighting certainly seems like a terrible idea. Let's do it. Init: 7
Horizon, partially woozy and partially playing dead, does not get to his feet right away, waiting for the cultists to get closer. He sits a bit, so they know he's still alive, and rolls "trying" to get to his feet.
Horizon, partially woozy and partially playing dead, does not get to his feet right away, waiting for the cultists to get closer. He sits a bit, so they know he's still alive, and rolls "trying" to get to his feet.
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Re: Zilean's Revenge (Part 4)
A trio of armed cultists, two melee and one ranged, rush at Horizon for an opportunity to attack!
The two spear-armed cultists take a jab at Horizon, whilst the archer takes careful aim...
- Initiative ordering:
- Initiative rolls: 17, 10, 7.
Tie with Horizon: 1d2 = 2, Horizon goes before
Cultist#1 (C1) - 17
Cultist#2 (C1) - 10
Horizon - 7
Cultist#3 (C1) - 7
The two spear-armed cultists take a jab at Horizon, whilst the archer takes careful aim...
- Combat:
- NOTE: Horizon, due to his injury and the strain battle would inflict upon it, starts the battle with "lose 1 hp (save ends)".
C1
Weapon Swing - Std. Attack
1d10+2 damage to target creature. On a crit, dazes for a round.
1d10 = 8 + 2 = 10 damage
C2
Weapon Swing - Std. Attack
1d10+2 damage to target creature. On a crit, dazes for a round.
1d10= 6 + 2 = 8 damage
Summary: Two cultists attack Horizon for 10+8 damage. His turn now.
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Re: Zilean's Revenge (Part 4)
Horizon takes ahold of the two spears as they jab him, rolling back and twisting; his grip sounds the cultists into each other, and then down onto their own weapons. Using his momentum to find his footing, he pulls away from the spearmen, and faces the archer.
- Combat:
- On each attacking cultists turn, respectively:
[-2] Too Close (Vengeance is Mine)- Reaction Attack
Trigger – An enemy deals damage to you
Deal an equal amount of damage to the triggering enemy
C1 takes 10 damage
C2 takes 8 damage
Horizon's turn:
[+3] Regroup (Open Options)- Standard Utility
Choose one of your talents you didn’t bring into battle this encounter. Substitute that power for
this power for the rest of the encounter.
Substitute for Ferocity
Save ends:12
Hp: 7
Pips: 3
Status: Bloodied
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Re: Zilean's Revenge (Part 4)
The archer fires off his arrow, whilst the other two cultists, undaunted by the assaults returned, try to finish Horizon off.
- Combat:
- C3
Arrow Shot- Std. Attack
1d6+2 damage to target creature, and 1d4 ongoing damage (save ends).
1d6 = 3 + 2 = 5 damage
1d4 = 1 ongoing damage
*NEW ROUND*
C1
Weapon Swing - Std. Attack
1d10+2 damage to target creature. On a crit, dazes for a round.
1d10 = 9 + 2 = 11 damage
C2
Weapon Swing - Std. Attack
1d10+2 damage to target creature. On a crit, dazes for a round.
1d10= 2 + 2 = 4 damage
Summary: Cultists attack Horizon for 5+11+4 damage and inflict ongoing 1 damage (save ends). This should put him at -13hp, unless he has/uses a preventive measure of some sort.
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Re: Zilean's Revenge (Part 4)
"Afraid I used them all up in the cultist camp. I'll stick with you for now; hopefully we won't run into too much trouble."Broken Logic wrote:Rolf's reminder rekindled a few burning itches along her body. She nodded, and carefully rolled up a sleeve and pant legging.
"I would appreciate a quick redress, in case we are jumping back into the fray. And I agree Rolf should keep his distance. It would be ideal if he find his way back to the garrison, but the streets are still unsafe for a lone traveller." She frowns at a thought. "Although you'd be in a bind if we had to make a runner, Rolf. Do you have any spells of invisibility or the like?"
"...Case in point." Rolf used a cantrip to try and create a lightshow some distance away, which would hopefully keep the zombies' attention long enough for them to make their escape.Zarhon wrote:Zthulan's flashy healing powers appears to have attracted a pair zombie's attention. They lurch, slowly as zombies do, towards the trio.
- Magical Tricks:
- 6) You conjure a lightshow of dazzling multicolored patterns within fifty feet of you. The lightshow is clearly a harmless magical illusion, but it’s perfect for delighting a crowd of children.
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Re: Zilean's Revenge (Part 4)
So these guys were just as unbeatable as the last 3 fights I was in.
Horizon charges as the archer fires, taking the arrow in stride as he barrels into him, but leaving himself defenseless to the spearmen, who are much more capable than he anticipated.
Same reaction as last time, archer takes 5 damage.
All said and done, -13, ko. I guess if the battle is still technically going and it's my turn, -12 from that ongoing.
Horizon charges as the archer fires, taking the arrow in stride as he barrels into him, but leaving himself defenseless to the spearmen, who are much more capable than he anticipated.
Same reaction as last time, archer takes 5 damage.
All said and done, -13, ko. I guess if the battle is still technically going and it's my turn, -12 from that ongoing.
