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  1. - Top - End - #271
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: The Black Mages of Corneria (IC)

    Ezekial

    Creepy? Its just forest noises.

  2. - Top - End - #272
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    Rausdower's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    "Indeed. If we were to be attacked by beasts or other forest denizens, we would be fine.", the elf said calm as ever.
    Many thanks to Ceika for the sweet avatar.

  3. - Top - End - #273
    Barbarian in the Playground
     
    Great Dane's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Yeah...I guess I should expect Forest-boy to say that, but now Zeke's piling on. I just can't win.

    Raiden's eyes darting to and fro, he scans the thick landscape to try and discern shapes that might endanger the group.

    Spoiler
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    Perception: (1d20+3)[21]
    Nature: (1d20+2)[5]

  4. - Top - End - #274
    Ogre in the Playground
     
    PirateGuy

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    Default Re: The Black Mages of Corneria (IC)

    ((Btw, in case it wasn't obvious, the light green is the path, the green is thick underbrush (difficult terrain and provides cover), and the thick is unpassable forest, because as we know from video games trees in a forest form solid, unpenetrable oaken walls. ))

    Thina:
    Spoiler
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    You hear all the usual sounds one would expect from a forest. Birds, insects, growling predators. There's a strong possibility that your party might be watched at this very moment by predators trying to decide whether they should hide from you or hunt you.


    Raiden:
    Spoiler
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    You have no idea how long you've been walking. It feels like you've been going all day, but it may have only been an hour. The path winds so much it's difficult to tell just how far you've managed to get in this forest.


    (Move your characters in whatever walking formation you like. You have no reason IC to suspect there's anything unusual watching or waiting for you. Don't move your characters past that curve in the path.)

  5. - Top - End - #275
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: The Black Mages of Corneria (IC)

    Ezekial

    Ezekial calmly walks along with the others as they move along the forest path.

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    Moved to I5

  6. - Top - End - #276
    Ogre in the Playground
     
    PirateGuy

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    Default Re: The Black Mages of Corneria (IC)

    As you travel further into the forest, four goblins mounted upon feral horse-creatures leap out into the forest. "BEWARE, FOUL HOO-MANS! DEE FER GOBLIN HERSEMEN ER HERE TO KEEL YUUU!!!" The four goblins are clad in various garb, their leader in a ragged black cloak with a stolen peasant scythe, another in mismatched oversized tattered armor, one skinny naked goblin shivering muttering about how hungry he is, and the final one is wrapped in a blanket with a hot water bottle on his head and sneezing. The four beasts resemble horses, but their eyes glow red and they have sharp, gnarled teeth.

    Roll Initiative.

    @Raiden:
    Spoiler
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    You suddenly sense a strong magical source from deep within the forest ahead of you. Fortunately, it's not coming from any of the goblins, but much further ahead.


    @Thina:
    Spoiler
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    Fortunately, you sensed something off a while ago. You aren't surprised by this little ambush.

  7. - Top - End - #277
    Barbarian in the Playground
     
    Great Dane's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Raiden's initiative:
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    (1d20+7)[21]

  8. - Top - End - #278
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    Rausdower's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Initiative
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    (1d20+11)[28]
    Many thanks to Ceika for the sweet avatar.

  9. - Top - End - #279
    Ogre in the Playground
     
    PirateGuy

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    Initiative:

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    Surprise Round:
    Nihlus: 27
    Thina: 20
    Goblins: 15

    Round 1:
    Malreth: 28
    Nihlus: 27
    Raiden: 21
    Thina: 20
    Ezekial: 19
    Goblins: 15

  10. - Top - End - #280
    Ettin in the Playground
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    Default Re: The Black Mages of Corneria (IC)

    Less than a whisper in the wind, an unseen presence darts forward.

