D&D 4th Edition [Adventure] The Race of the Five Horns (DM: stonegod, Judge: THB) - Page 51





  1. #501
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    ° Ignore MetaVoid
    Tactics
    I would use a token to recover my racial, we might need either CA or area darkness if nobody objects.

    Also, I suggest we take down Orien first with some focused fire. Renau1g, may I damage you as we spoke earlier for my daily?

    Pahtfinder, could Rikka pull Orien (after you move ofcourse so we somewhat break fireball formation)?


    "I see. It's not that you're cheating it's just that the victory is ham handedly handed to you. Well, if your masters have so little confidence in you that they need to enable you to teleport and set this up like this, you probably aren't worth much in a fight, eh?

    Sad that even that won't be enough, isn't it? Too bad one cannot get expelled from the family for incompetence."

 

  • #502
    Ryk sends Spring across to come up the other ramp, so as to flank the defenders on the upper platform. Meanwhile, he steps back to get a clear view and lobs his boomerang at the defender blocking the top of the ramp. Wearied from previous fights, he's not feeling strong enough to be the first one into melee. (3 healing surges left)



    MOVE: Ryk to E1, Spring to G10 ( Athletics 21 gets across)

    MINOR: quarry warrior 1

    STANDARD: twin strike with boomerang on warrior 1 (21 vs AC for 5, 19 vs AC for 4, quarry damage 1 if either hits.

  • #503
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    ° Ignore pathfinderq1
    Rikka hesitated for the briefest of moments, but only that. Her hunter's instincts quickly took over and she leapt into action. Her mountain leopard form blurred, resolving into a fast-moving elf. She waved her totem, as if stirring the air- and a burst of cold wind swirled around the two closest Horns. Then she raced forward, leaping nimbly across the gap between platforms...


    OOC

    >So, is the objective to defeat the Horns in combat, or do we need to get somewhere in the platform/playground? Or is that no clear and we have to guess?

    >Minor= Change for beast form back to elf, shift to C1 as free action/part of change
    >Standard= attack with Chill Wind, area burst centered at E4 of the second platform to catch W1 and Orien; +9 vs. Fort= 18 for W1, 24 for Orien (if either one hits, deals 5 cold damage/nonlethal, and slide 1- W1 to C3, Orien to G3; that is, attempt to slide them off the platform they are on) ; rolls Roll Lookup
    >Move= Assuming the 18 vs. FORT missed W1, or that he made his save to avoid being slid off the platform, she will move from C1 to C9, including running jump across gap (if the attack hit and the slide was successful, she will instead go to H1 and the Athletics roll is unnecessary); Athletics roll 1d20+6= 20, clears gap easily, roll= Roll Lookup

  • #504
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    ° Ignore stonegod
    Final Stage: Platform Battle! Round 1

    Ryk and Spring split, heading for opposites to flank their foes. The halfling throws his boomerang in deft arc, but it only nicks the warrior once.

    [First attack hits; 6hp]

    Rikka calls forth a chill wind against her foes. The lashes at them and knocks them off their feet, but they stay at the upper platform. She then races under the platform.

    [Neither fall. Both now prone.]

    From high above, the scarred Orien sneers and raises a crystalline rod. A shard of warped space shots forth and explodes amongst the party's midsts. Space and time bend and fold, and everyone seems to move faster and in starts from Bellegon, Vok, and Crush's view. The mage laughs and aims the rod at Ryk. The halfling grunts as the magic hits him, and then blinks, disoriented: He and the prone warrior had switched places!

    [Mage disrupts time/space and hits B, V, & C. Slow & Dazed (save ends); Aftereffect: Slowed (save ends). Mage uses AP and hits Ryk with attack: 10 damage and Ryk & W1 swapped.]

    The Orien leader stands, dusts himself off, then appears suddenly next to Rikka. You'll pay for that disrespect!

    [Stands and teleports.]

