D&D 4th Edition [Adventure] The Darkest Night (DM: johnmeier1, Judge: Ozymandias79) - Page 71




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  1. #701
    Murphy throws off the stunning effect.

    Janus moves around and applies first aid to the downed sorcerer

    ooc

    stun save (1d20=17) - Murphy saved.

    Janus - move to W19 heal (1d20+6=21) should at least stabilize him, and if he has 2nd wind left he can use it.

 

  • #702
    OOC: Shorrin does not have a second wind, therefore he is unconscious. Sheng needs to make a Death Save so it is just Dextyr and Saraz. I will throw a RBA now, but it has enough HP to still be standing. Dex and then the bad guy!


    Saraz assaults the creature with her mind. It reels but is still standing over Sheng's bleeding body.

  • #703
    oooc

    Ah, Janus moved next to Sheng, on the map he (Janus) is at T21

  • #704
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    Sheng makes it, showing that he's not only a cool looking witchmonk, he's also a resilient one.

    15
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #705
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    Ignore DMDanW
    OOC - so did Janus heal Sheng or not? If he did, would Sheng get any actions this turn? Just wondering, as Dextyr will act last this round, but wants to plan his move accordingly. Not sure if Dex can drop the big guy, even using an action point, which also would mean that Shorrin could die. I'd much rather have Dextyr attempt to heal Shorrin than to try and finish off the big guy and have a comrade die.

  • #706
    OOC: I think renau1g was confused without the map. Janus was at P22 right near SHORRIN, to heal him. Inany case Sheng acts first with death save (see Mal's own rules). So DMDanW, Dex is only one left near Sheng + Saraz + Werewolf + Murphy
    I play in Living 4th Edition and Living Eberron

  • #707
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    Dextyr scampers back on the ground trying to get away from the creature before him. He throws his hand up sending a bolt of raw arcane energy at the beast and calls out to his fallen comrade "Sheng get up the fight is not over yet".

    - if I have an action point -

    Dextyr then lets out a high pitch note, which with it's high frequency causes the inner ears of the large wolfman to begin to bleed slightly and thrown off his balance somewhat. As harmful as it was to the beast, Dextyrs nearby allies feel somewhat relived at the sound.

    Mechanics

    Move = shift to U21
    Minor = Majestic Word on Sheng; spend HS +4 & slide 1 square if desired
    Standard = Eldritch Blast vs big guy; 1d20+7-2=13 vs reflex- a miss I'm guessing......
    Action Point (if I still have one) = Dissonant Strain vs Big guy; 1d20+7-2=20 vs Will; If it hits then, 2d6+4=6 damage......CRAP. Also target suffes -2 to attack rolls till endo f next turn & an ally within 5 squares can make a saving throw.

  • #708
    OOC: Dextyr does not have an AP, so moving on to the werewolf. Actually no one has any APs left


    Moved completely into a bestial rage, the Werewolf lashes out at Murphy with both claws attempting to grab his nearest opponent. It grabs the shadowy figure and holds it tightly in both gigantic claws.

    OOC: Murphy is now grabbed, DC to escape is 22 for Athletics or 19 for Acrobatics. Roll either 1d6 or 2d6 for Talon Amulet damage, renau1g


    status

    Shorrin I18 0/62 unconscious, Cold damage warhammer
    Murphy S20 21/58 any foe that hits in melee takes 1d6, Twin in O18, bloodied, grabbed
    Janus J19 23/42
    Dextyr U21 10/58 bloodied, Majestic Word (2/2)
    Sheng W17 17/52 +2 all Defenses and any foe that hits takes 2d6, prone
    Saraz U23 42/42 4 PP used
    BIG GUY U19 -194hp Whenever Dex ally hits they heal 4, bloodied, grabbing Murphy


    map


    Attached Thumbnails Attached Thumbnails cliff14.jpg  
    Last edited by johnmeier1; Thursday, 24th February, 2011 at 04:12 PM.

  • #709
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    Sheng grabs his head, stands up and gets to one of his aggresive stances. He nods in gratitude to Dextyr, and then jumps up, and using the momentum, lunches a blob of acid towards the giant wolf creature, hoping to catch it off guard.

    Move: stand up.-
    Acid orb: 17 (do I get +'s for attacking him from the back?) vs ref for 18 dmg
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #710
    After being grabbed, the assassin doesn't even try to escape, smiling smugly at the wolfkin and in a burst of shadows he's gone, invisible to all, before momentarily appearing 20' away. The shadows leave some minor wounds on his attacker.

    "C'mon tall, stupid and ugly, let's dance" Murphy hisses, pointing the blade at the werewolf, a claw of shadows bursts from the ground and grabs the enemy, or at least it thinks that is the case as the chill touch exists only in its mind, but that doesn't make the wounds any less real.

    Murphy takes a step back, and the shadow twin moves up, stabbing at the creature and continuing to pile up the small wounds.

    ooc

    *Immediate Reaction to 2nd hit -Slayer's Escape- teleport to Q15 and invisible TSNT

    Move: Shift to Q14 (move TA to S18)
    Standard: targeted for death on big guy - vs will; cold dmg (1d20+11=23, 3d8+7+5+2=27) hits will 23 for 27 cold damage and until end of encounter Murphy can place 2 shrouds instead of 1. Miss: Half damage.
    Free: 2 Shrouds
    Minor: TA attack - dmg; dmg; ta attack (Ref) (1d6=2, 1d6=6, 1d20+11+2=32) 8 damage from amulet, 6 from TA attack (regain 4 hp from hit).

    *total damage is 41.


    ministats
    Murphy Tang Male Human Assassin 8
    Initiative: +6, Passive Perception: 18, Passive Insight: 15, Senses: Normal
    AC:22, Fort:17, Reflex:20, Will:20
    HP:25/58, Bloodied:29, Surge Value:14, Surges left:8/8
    Action Points: 0
    Powers:
    Executioner's Noose
    Shadow Storm
    Assassin's Shroud
    Shadow Step
    Changeling Disguise

    [s]Shadow Darts
    Army of the Night
    Shadow Jack
    Sneak Attack
    Changeling's Trick
    Cloak of Shadows
    Slayer's Escape
    [s]Shade Form
    [s]Boots of the Fencing Master

    Targeted for Death
    Twilight Assassin
    Talon Amulet
    [s]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)]



    Janus fires off another bolt of energy.

    Janus


    Standard: Magic MIssile the Big Guy - 6 damage


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