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    Nihilus moves 6 squares to H19 (I assume the dark squares are difficult terrain)
    Stealth (1d20+19)[31]

  11. - Top - End - #281
    Titan in the Playground
     
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    Default Re: The Black Mages of Corneria (IC)

    Thina, Bard of Blue
    Thina, not surprised by the goblin's feeble attempts to subdue them, backs up and starts get attacks on the simple creatures.

    Spoiler
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    Actions
    Move - to U10
    Standard - Vicious Mockery on Goblin D vs Will (1d20+11)[13](24)
    Damage - (1d6+7)[1](8), psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    My Extended Signature, Check it out!

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    Made by the awesome Wartex1!

    LGBTA+ Ally

  12. - Top - End - #282
    Ogre in the Playground
     
    PirateGuy

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    Default Re: The Black Mages of Corneria (IC)

    Quote Originally Posted by Celtic_D&Der View Post
    Thina, Bard of Blue
    Thina, not surprised by the goblin's feeble attempts to subdue them, backs up and starts get attacks on the simple creatures.

    Spoiler
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    Actions
    Move - to U10
    Standard - Vicious Mockery on Goblin D vs Will [roll0]
    Damage - [roll1], psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    "GWAAAAA!!! The goblin who made all those annoying threats earlier recoils from the psychic attack and falls off his feral horse, bashing his head against the hard rocks. His horse is still up though.

  13. - Top - End - #283
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    PirateGuy

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    The three remaining goblins charge forward on their steeds and leap off and try to grab their targets.

    Spoiler
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    Goblins F and P launch themselves at Malreth, their closest target.
    Goblin W attacks Raiden.
    (Goblin F:) 23
    (Goblin P:) 14
    (Goblin W:) Natural 20


    The sick-looking goblin stumbles over himself and fails to connect, but the thin shivering one latches onto Malreth and starts gnawing at his arm. The armored goblin latches onto Raiden's head and starts batting him with a small stick.

    Malreth and Raiden take 5 damage and are grabbed.

    The horses, now free of their riders, go berserk and start attacking everyone in sight.

    Spoiler
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    The horses use Trample, moving through enemy spaces and attacking everyone they come across, but you can make opportunity attacks.

    Horse 1: S9-T9-U10-V10-U11-T12-S12
    Horse 2: S10-T9-U10-V10-U11-T12-S11
    Horse 3: S13-T12-U11-V10-U10-T9-T8
    Horse 4: S13-T12-U11-V10-U10-T9-S8


    Malreth gets grazed once for 4 damage and is knocked prone.
    Thina only gets hit once, but it's a crit for 10 damage and is knocked prone.
    Raiden nimbly dodges over all the horses.
    Ezekial gets trampled twice for 8 and 8 damage and is knocked prone.

  14. - Top - End - #284
    Barbarian in the Playground
     
    Great Dane's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Raiden dodges, dips, ducks, dives, and dodges to and fro, avoiding the trampling of the horses and all the while feeling the annoying goblin balancing on his head. I swear, if he tears my hat I will ROAST him...

    He strikes out at each horse as it threatens him.
    Spoiler
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    Opportunity attacks...here we go... *sigh*

    Horse 1: (1d20+9)[10] for (1d4+2)[3]
    Horse 2: (1d20+9)[22] for (1d4+2)[5]
    Horse 3: (1d20+9)[26] for (1d4+2)[5]
    Horse 4: (1d20+9)[13] for (1d4+2)[4]

    All vs. AC of course.

    And I'm shocked all four of those missed me.
    Last edited by Great Dane; 2012-08-07 at 01:43 PM.

  15. - Top - End - #285
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    Default Re: The Black Mages of Corneria (IC)

    As the rampaging horses drive closer to Malreth, the cape on his back glows a fine sky blue and in an instant he appears a couple yards away from where he was originally. A shower of brightly colored sparks then fired from his outstretched hand and enveloped the savages and their beasts.

    Spoiler
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    Use Cape of the Montebank and teleport to T10 to avoid the horses' attacks

    Color spray on all enemies to the left side of me. Gonna go top to bottom. Also, if the horse that triggered my cape effect is in the blast, it grants CA to me.

