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  #1  
Unread 7th of December, 2010, 08:53
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Exclamation Combat 1-8 - Von Urstadt Crypt

Enemies


Creeper Skulk Red
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12

Creeper Skulk Blue
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12


Magma Claw Red
HP 64; Bloodied 32
AC 16; Fortitude 16, Reflex 14, Will 13

Magma Claw Blue
HP 64; Bloodied 32
AC 16; Fortitude 16, Reflex 14, Will 13
Attached Images
File Type: png Magma Hurler.png (117.8 KB, 57 views)
File Type: png Male Gnome Ranger.png (11.0 KB, 60 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
  #2  
Unread 7th of December, 2010, 08:57
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Initiative
Skulks: 19
Ieza: 15
Taraka: 13
Karon: 11
Ril: 10
Lorien: 4
Hurlers: 6
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
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  #3  
Unread 7th of December, 2010, 09:01
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Skulk Red attacks Hurler Red with War Pick. 26 vs. AC. 7 damage.

Skulk Blue attacks Hurler Blue with War Pick. 12 vs. AC. 8 damage.

Initiative
Ieza
Taraka
Karon
Ril
Lorien
Hurlers
Round 2
Skulks

Enemies


Creeper Skulk Red
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12

Creeper Skulk Blue
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12


Magma Claw Red
HP 57; Bloodied 32
AC 16; Fortitude 16, Reflex 14, Will 13

Magma Claw Blue
HP 64; Bloodied 32
AC 16; Fortitude 16, Reflex 14, Will 13
Attached Images
File Type: jpg Rivenroar Dungeon Main.jpg (158.2 KB, 11 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 7th of December, 2010 at 10:38.
  #4  
Unread 7th of December, 2010, 12:56
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Free: Knowledge for the Creepers and the Magma Claws. Not sure what I should use, so add +3 for arcana, +5 for dungeoneering, +10 for nature, +5 for religion: 7 and 20 respectively.
Move: Laban to K33, through L34.
Standard: Voice of Battle on ol' Magma Claw Red: 23 vs. Will 13 for 6 psychic damage. One ally within 2 squares can shift 2 squares as a free action. I want to give the shift to Creeper Skulk Red, of all things.
Minor
: Speak with Spirits.
Extra Minor: Insight 19 . Ieza is watching how the skulk responds to receiving aid, to get a sense of its motives and see if it's a possible ally.

HP 17/23; Surges 6/7
AC 15, Fort 11, Ref 13, Will 16 (+1 vs bloodied)
Resist 5 necrotic, radiant
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 0
Conditions: None

If Magma Claw Red moves without shifting, use Spirit's Fangs: 1d20+5 vs Ref for 1d10+5 damage.

Powers Remaining: Memory of a Thousand Lifetimes, Speak with Spirits, Twin Panthers, Healing Spirit, Healing Spirit, Wrath of the Spirit World

Last edited by LeadPal; 7th of December, 2010 at 13:03.
  #5  
Unread 7th of December, 2010, 14:34
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Knowledge Check results:
Creepers - ID only
Magma Claws - Natives of the Elemental Chaos, they only appear on the Material Plane when summoned or after passing through a planar rift. They are a fire based creature and thus resistant to it and vulnerable to cold. They also incorporate some earth element, giving them a lumbering, but inevitable quality to their movement. They attack by hitting things with their "claws" or by detaching a bit of themselves and using it to root their opponent in place. In either case, the victim is burned by the searing heat of their body.

Skulk uses shift to finish extracting itself from the niche. While it appears grateful for the help, it expresses some disbelief at the source of that help.
Note, now that the skulk is free from the niche Taraka can easily see that it is the same kind of creature as he saw earlier accompanying the hobgoblin in the spiked armor earlier, except this one doesn't have the same clingy shadow thing going on. That may, however, be a result of it standing right next to a elemental creature which is casting some rather bright light directly on it.
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
  #6  
Unread 22nd of December, 2010, 12:25
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Free Action: Raise one eyebrow inquisitively at Ieza. "Friends of yours?"

Minor Action: Draw full-blade.

Standard Action: Charge* Magma Claw Red, ending movement in J34. 23 vs. AC, for 12 damage.