    The teleported warrior stands, and then rushes and Bellegon, attempting to shove him off the platform. To the three clustered, the warrior was far away, approaching slowly... slowly... and then suddenly there, shoving the dark elf away!

    [Stands and charges Bellegon; Vok dazed so no OA. Hits and pushes Bellegon who fails save and falls for 8hp. Bellegon is under the rope at A0.]

    The other warrior saunters up to Ryk and cuts him deeply. Where are your friends now!

    [W2 hits for 17hp, bloodying and marking him.]

    Final Stage: Platform Battle! Round 1
    Maps
    Platforms

    Level 1

    Level 2

    Level 3

    There are three levels above the ground. Each platform is actually made of a see-through substance, so you have line of sight (but not line of effect) through them. Every level is 10' above the next (and Level 1 is 10' above the ground). There are no railings anywhere. On the map, a red border indicates a platform above you; a blue border represents a platform below.

    There are two ramps (the darker stone) going from Level 1 to 2; the triangle marks the entrance on either level. Going up the ramp is considered difficult terrain.

    There are ropes hanging from each corner of the platforms on Level 3 and from Level 1 towards the ground. They are 5' long.
    Combat Rules
    Actions will be handled in posting order; I will bot folks that don't post within a day using at-wills only. I will post info about the monsters as discovered. Other important rules are summarized below.
    Important Rules
    Hop Down: Acrobatics DC 15 not to fall, landing on feet w/ no damage.

    Reduce Falling Damage: Trained Acrobatics; reduce damage by 1/2 check.

    Vertical Reach: Listed below (estimated for Crush):
    • Vok 9'2" (1.833 squares)
    • Bellegon 8'7" (1.722 sqs)
    • Crush 10'5" (2.08 sqs)
    • Rikka 5'5" 9'0" (1.81 sqs)
    • Ryk 7'6" (1.5 sqs)


    Long Jump:
    DC 5/10 to jump 1 square (running/not running), 10/20 to jump 2 squares.

    High Jump: Going from Level 1 to 2 or Level 3 to center platform requires Athletics DC as follows:
    • Vok DC 5 running, 10 standing
    • Bellegon DC 7 running, 14 standing
    • Crush DC 0 (always reaches)
    • Rikka DC 5 running, 10 standing
    • Ryk DC 13 running, 25 standing

    To grab the rope dangling from the center platform on Level 3 does not require a jump. To grab the ones from the other two pillars requires the same difficulties as for jumping above, except Crush needs an Athletics DC 5 standing/10 running to jump the 1 square horizontally.

    Climbing: It is a DC 10 Athletics check to climb the ropes; you fall if you roll 5 or lower. Remember, its double movement to climb.

    Falling: 1d10 damage per level fell.
    Combat Details

    Or: -5, F18, has teleporting movement
    Sc: Not damaged, Temporal Disruption used, has ranged teleport attack, AP used
    W1: -11hp, AC 21, F 18, Quarry
    W2: Not damaged, AC 21, F 18

    Status

    4/4 tokens remaining.

    Rikka 23: 40/40, 8/8 HS, Fleet Pursuit used
    Ryk 20: 11/38, 3/6 HS, 1/2 AP, bloodied, marked by W2 TENT W2
    Enemies
    Spring 20: 46/46, 0/2 HS
    Bellegon 10: 32/40, 5/7 HS, Cloud of Darkness used, Slowed/dazed (se) then slowed (se), off map and prone
    Crush 6: 41/41, 8/8 HS, Slowed/dazed (se) then slowed (se)
    Vok 3: 51/51, 8/14 HS, Bless Weapon used, 1/2 AP, Slowed/dazed (se) then slowed (se)
    Attached Thumbnails Attached Thumbnails lvl1-01.jpg   lvl2-01.jpg  
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #505
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    ° Ignore MetaVoid
    OOC: Dillema between cursing him and standing up. If I don't stand up I have next round actions. If I don't curse him I cannot affect him with cursebite...


    Bellegon shakes himself and then stands up.
    "You'll be sorry you did that."