    Horse 1 (1d20+11)[26] vs Will
    Goblin 1 (1d20+11)[12] vs Will
    Goblin 2 (1d20+11)[16] vs Will
    Horse 2 (1d20+9)[13] vs Will
    Horse 3 (1d20+9)[16] vs Will

    (1d6+5)[9] radiant damage and target is dazed on hit UEOMNT

    MBA on Goblin 2 from Arcane Strike
    (1d20+12)[24] vs AC
    (1d8+5)[6] damage

    I use Shadow Sever if I hit on the Goblin for 4 necrotic damage and he is also prone
    Many thanks to Ceika for the sweet avatar.

  16. - Top - End - #286
    Dwarf in the Playground
     
    Rausdower's Avatar

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    Default Re: The Black Mages of Corneria (IC)

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    Not feeling good for half of those attacks. Elven Accuracy time.

    Goblin 1 (1d20+11)[25] vs Will
    Goblin 2 (1d20+11)[19] vs Will
    Horse 2 (1d20+9)[21] vs Will
    Many thanks to Ceika for the sweet avatar.

  17. - Top - End - #287
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    Default Re: The Black Mages of Corneria (IC)

    Thina, Bard of Blue
    Knowing she isn't exactly cut out for one-on-one combat, Thina thinks, Might as well, and strikes out with her want, trying her best to poke the horses as they go by her.

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    I don't do melee, so these rolls are mainly in case I crit. Thina isn't really set up for close combat
    H1 - (1d20+2)[2](4)
    H2 - (1d20+2)[4](6)
    H3 - (1d20+2)[2](4)
    H4 - (1d20+2)[8](10)
    Damage -
    H1 - (1d4-1)[3](2)
    H2 - (1d4-1)[4](3)
    H3 - (1d4-1)[2](1)
    H4 - (1d4-1)[3](2)
    My Extended Signature, Check it out!

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    Amazing Irish Avatar by Savannah

    My own 5e Bard Subclass
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    LGBTA+ Ally

  18. - Top - End - #288
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: The Black Mages of Corneria (IC)

    Ezekial

    Ezekial's dagger flashes out from his off hand to stab at the horses as they pass by.

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    MBAs
    Horse 1: (1d20+5)[13](18) for (1d4-1)[2](1)
    Horse 2: (1d20+5)[7](12) for (1d4-1)[2](1)
    Horse 3: (1d20+5)[16](21) for (1d4-1)[1](0)
    Horse 4: (1d20+5)[3](8) for (1d4-1)[1](0)

  19. - Top - End - #289
    Ettin in the Playground
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    Default Re: The Black Mages of Corneria (IC)

    Between fragments of silver and roiling darkness, a bleak humanoid silhouette can be but momentarily glimpsed erupting from the ambient shadow of the foliage. Within an instant, the seeming figment is gone, dissipated into nothingness, as though it never were. A single, visceral gouge inflicted upon one of the horses however serves as unmistakable proof of its passing, terrifying the adjacent equine into a backward stagger.

    Spoiler
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    Move Action: (1d20+19)[23] Stealth during first move. Nihilus gains Concealment until the end of his next turn due to Shadow Walk.

    Standard Action, Charge: Charge to R13 and attack Horse 1 with an MBA:
    Attack: (1d20+15)[25] vs AC (+1 from Charge, +2 from CA)
    (On a non-natural 1 miss, use Heroic Effort for +4 to the attack roll)
    No Action, Assassin's Strike: (1d10)[1] extra damage.

    No Action, Iron Wolf Charge: (1d6)[5] extra damage.
    Attack:
    (1d20+8)[27] vs H1's Will.
    (1d20+8)[25] vs H2's Will.
    Hit Effect: Push H2 to R9.

    Total Damage: 32 (see OOC) Attack Finesse + Vanguard Weapon + base damage + Horned Helm + Enhancement and Dexterity + Iron Wolf Charge + Assassin's Strike.