[HP 30/30 -- Surges Remaining: 5/11
Powers Remaining: Steel Serpent Strike
Second Wind: 1
Action Points: 0
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions: none

*If the partially opened door prevents this, spend Move Action to get past doorway and then charge.

Magma Claw Red is marked until Lorien's next turn.]
  #7  
Unread 22nd of December, 2010, 18:44
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Standard: jinx shot vs Magma Claw Red, 13 vs AC (miss), 10 damage.


HP 24/24; Surges 7/8
AC 13, Fort 11, Ref 12, Will 15
Powers: focused sound, burning spray, majestic word, stirring shout
Action Points: 1
Extra Standard: 1
Extra Move: 1
Extra Minor: 1
Conditions: None
  #8  
Unread 30th of December, 2010, 11:11
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Move Action: Move to K34, Corbin moves to H34.

Minor Action: Designate Magma Claw Red as Quarry

Standard Action: Enclose the Prey against Magma Claw Red, Corbin shifts two spaces to I32 to set up flank with Taraka. Attack 25 with combat advantage vs AC. A hit does 21 + 3 damage.

HP 24/24 -- Surges Remaining: 6
AC: 14
Powers Remaining:
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions:
  #9  
Unread 30th of December, 2010, 20:04
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Karon
Move: to J35 through K36
Standard: Recuperating Strike on Magma Blue 18 vs AC 16 for 9 damage and +3 temp hp
Minor: Mark Magma Blue with Aegis
Extra Move: to G33, take your AoO
Extra Standard: Goring Charge on Magma Red 19 vs AC 16 for 7 damage and prone, Karon ends turn in I33

If Magma Claw Blue attacks anything that isn't Karon, teleport into a flank and MBA the sucker.

Last edited by LeadPal; 30th of December, 2010 at 20:07.
  #10  
Unread 31st of December, 2010, 20:56
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Note: Even though the open door icons stick out into the square adjacent to the door, I assume that the doors are always opened enough to give everyone clear movement through those spaces unless it is specifically declared otherwise.

Lorien's charge provokes an OA from Magma Claw Blue. 15 vs. AC. 6 damage plus 6 fire damage.

Corbin's move provokes an OA from Magma Claw Blue. 18 vs. AC. 10 damage plus 2 fire damage.

Karon's move provokes an OA from Magma Claw Blue. 23 vs. AC. 7 damage plus 1 fire damage.

Magma Claw Red spews lava at Lorien. 6 vs. Ref. Ongoing 5 fire damage and Lorien is immobilized (save ends both).

Magma Claw Blue attacks Creeper Skulk Blue. 12 vs. AC. 5 damage plus 1 fire damage.

Magma Claw Blue's attack triggers Karon's Aegis. He teleports and attacks with Combat Advantage. 12 vs. AC. 4 damage.
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
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  #11  
Unread 31st of December, 2010, 20:57
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Creeper Skulk Red attacks Magma Claw Red with War Pick with Combat Advantage. 12 vs. AC. 4 plus 1 damage.

Creeper Skulk Blue finishes extracting itself from the niche.
Creeper Skulk Blue attacks Magma Claw Blue with War Pick with Combat Advantage. 26 vs. AC. 5 plus 4 damage.


Initiative
Ieza
Taraka
Karon
Ril
Lorien
Magma Claws
Round
Creeper Skulks

Enemies


Creeper Skulk Red
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12

Creeper Skulk Blue
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12


Magma Claw Red
HP 8
AC 16; Fortitude 16, Reflex 14, Will 13
Marked by Lorien
Bloodied

Magma Claw Blue
HP 46; Bloodied 32
AC 16; Fortitude 16, Reflex 14, Will 13
Marked by Karon
Attached Images
File Type: jpg Rivenroar Dungeon Main.jpg (123.2 KB, 5 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 31st of December, 2010 at 21:02.
  #12  
Unread 1st of January, 2011, 01:51
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Standard Action: Basic Melee Attack vs. Magma Claw Red - 21 vs. AC, 14 damage.