    Save vs slowed and dazed (1d20=17)
    Last edited by MetaVoid; Sunday, 29th August, 2010 at 08:48 PM. Reason: Action

  • #506
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    ° Ignore stonegod
    OOC: W1 was teleported by the mage when it hit Ryk with its AP attack (swapped Ryk and W1). You can't roll Acrobatics unless trained. The baddie you have LOE to is W1; you take a -2 penalty if fighting from prone.
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #507
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    ° Ignore stonegod
    OOC: Everyone (save Bellegon) is up again.
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #508
    The only friend I need is... right behind you. As he speaks, Spring tears into the warrior from behind. After the initial surprise, the warrior ably defends himself against the two-front attack.



    CONDITIONAL 1: Use Second Chance racial power on the next attack that would hit Ryk (not Spring) to force a re-roll of the attack.
    CONDITIONAL 2: A melee attack on Spring triggers an opportunity attack from Ryk, assuming Ryk can reach the attacker. (beast protector feat)
    MOVE: Spring moves up the ramp to F8.
    STANDARD: Spring charges to F6, flanking basic attack (+1 charge, +2 CA): 20 vs AC, for 9, +1 quarry = 10.
    ACTION POINT: Paired Predators: both miss!
    CURSE: at InvisibleCastle.com

    status

    STATUS:
    surges 2/6
    HP 31/36
    action point: USED
    second wind: AVAILABLE
    enc/ dailies used:
    Paired Predators
    Last edited by On Puget Sound; Thursday, 2nd September, 2010 at 02:02 AM.

  • #509
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    ° Ignore pacdidj
    stonegod/OPS
    Could Ryk see Crush when he used the Action Point? If so he should have healed 6 HP from Crush's Inspiring Presence. Not sure I quite grasp the positioning and height of the platforms in this case.

    Also, stonegod, just a quick heads up that I'm going to be away from Enworld from the 3rd-20th of this month getting married and on my honeymoon. Please feel free to NPC Crush, or assign him to another player till I get back.


    Through his confusion, following the space-time distortion, Crush can nevertheless sense Ryk's flagging endurance. "Look alive Tavishny!," he calls, "You've got him surrounded."

    The warforged then slaps his own forehead, creating a loud clang, in an attempt to clear his foggy mind, and strangely enough it seems to work. Crush still looks a bit shaky, but his eyes are clear and his fighting stance is solid.

    Crush actions and stats
    Minor: Inspiring Word on Ryk - granting HS value + 5 HP

    Standard:

    Move:

    End: Save vs. dazed = success

    statblock
    CrushŚMale Warforged Warlord 4
    Initiative: +4, Passive Perception: 12, Passive Insight: 12
    AC: 21, Fort: 17, Reflex: 13, Will: 16 Ś Speed: 5
    HP: 41/41, Bloodied: 20, Surge: 10, Surges left: 9/9
    Action Points: 1, Second Wind: Not Used
    Vengeful Longsword +1: +10 vs. AC, 1d8+5 dmg
    Distance Handaxe +1: +9 vs. AC, 1d6+5 dmg
    Powers -
    Furious Smash
    Wolf Pack Tactics
    Warlord's Strike
    Myrmidon Formation
    Inspired Belligerence
    Fearless Rescue
    Inspiring Word
    Inspiring Word
    Warforged Resolve
    Vengeful Longsword +1 (Encounter)
    Veteran's Chainmail +2 (daily)
    Razor Light Shield (daily)
    Distance Handaxe +1



    Important Effects for Allied Characters:
    * Any ally who can see Crush regains 6 HP when they spend an action point, and may roll a saving throw with a +2 bonus
    * Each ally within 10 squares who can see and hear Crush gets +2 to initiative
    L4W: Auntie Mab and Fierro | LEB: Kalimashtri

  • #510
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    ° Ignore stonegod
    OOC
    Ryk can see down (in fact, he's almost directly overhead; the numbering is the same level to level for convenience) so Crush's aura kicks in.

    Congrats and see you later!
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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