    Free Action: Shift 2 squares with Boots of Adept Charging and Risky Shift to T13. Nihilus grants CA until the start of his next turn. Stealth check: (1d20+19)[33]

    Opportunity Action: Nihilus will take his opportunity attacks as normal, including if an enemy attempts to enter his space.

    Immediate Action: If a creature attempts to target Nihilus with an attack while he's not hidden to that creature, or that creature is using a burst or blast attack, he will use Timely Dodge as an immediate interrupt to negate the attack and shift to T16.

  20. - Top - End - #290
    Barbarian in the Playground
     
    Great Dane's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Just as Raiden was focusing on the goblin trying to eat his hat, a shadowy phantasm appears nearby and slashes up one of the crazed horses. He barely had time to get out a WHAT THE HE- before shielding his eyes from horse blood. Appearing before him was a menacing character wielding an arcane blade of energy. Hope you're on our side, buddy!

    The goblin gnawing on Raiden's hat goes to bite off a tasty chunk of straw, when all of a sudden it (and the person wearing it) disappear in a flash of lightning, only to reappear behind the nearby horses. Stabbing one with his dagger, sending a bolt of lightning through it, he then slams his staff against the ground in the direction of the horses, blasting him away and harming the steeds.

    Spoiler
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    Move: Use Spatial Trip teleports me 3 spaces to R11
    Minor: On Horse #1, use Lightning Cuts, empowered by Sneak Attack since the horse is granting CA.
    (1d20+13)[17] (includes the +2 for flank) against Reflex for (2d4+4)[1][1](6) lightning damage. (If a miss, I'll use Heroic Effort and add +4 to the attack.)
    Standard: Storm Walk, shifting me to Q10, before I attack Horse 1 (or Horse 2 if 1 has died): (1d20+9)[23] vs. Fort for (1d8+9)[13] thunder damage.

    All of this is contingent on Horse 1 being alive after Nihlus's attack as well. If Horse 1 ever dies, I'll focus my attack(s) on Horse 2 instead and end up in about the same spot.
    Last edited by Great Dane; 2012-08-09 at 07:51 AM.

  21. - Top - End - #291
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    Irish Musician's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Thina, Bard of Blue
    Thina, after completely missing everything that rushed passed her, gets back up from being knocked down by the horses. She eyes them and picks out one to attack, hoping that she teaches it a lesson and sends it running. She also notices a blur of horse blood and shadows and then notices a figure standing in between the last goblin and a horse. Hmmmm....

    Spoiler
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    Actions
    Move - Get Up
    Standard - Prophetic Action on Horse 3 (1d20+11)[2](13) Vs Will
    Damage - (2d8+7)[2][2](11), Until the end of your next turn, the first time the target misses you or an ally with an attack, one target (your choice) of that attack can shift 3 squares as an immediate reaction.
    Minor - On Hold

    Whoever wants that shift if they get missed by horse 3 can take it.
    Last edited by Irish Musician; 2012-08-09 at 08:44 PM.
    My Extended Signature, Check it out!

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    Amazing Irish Avatar by Savannah

    My own 5e Bard Subclass
    Made by the awesome Wartex1!

    LGBTA+ Ally

  22. - Top - End - #292
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: The Black Mages of Corneria (IC)

    Ezekial

    Seeing that one of the Horses had been ignored by his companions, Ezekial works to take it somewhat out of the fight.

