D&D 4th Edition [Adventure] The Darkest Night (DM: johnmeier1, Judge: Ozymandias79) - Page 12




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  1. #111
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    Dextyr moves around the group of hobgblins, continuing the battle hymn the whole time and swinging out at the nearest foe, his sword not even coming close to hitting its mark.


    Mechanics

    Move = Shift to N6
    Minor = Sustain Zone
    Standard = War Song Strike vs H5; 1d20+9 (War Song Strike)=14 - a MISS I believe....At least Tonk can get Flanking now.....


    Lack of posting

    I just wanted to apologize for my lack of regular posts lately. RL has been very busy the last couple of weeks and unfortunately it is the hobbies that suffer. Hopefully I can now keep up and post more frequently.
    Last edited by DMDanW; Tuesday, 13th April, 2010 at 10:14 PM.

 

  • #112
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    Janus lines up the foe facing up to Shorrin and let loose with an icy barrage.

    CURRENT
    ooc


    sorry about the delays, very busy at work and with home as well.
    Will try to be more attentive. Hope you all had a great easter.

    Move Action: n/a
    Standard Action: MM @ H3 vs ref. 1d20+7+1=27; DMG:2d4+6=14



    Stat Block

    Janus Reinhardt - Male Human Wizard 4
    Passive Perception: 15, Passive Insight: 21
    AC: 20, Fort: 14, Reflex: 18, Will: 18 -- Speed: 6
    HP: 15/34, Bloodied: 16, Surge Value: 8+2, Surges left: 7/7
    Initiative: +6
    Action Points: 1, Second Wind: Available
    Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep(Memorized),
    Expeditious Retreat (Memorized), Feather Fall (Not Memorized)
    "There is only one cure I know for stupidity."

    L4W: Janus Reinhardt Level 3 Wizard

    Current Campaign:
    The Darkest Night
    Completed Campaigns:
    Menace of the Icy Spire
    Just Before Nightfall

  • #113
    Janus's icy bolts knock the hobgoblin to the ground and it freezes over, still and dead.

  • #114
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    My communities:

    bump?

  • #115
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    OK so who's next???

  • #116
    Janus drops one hobgoblin soldier. Tonk shifts slightly and unleashes a Pretty Half-Orc Boy Beatdown on the other, bloodying it and causing his foe to lose heart. Saraz concentrates on this one and his eyes cross as he falls to the deck dead.

    The robed hobgoblins are all that remain. They speak quickly in goblin, looking a bit nervous. Two of them engage Tonk with electrical staves, but only one hits to daze the half-orc. The other moves carefully back and uses invisible force to toss Dextyr overboard. His song follows him and carries up to the ship from the dark waters.

    Mechanics
    Tonk shifts to L4 and uses Disheartening Strike 1d20+11=25 for 1d8+9+2d8=22 damage on H5. Saraz uses Memory Hole 1d20+7=21 for 1d6+7=12 and kills it. The warcasters recharge a bit and try to hit Tonk with their shockstaffs. W1 misses (12) and W2 hits (27) for 2d10+4=11 and Tonk is dazed TENT. W3 shifts back and uses Force Lure to push Dextyr into the drink 2d6+4=13 damage and push 3 to Q9 (fails his save)


    Status

    Murphy I6 Shade Form, Stealth 27 if cover, Dagger in I3 29/45
    Shorrin N1 bloodied 2/50
    Janus H2 bloodied 15/34
    Tonk L4 bloodied, Dazed TENT W2 3/44
    Dextyr Q9 bloodied, Burst 5 allies +1 to attack, in Water 9/43
    Saraz H4 bloodied -3 PP 15/38
    Hobgoblin W1 M3 -8hp
    Hobgoblin W2 N3 1 shroud -0hp
    Hobgoblin W3 M4 bloodied -30hp


    In The Water

    Dextyr should make a swim check at the beginning of his turn. You can try to climb up where you are after treading water or swim to H8 or O8 where there is rope.

    Swim or Tread Water (Athletics):
    Part of a move action.

    Calm Water (DC 10)

    Success: You swim at one-half your speed, or you stay afloat and tread water.

    Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.

    Fail by 5 or More: Sink 1 square and risk suffocation by drowning

    Then they should make a climb check to get out. It is only 10 feet to the deck from the ocean so it should only cost 4 squares movement.

    Climb:
    Part of a move action.

    DC 20 for a slippery/ uneven surface (the slippery rope has a DC of 15)

    Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top
    includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.

    Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you donĺt fall. You can try again as part of a move action.

    Fail by 5 or More: You fall back into the water and lose the rest of your move action.


    map

    Attached Thumbnails Attached Thumbnails pirate7.jpg  
    Last edited by johnmeier1; Tuesday, 20th April, 2010 at 02:39 PM.

  • #117
    Spoiler:
    OOC, posted the turn with NPC for Tonk and Saraz. Bump to get thing going again... with swimming excitement!

  • #118
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    Murphy calls another shadow to crawl up the hobgoblin's back as he stealthily moves around the and gets into a position around its flank. "Tonk, get him!" he calls out, waiting for the right time to strike as his ally moves into a better spot.

    Murphy slashes down with his blade, the hobgoblin is suddenly finds his visions blurred and now Tonk and Murphy are behind him where friends were before! As the enemy looks around confused, Murphy grabs one of the fleeting shadows that was feeding on his foe and wraps the creature around himself, becoming distorted.


    ooc


    Free: shroud on hobbo at W3 (that's 2)
    Move: to N5
    Standard: Ready Army of the Night for when Tonk shifts to L3 for a flank - vs will; dmg; shroud (1d20+14=32, 1d10+6=16, 2d6=6) hits for 22 damage and TENT the target makes a MBA (with +4 bonus) as an opportunity action against any enemy that ends its turn adjacent to the target
    Minor: Cloak of Shadows - gain concealment and invisible if further than 5 squares away

    Reaction: Slayer's Escape - teleport to R5 and invisible TSNT - trigger: Murphy's hit by an attack (it's an immediate reaction though so the attack still hits)


    ministats
    Murphy Tang Male Human Assassin 4
    Initiative: +6, Passive Perception: 17, Passive Insight: 14, Senses: Normal
    AC:22, Fort:17, Reflex:20, Will:20
    HP:45/45, Bloodied:22, Surge Value:11, Surges left:8/8
    Action Points: 1
    Powers:
    Executioner's Noose
    Shadow Storm
    Assassin's Shroud
    Shadow Step
    Changeling Disguise

    Shadow Darts
    Army of the Night
    Sneak Attack
    Changeling's Trick
    Cloak of Shadows
    Slayer's Escape
    Shade Form

    Targeted for Death
    Twilight Assassin
    Talon Amulet
    Deathcut Leather Armour


    Conditions:

    Important Stuff: When Murphy kills with a melee attack, gains 5 thp.
    When attacking with CA, add +1 damage (Talon Amulet)

    Full sheet: [url=http://www.enworld.org/wiki/index.php/L4W:PC:Siblyx_(renau1g)]


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  • #119
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    Dextyr hits the water, making a large splash, and quickly begins flailing his arms and legs in an attempt to stay afloat. "HHHEEELLP" is heard across the deck as Dextyr screams out as his head disappears below the surface of the water.

    Mechanics


    1d20+3 (athletics check-swimming)=5

    Oh, that is not good. not good at all......


  • #120
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    Janus hurls a barrage of icicles at the goblinoid then rushes to the side of the ship where Dextyr went over.

    ooc

    I can't seem to get to any of the character sheets, anyone know what going on?
    Move Action: L7
    Standard Action:http://invisiblecastle.com/roller/view/2487417/


    Stat Block

    Janus Reinhardt - Male Human Wizard 4
    Passive Perception: 15, Passive Insight: 21
    AC: 20, Fort: 14, Reflex: 18, Will: 18 -- Speed: 6
    HP: 15/34, Bloodied: 16, Surge Value: 8+2, Surges left: 7/7
    Initiative: +6
    Action Points: 1, Second Wind: Available
    Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep(Memorized),
    Expeditious Retreat (Memorized), Feather Fall (Not Memorized)

    Dragonling:
    AC: 20, Fort: 14, Reflex: 18, Will: 18 Speed 5, Fly 6 (hover)
    HP: 1. a missed attack never damages it.
    Constant Benefits: Can read and speak Draconic. When you spend a healing surge regain 2 additional HP.
    Active Benefits: Dragons Breath. Once per encounter, use dragonlingĺs space as origin square for a close blast arcane attack power.
    "There is only one cure I know for stupidity."

    L4W: Janus Reinhardt Level 3 Wizard

    Current Campaign:
    The Darkest Night
    Completed Campaigns:
    Menace of the Icy Spire
    Just Before Nightfall

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