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Re: Zilean's Revenge (Part 4)
Horizon blacks out after the final hit.
The trick appears to be halfway working. It momentarily grasps the attention of the zombies, though they aren't very fascinated by it, it only captivates them for a few seconds.
Zephyria contacts the trio: "Monsieurs, I zink zere is somezing wrong. Horizon is not replying to me."
Zombies are slow enough to outrun on a simple check. Horizon's KO'd, for now.
The trick appears to be halfway working. It momentarily grasps the attention of the zombies, though they aren't very fascinated by it, it only captivates them for a few seconds.
Zephyria contacts the trio: "Monsieurs, I zink zere is somezing wrong. Horizon is not replying to me."
Zombies are slow enough to outrun on a simple check. Horizon's KO'd, for now.
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Re: Zilean's Revenge (Part 4)
"They're distracted, let's go!" Rolf tries to get away from the zombies.
Rolling Athletics...Nat $@*!ing 1 + 6 = 7
OOC: Might need an assist or two to keep me from hurting myself.
Rolling Athletics...Nat $@*!ing 1 + 6 = 7
OOC: Might need an assist or two to keep me from hurting myself.
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Re: Zilean's Revenge (Part 4)
Are we treating a nat 1 in a skill check as an auto fail? Cos that'd change whether my help is an assist roll or not:
Check Value= 17 ( 9 + 8athletics)
if(nat1==autofail):
Roll is assisting Rolf.
else:
Roll is picking up Rolf.
Athletics check for my own attempt at outrunning them (while carrying Rolf): 26 ( 18 + 8athletics ).
Check Value= 17 ( 9 + 8athletics)
if(nat1==autofail):
Roll is assisting Rolf.
else:
Roll is picking up Rolf.
Athletics check for my own attempt at outrunning them (while carrying Rolf): 26 ( 18 + 8athletics ).
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Re: Zilean's Revenge (Part 4)
Though Rolf stumbles and almost impales himself further, Jeraylia barely manages to catch him before he can. Carrying him along, she easily out-paces the zombies.
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Re: Zilean's Revenge (Part 4)
"Wait for me!"
Derp Sorry, Athletics: 18 + 7 = 25
Derp Sorry, Athletics: 18 + 7 = 25
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Re: Zilean's Revenge (Part 4)
The trio fairly easily outruns the zombies. They're not sure if they've gotten them to 'abandon' their chase, but if they are, it will take them at least a minute or two to catch up.
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Re: Zilean's Revenge (Part 4)
"I think we lost them...or at least lost them "enough". Thank you for catching me before I fell, Jeraylia. Getting that bar stuck further into me would have been agonizing, to say the least." Rolf shuddered at the thought.
"Anyway, it sounds like Horizon's in some sort of trouble. We've got eyes in the sky to help get us situated, but we have to be careful not to fall into whatever trap he might have stumbled into. Once we get close, or see or hear something suspicious, it might be best to tread quietly so we can assess the situation." Rolf lead the way, keeping in contact with Zephryina to try and get better directions.
Rolling Stealth...14 (1d20) + 6 = 20. Using Perception and Streetwise checks posted earlier.
"Anyway, it sounds like Horizon's in some sort of trouble. We've got eyes in the sky to help get us situated, but we have to be careful not to fall into whatever trap he might have stumbled into. Once we get close, or see or hear something suspicious, it might be best to tread quietly so we can assess the situation." Rolf lead the way, keeping in contact with Zephryina to try and get better directions.
Rolling Stealth...14 (1d20) + 6 = 20. Using Perception and Streetwise checks posted earlier.
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Re: Zilean's Revenge (Part 4)
After a few minutes of walking, the trio soon spies, from an alley, the sight of a burning wagon surrounded by cultists (two with ranged weapons, one with a wand, and two others with cold steel), that seems to have crashed into a nearby house.
One of its oxen is injured and unconscious near the blaze, the other is harnessed to a wooden board. A few cultists are attempting to salvage its unburned cargo, extinguishing what they can with a wand and buckets, and piling the stuff up onto a the board for the wagon to pull, as the wagon is obviously too far gone, and the cargo too bulky to be simply carried.
Among the 'cargo' they've salvaged is a metallic cage with a Kobold and a Goblin, who aren't moving and both appear grievously injured. The fire threatens to spread onto the building it is crashed into.
One of the armed cultists is dragging along the floor a rather thoroughly chained-up individual, wearing a simple bag on their head, and dressed black armor.
One of its oxen is injured and unconscious near the blaze, the other is harnessed to a wooden board. A few cultists are attempting to salvage its unburned cargo, extinguishing what they can with a wand and buckets, and piling the stuff up onto a the board for the wagon to pull, as the wagon is obviously too far gone, and the cargo too bulky to be simply carried.
Among the 'cargo' they've salvaged is a metallic cage with a Kobold and a Goblin, who aren't moving and both appear grievously injured. The fire threatens to spread onto the building it is crashed into.
One of the armed cultists is dragging along the floor a rather thoroughly chained-up individual, wearing a simple bag on their head, and dressed black armor.