    Spoiler
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    Standard: Colour Orb on Horse 4
    (1d20+12)[14](26) vs Will
    Hit: (1d8+7)[8](15) radiant damage and the target is dazed UE my NT


    Ezekial's Status:
    Spoiler
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    HP 26/42 Bloodied 21 Healing Surge 10 (0 used /7)
    AC 21 Fort 17 Reflex 21 Will 20 Speed 6

    THP 0

    EFFECTS
    Prone

    ENCOUNTERS SINCE LAST EXTENDED REST 0

    ACTION POINTS 1

    At-Will Powers
    Arc Lightning
    Beguiling Strands
    Hypnotism
    Magic Missile
    Light
    Mage Hand


    Encounter Powers
    Color Orb
    Charm of Misplaced Wrath
    Glorious Presence NOT PREPARED
    Colour Spray
    Fire Shroud NOT PREPARED
    Chameleon’s Mask
    Shield
    Force Ladder NOT PREPARED

    Action Point
    Second Wind


    Daily Powers
    Fountain of Flame
    Sleep NOT PREPARED
    Fireball NOT PREPARED
    Tasha’s Forcible Conscription
    Feather Fall NOT PREPARED
    Spectral Hound

    Item Powers
    Accurate Orb of Supplementary Force
    Shadowdance Cloth Armor
    Accurate Orb of Mental Dominion
    Amulet of Life


  23. - Top - End - #293
    Ogre in the Playground
     
    PirateGuy

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    Default Re: The Black Mages of Corneria (IC)

    ((Fourth attempt at posting this))

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    Horse 1: S12-R11-S10-T10-U10-V10-V9
    Horse 2: R9-S9-T10-U10-V10-U11-T12-T13-S14
    Horse 3: T8-S9-T10-U10-V10-V11-V12 (Since Horse 3 is the only one not dazed by my count, it then takes a move action)
    Horse 3 Move: V12-V13-V14-V15-V16-V17
    Horse 3: S8-S9-T10-U10-V10-U11-T12-T13-T14

    Attacks (in order in case they get interrupted; these include the -2 from being dazed and the -2 from that other thing where applicable):
    Horse 1: 19 VS Raiden's AC, 8 VS Malreth's AC, 10 VS Thina's AC, 26 (crit) VS Ezekial's AC; (8 damage and knocked prone, 10 damage and knocked prone on Ezekial)
    Horse 2: 24 VS Malreth's AC, 22 VS Thina's AC, 19 VS Ezekial's AC, 23 VS Nihilus's AC (9 damage and knocked prone)
    Horse 3: 14 VS Malreth's AC, 20 VS Thina's AC, 19 VS Ezekial's AC (8 damage and knocked prone)
    Horse 4: 17 VS Malreth's AC, 16 VS Thina's AC, 16 VS Ezekial's AC, 22 VS Nihilus's AC (10 damage and knocked prone)

    Order in which they provoke opportunity attacks:
    Horse 1: Nihilus, Raiden, Malreth, Thina, Ezekial
    Horse 2: Malreth, Thina, Ezekial, Nihilus
    Horse 3: Malreth, Thina, Ezekial
    Horse 4: Malreth, Thina, Ezekial, Nihilus

    Oh, and one goblin:
    13 VS Nihilus's AC (HA!)


    The horses trample back and forth through the path attempting to beat the party to death with their hooves, acting on nothing but berserk instinct, though one horse seems like it's breaking away from the action.

    The goblin flails impotently while yelling various swears obscured by its thick accent.

    (Top of the round)

  24. - Top - End - #294
    Ettin in the Playground
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    Default Re: The Black Mages of Corneria (IC)

    As the first horse proceeds with his rampage, a wavering distortion can be glimpsed, moving like a subtle heat mirage before it coalesceses into the form of a humanoid clad in black leather. Another gouge then suddenly appears in the flank of the already savaged monster, a flicker of steel too fast to discern with the naked eye.

    When the second charges through its morass of foes, shadows rise up and twist about the mysterious stranger before they erupt into a writhing cloud of opaque darkness. When the penumbra settles, lingering on as a thin fog of winding shades, their conjurer has vanished without a trace.