[HP 18/30 -- Surges Remaining: 5/11
Powers Remaining: Steel Serpent Strike
Second Wind: 1
Action Points: 0
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions: none

Magma Claw Red is marked until Lorien's next turn.]
  #13  
Unread 1st of January, 2011, 01:54
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(Magma Claw Red is dead, so continuing action accordingly)

Move Action: Shift to I35.

Extra Standard Action: Steel Serpent Strike vs. Magma Claw Blue, 9 vs. AC, 21 damage.

[HP 18/30 -- Surges Remaining: 5/11
Powers Remaining: Steel Serpent Strike
Second Wind: 1
Action Points: 0
Extra Standard Action: 0
Extra Move Action: 1
Extra Minor Action: 1
Conditions: none

Magma Claw Blue is marked until Lorien's next turn.]
  #14  
Unread 1st of January, 2011, 05:38
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Karon
Standard: Recuperating Strike on Blue with combat advantage 16 vs AC 16 for 5 damage, gain 3 temp hp
Action Point: More of the same, 11 vs AC 16 for 8 damage

Ieza
Delay: until Magma Claw Blue is bloodied, or until it's about to act if that never happens.
Move: Ieza to I36, Laban to H35.
Standard: Twin Panthers on Magma Claw Blue, two attacks 14 and 15 vs. Reflex 14 (+3 if it's indeed bloodied), 7 damage and 11 damage.

HP 17/23; Surges 6/7
AC 15, Fort 11, Ref 13, Will 16 (+1 vs bloodied)
Resist 5 necrotic, radiant
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 0
Conditions: None

If Magma Claw Blue moves without shifting, use Spirit's Fangs: 1d20+5 vs Ref for 1d10+5 damage.
Magma Claw Blue grants combat advantage to everyone, as long as it's adjacent to Laban.

Powers Remaining: Memory of a Thousand Lifetimes, Speak with Spirits, Twin Panthers, Healing Spirit, Healing Spirit, Wrath of the Spirit World

Last edited by LeadPal; 1st of January, 2011 at 05:44.
  #15  
Unread 1st of January, 2011, 06:09
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Move: Move to K36.
Standard: focused sound vs Magma Claw Blue, 11 vs Ref (miss), 8 damage and until end of next turn attacks crit on 18-20.
Extra Standard: jinx shot vs Magma Claw Blue, 16 vs AC (hit), 10 damage.


HP 24/24; Surges 7/8
AC 13, Fort 11, Ref 12, Will 15
Powers: focused sound, burning spray, majestic word, stirring shout
Action Points: 1
Extra Standard: 0
Extra Move: 1
Extra Minor: 1
Conditions: None
  #16  
Unread 7th of January, 2011, 01:24
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Standard Action: Melee Basic against Magma Claw Red, Attack 18 with combat advantage vs AC. A hit does 10 + 5 damage.

(Edit - since first hit will kill Magma Claw Red)

Move action: Shift to J35, Corbin moves to I34

Extra Standard Action: Melee Basic against Magma Claw Blue, Attack 28 (note, roll uses CA, so the actual attack roll is 26) vs AC. A hit does 16 + 5 damage.

HP 24/24 -- Surges Remaining: 6
AC: 14
Powers Remaining:
Action Points: 1
Extra Standard Action: 0
Extra Move Action: 1
Extra Minor Action: 1
Conditions:

Last edited by Mercutio; 7th of January, 2011 at 01:28.
  #17  
Unread 8th of January, 2011, 00:42
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Note: Both Magma Hurlers are killed by the time Lorien's action comes up. Unless you plan on attacking the Creeper Skulks right now, this will end combat.

Initiative
Lorien
Round 3
Creeper Skulks
Taraka
Ieza
Karon
Ril
Lorien
End of Resolved Rounds

Enemies


Creeper Skulk Red
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12

Creeper Skulk Blue
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12


Magma Claw Red
Dead

Magma Claw Blue
Dead
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
  #18  
Unread 10th of January, 2011, 05:56
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"Hail!"
Ril paused, at a loss for words. Attempting diplomacy in the thick of combat was a little strange, even for him.
"Might we hold a truce, temporarily? What were those things?"
  #19  
Unread 13th of January, 2011, 01:43
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Combat is ended by truce.

XP Reward: 70 per character.
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
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