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Re: Zilean's Revenge (Part 4)
Jeraylia lays a hand on Rolf's shoulder, as if to say 'Stay here,' and gives Zthulan a nod. She unsheaths her sword and makes for the pair of melee-weapon-armed cultists, her blade held down and ready to be unleashed as she in a clears the ground in a silent, but inexorable, charge.
Surprise action allowed?
Init Roll:8
Edit: Not sure if I confused you, but I still want you to participate in the fight, Lyntermas. Just wondering since you haven't rolled init. Maybe you just haven't checked in a while. I wanted you to stay back so they wouldn't target you, or even see you until you take an active action towards them.
Edit 2: I'm not really trying to sneak up on them, just taking advantage of the fact that the aftermath of their recent battle might distract them enough.
Stealth: Nat 20 ( +8stealth )
That was unexpected. Like I'm about to be.
Surprise action allowed?
Init Roll:8
Edit: Not sure if I confused you, but I still want you to participate in the fight, Lyntermas. Just wondering since you haven't rolled init. Maybe you just haven't checked in a while. I wanted you to stay back so they wouldn't target you, or even see you until you take an active action towards them.
Edit 2: I'm not really trying to sneak up on them, just taking advantage of the fact that the aftermath of their recent battle might distract them enough.
Stealth: Nat 20 ( +8stealth )
That was unexpected. Like I'm about to be.
Last edited by Broken Logic on Sat Mar 01, 2014 2:02 am; edited 2 times in total
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Re: Zilean's Revenge (Part 4)
Initiative: 18.
Stealth: 12 + 6 = 18
Stealth: 12 + 6 = 18
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Re: Zilean's Revenge (Part 4)
"Tell them I'll see if I can get some magic going beforehand before joining the fray." Rolf told Zephryina telepathically as he stayed in the alley and hoped he wouldn't get noticed.
Not entering combat yet (if I can help it)
Rolling Stealth to stay behind and build up pips...4 (1d20) + 6 = 10. Bleh.
Initiative (for later if not now)...15
Not entering combat yet (if I can help it)
Rolling Stealth to stay behind and build up pips...4 (1d20) + 6 = 10. Bleh.
Initiative (for later if not now)...15
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Re: Zilean's Revenge (Part 4)
The cultists are caught completely by surprise by Jeraylia and Zthulan! Unfortunately, their sudden attack also draws their attention to Rolf's presence.
Jeraylia & Zthulan get a surprise round, so effectively, the first few turns go in this order: Jeraylia -> Zthulan -> Jeraylia -> Zthulan -> Rolf (if staying) -> Enemies.
- Initiative ordering:
- Jeraylia - 18 (+10 from nat20, gets a free surprise round)
Zthulan - 18 (gets free surprise round)
Rolf - 15 (can choose to stay out of combat, but no pips then)
Cultist #1 (melee) - 13
Cultist #2 (melee) - 12
Cultist #3 (wand) - 10
Cultist #4 (ranged) - 10
Cultist #5 (ranged) - 8
Jeraylia & Zthulan get a surprise round, so effectively, the first few turns go in this order: Jeraylia -> Zthulan -> Jeraylia -> Zthulan -> Rolf (if staying) -> Enemies.
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Re: Zilean's Revenge (Part 4)
Edit: Decided to just take both surprise and first round turns since Azarune hasn't posted yet. Shouldn't make much of a difference, and also speed things along.
Jeraylia uses her speed and undauntable courage to slip past the weapons of the pair of melee cultists standing next to each other, and lift them in a tackle, depositing them closer to the archers.
"Hike up your skirts, boys," she jested with a smile that didn't reach her eyes. "It's time for the next dance."
- Combat Talents:
- [+2] Mocking Melody - Standard Utility
Target creature is subjected to your mocking melody (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.
[+1] Think Up Witty Line (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
[-3] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.
Other - Normally -4, but cost has been reduced by Lightning Reflexes combat trait (once per round).
[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.
[-10] Aria of Vengeance [and/or Friendship] (Royal Command) - Standard Utility
You and up to four allies can take a Standard Action. If that action deals damage, it deals 1d8 additional damage.
- Combat:
- Surprise Round:
[+1] Think Up Witty Line (Gather Energy).
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
First Round:
First Standard:
[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.
Target:Cultist #1
Damage: 2
Second Standard:
[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.
Target:Cultist #2
Damage: 5
Result: Cultist #1 takes 2 damage and is subjected to demand duel. Cultist #2 takes 5 damage and is also subjected to demand duel.
Trying to position myself near archers, with the melee chasing me, thus drawing all the attention. Were they already together anyway? Hard without knowing how they were grouped.
- Jeraylia:
- HP=30
Temps=0
Pips=7
Armour effect:You have resist 4 against single-target attacks.
Status: None
Which one was carrying Horizon (or what I assume is Horizon)? The wand one?
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Similar topics
» Zilean's Revenge (Part 3)
» Zilean's Revenge (Part 5)
» Zilean's Revenge (Part 2)
» An Abominable Antagonist
» Zilean's Revenge
» Zilean's Revenge (Part 5)
» Zilean's Revenge (Part 2)
» An Abominable Antagonist
» Zilean's Revenge
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