    Spoiler
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    Opportunity Attack: MBA

    Attack: (1d20+14)[26] (+2 from CA) vs Horse 1
    Damage: (2d8+6)[19]

    Immediate Reaction: Smoke Bomb
    Trigger:
    Horse 2 moves to a square adjacent to Nihilus.
    Effect: Nihilus creates a lightly obscured zone in a close burst 1 that lasts until the end of his next turn, then shifts 7 squares to M18 and hides
    Stealth Check: (1d20+19)[28]

  25. - Top - End - #295
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    Great Dane's Avatar

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    Default Re: The Black Mages of Corneria (IC)

    Immediate Interrupt


    Just as he's about to be trampled, Raiden throws up an electric shield, coating his body against the blow of the horse's hooves. Raiden then attempts to slash the horse's ribs open with his dagger.

    Spoiler
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    Expend my thunder/lightning resistance to gain a +4 to all defenses until EONT. With that, Horse 1's attack misses.

    MBA against Horse 1: [roll0] for [roll1] damage.
    My turn is pending an answer in the OOC...

  26. - Top - End - #296
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    Default Re: The Black Mages of Corneria (IC)

    Seeing one of the horses attempt to escape as well as another horse threatening his teammates, Raiden flexes his right hand, sending lightning once again through his dagger. But by altering the currents ever-so-slightly, the lightning he shoots out attempts to both harm the targets and draw them closer.

    Spoiler
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    Standard: Shocking Magnetism against Horse 3 and Horse 1.
    Horse 3: (1d20+9)[18] vs. Reflex for (3d6+11)[3][2][3](19) lightning damage and is pulled to U14 on a hit.
    Horse 1: (1d20+11)[25] (dazed) vs. Reflex for (3d6+11)[5][6][4](26) lightning damage and is pulled to S10 on a hit.
    Effect: Any adjacent creature at the start of its turn, until the end of the encounter, takes 3 lightning damage (dex mod). I can dismiss this as a free action.


    Seeing some equine enemies and the lone goblin clustered, Raiden whirls both arms forward in circular motions, causing a conical area of wind to
    burst forth from the ground in an attempt to knock them over.

    Spoiler
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    Action Point!
    Standard: Whirlwind, area burst 1 centered on T13. Horse 1 is still dazed and cannot make opportunity attacks.

    Horse 2 (dazed): (1d20+11)[13] vs. Fort
    Horse 4: (1d20+9)[22] vs. Fort
    W Goblin: (1d20+9)[11] vs. Fort
    Horse 3: (1d20+9)[28] vs. Fort (if hit by previous attack and pulled to U14)
    Damage against all: (1d10+9)[19] and targets are knocked prone.


    He then sidesteps, putting the bloodied horse inbetween himself and his elven ally.

    Spoiler
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    Move to R10.
    Last edited by Great Dane; 2012-08-19 at 01:42 PM.

  27. - Top - End - #297
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    Default Re: The Black Mages of Corneria (IC)

    Thina, Bard of Blue
    Thina, seeing that Ezekial has gotten quite hurt in the trampling of the horses, decides that he needs some help. Using her voice, she wraps him up in healing, arcane chords, stopping his bleeding and healing his wounds. She then turns her wrath to the horses, lashing out with her most deadly weapon, her voice.

    Spoiler
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    Actions
    Move - Noble Presence, 2 allies of the 3 around me(Malreth, Ezekial, Raiden) can shift 2 squares and gain +2 to all defenses UEMNT
    Minor - Majestic Word on Ezekial. Take a surge +5, Gain 5 THP's, You can slide yourself 3 squares(if you would like), and you get a +2 to damage to the next damage roll before the end of your next turn.
    Standard - Cutting words on Goblin W VS Will, (1d20+11)[8](19)
    Damage - (1d8+7)[2](9), and I can slide the target 2, but I don't think I will.

    Might I suggest that we spread out a little more, make it harder for the horses to reach us all. Whoever can take the Noble Presence Bonuses, talk amongst yourselves

    Also, sorry for taking so long for posting. 1) Didn't realize it was my turn like a dummy, and 2) Just got done moving this weekend and still don't have internet at home.
    Last edited by Irish Musician; 2012-08-23 at 08:38 AM.
    My Extended Signature, Check it out!

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    LGBTA+ Ally

  28. - Top - End - #298
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Sep 2010
    Location
    Atlantic Stand Time
    Gender
    Male

    Default Re: The Black Mages of Corneria (IC)

    Ezekial

    Thina slides Ezekial away and heals his wounds before he rises to his feet and unleashes a blast of multicoloured lights at two of the horses hoping to rendor them senseless.

    Spoiler
    Show
    Will take the slide to V12, cant shift while prone though
    Free Action: Use amulet of life to spend two surges instead of 1 on that heal
    Move Action: Stand Up
    Standard Action: Colour Spray (Close blast 5) hitting both horse 3 and 4
    Horse 3: (1d20+12)[17](29) vs Will
    Horse 4: (1d20+12)[20](32) vs Will
    Hit: (1d6+9)[1](10) radiant damage and Dazed UENT


    Ezekial's Status:
    Spoiler
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    HP 41/42 Bloodied 21 Healing Surge 10 (2 used /7)
    AC 21 Fort 17 Reflex 21 Will 20 Speed 6

    THP 5

    EFFECTS
    +2 to Def UENT (Thina)

    ENCOUNTERS SINCE LAST EXTENDED REST 0

    ACTION POINTS 1

    At-Will Powers
    Arc Lightning
    Beguiling Strands
    Hypnotism
    Magic Missile
    Light
    Mage Hand


    Encounter Powers
    Color Orb
    Charm of Misplaced Wrath
    Glorious Presence NOT PREPARED
    Colour Spray
    Fire Shroud NOT PREPARED
    Chameleon’s Mask
    Shield
    Force Ladder NOT PREPARED

    Action Point
    Second Wind


    Daily Powers
    Fountain of Flame
    Sleep NOT PREPARED
    Fireball NOT PREPARED
    Tasha’s Forcible Conscription
    Feather Fall NOT PREPARED
    Spectral Hound

    Item Powers
    Accurate Orb of Supplementary Force
    Shadowdance Cloth Armor
    Accurate Orb of Mental Dominion
    Amulet of Life


  29. - Top - End - #299
    Ogre in the Playground
     
    PirateGuy

    Join Date
    Jul 2007
    Gender
    Male

    Default Re: The Black Mages of Corneria (IC)

    The horses' trampling does its damage, but the whole group manages to fight back in the confusion.

    Three of the horses go down from various attacks. Two get back up.

    The final horse tries to make a break for it.

    Spoiler
    Show
    Horse 1 is dead.

    Horse 3 is dazed, stands up from prone.

    Horse 4 is dazed, stands up from prone.

    Horse 2 tries Trampling and tries to move further.

    VS AC: 20 vs Malreth, 29 vs Thina, 27 vs Ezekial

    10 damage.

    Provokes opportunity attacks from Malreth, Thina, Ezekial in that order.

    If movement is not interrupted, Horse 2 will use a move action to continue to V17, moving around the zone.

    Oh, and the goblin is dead.

  30. - Top - End - #300
    Barbarian in the Playground
     
    Great Dane's Avatar

    Join Date
    Apr 2007
    Location
    Indianapolis, IN
    Gender
    Male

    Default Re: The Black Mages of Corneria (IC)

    Don't let it get away! Raiden shouts as one of the equine beasts gallops towards the woods. He's officially lost his better judgment in favor of the thrill of battle, and repositions himself to make a more accurate shot at the escaping foe.

    Spoiler
    Show
    Awaiting DoB for a "difficult terrain" question, but either way I'm going to Standard Lightning Strike on Horse 2: (1d20+9)[13] vs. reflex for (1d8+11)[14] lightning damage. If this hits, Horse 4 will take 3 lightning damage.

    If dark green squares are difficult terrain: move to Q13
    If they aren't: Move to Q17

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