D&D 4th Edition [Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe) - Page 19




  1. #181
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    Minor Trickster (Lvl 4)



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    Ignore treex
    As Jesse steps onto the island of coral, it crackles and crumbles under his feet. He spies various sharp and pointy bits poking out, some of them looking particularly gnarled. He decided to look for less pointy ground to step upon.

    OOC
    Is is possible to stay in the boat? If not, anywhere on U7~V8 is fine.


    Initiative
    1d20=1 !@#$
    Last edited by treex; Wednesday, 27th April, 2011 at 04:59 AM.
    Emsy (Deva Bard 1) Kruor (Warforged Vampire 3) Themes (Genasi Scout 1)

 

  • #182
    Nature Check


    Damien notes to the others that the foam is produced when shellfish spawn. He informs them as they exit the boat.

    Location
    I will take T9


    Initiative
    Like I said originally I forgot to mention that I was back in lynx form, but since days have passed... I mentioned if I didn't say anything assume lynx.
    1d20+8=20


    Stat block
    Damien Bugbear Hunter 1
    Status:
    Initiative +4+4, Passive Perception: 17, Passive Insight 12, Senses: Low Light
    Action Point: 0
    Defenses: AC: 16, Fort: 14, Ref: 15, Will: 12
    HP: 28/28, Bloodied: 14, Surge Value: 7, Surges/day: 9/9, Speed: 6
    Languages: Allarian, Hzakan


    Powers:
    Aimed Shot, Clever Shot, Rapid Shot
    Disruptive Shot, Predatory Eye , Second Wind
    Aspect of the Pouncing Lynx selected , Aspect of the Seeking Falcon


    Cyrus
    Hey man don't mean to pry but how are you adding a +7 to your initiative when your initiative is 5?
    Last edited by DemonicJester; Wednesday, 27th April, 2011 at 05:26 AM.

  • #183
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    Thaumaturgist (Lvl 9)

    H.M.Gimlord's Avatar

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    Ixenvalignat steps out onto the atoll, looking into the brackish water for any sign of a threat, but mostly just to express his disgust at the condition ofhis surroundings. He utters a low growl and keeps his eyes peeled.
    Location
    Ixenvalignat steps out and stands on the point of the atoll at S10
    Initiative
    1d20=19 Woot! Not going last this time!
    LEB Character: Arkavas - Deva Artivicer 5
    L4W Character: Mikara Li Mesadh - Elf Ranger 7
    L4W Character: Eithal Lemindt Arehei - Goliath Warden 10
    L4W Character: Ixenvalignat - Dragonborn Warlord 3

    "Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

  • #184
    Location
    I'll be at U9.



    Ardens Human Pyromancer 1
    Status:
    Initiative +1, Passive Perception: 12, Passive Insight 18
    Defenses: AC: 14, Fort: 15, Ref: 16, Will: 16
    HP: 26/26, Bloodied: 13, Surge Value: 6, Surges/day: 9/9, Speed: 6
    Languages: Allarian, Draconic
    Action Points: 1

    Powers:
    Erupting Flare, Scorching Burst, Magic Missile
    Burning Hands[], Force Orb, Heroic Effort[], Second Wind[], Amulet of Life[]
    Fountain of Flame[], Wizard's Fury

    Ghost Sound, Light, Prestidigitation, Sword Bond
    Last edited by Circio; Wednesday, 27th April, 2011 at 04:27 PM.
    Ardens (Human Mage (Pyromancer) 1)

  • #185
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    Cutpurse (Lvl 5)



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    Ignore Darksteed
    Damien
    We have a warlord in the group. Warlords give out +2 power bonus to initiative. So he gives it to everyone except Damien as Damien already has a power bonus to initiative from the stance you keep active. Aspect of the Pouncing Lynx I believe it's called.

    EDIT: Nevermind he decided to take Battlefront Leader instead. I'll edit my initiative as well then.
    Last edited by Darksteed; Wednesday, 27th April, 2011 at 06:48 AM.
    Kauldron (Goblin Paladin 8), Hunzu (Shardmind Mage 3), Cyrus (Khan Executioner 3)

  • #186
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    Minor Trickster (Lvl 4)



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    Ignore treex
    Spoiler:
    So we don't get a bonus? I'm still going last eitherway T^T
    Emsy (Deva Bard 1) Kruor (Warforged Vampire 3) Themes (Genasi Scout 1)

  • #187
    Initiative Bonuses
    No treex, there are no active party-wide initiative bonuses. The only modifiers anyone in this party has to their initiative are bonuses that people provide to themselves (via dex, feats, stances, etc). Jesse's initiative modifier is 0, so your initiative is just what you roll on the d20.
    Ardens (Human Mage (Pyromancer) 1)

  • #188
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    Gallant (Lvl 3)



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    ooc
    Looks like we are waiting for son of meepo to post with initiative and his starting position. As soon as he posts i'll start the first round. Hopefully sometime tomorrow morning (my time).

  • #189
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    Scout (Lvl 6)



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    Ignore Son of Meepo
    Finnean steps out of the boat and remains in the middle of the group so that they can best benefit from the clarity he provides. He keeps his rapier at hand.



    Location
    T10

  • #190
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    Gallant (Lvl 3)



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    Reef(er) Madness – Round 1

    ooc
    @H.M.Gimlord : make sure to add your cloak’s +1 to Fort/Ref/Will (A.K.A. NADs)


    All along the water’s edge begins to bubble and froth as if boiling. Suddenly from nearby, a form crawls out onto the coral atoll, sickly green weeds clinging to it carapace. More forms also leap onto the atoll as well as shapes can be seen swimming close by. The foam nestled in the opening between the two islands of exposed coral starts to gather together forming a swarm of small crustaceans.

    Initiative
    Finnean: 9
    Ixenvalignat: 19
    Cyrus: 17
    Damien: 20
    Ardens: 12
    Jesse: 1
    Monsters: 10; average=6.333 (1d20+6=10)

    Looks like everyone is able to act before the monsters except Finnean and Jesse.


    Terrain, Please Read
    Coral Atoll (whitish area): firm ground, not difficult terrain; if knocked prone, that PC takes 1d4 damage in addition to any other damage.

    Coral Mounds (C7: D8; G10:H12; J10:L11; U7:V8; Y10:Z11; AB10:AC11): considered difficult terrain.

    Submerged Coral (light green area): consider one FULL square adjacent to the Coral Atoll to be under water and difficult terrain, this also applies to the area between the two coral atolls. Depth ranging from 1 to 2 feet of water.

    Deep Water: Beyond one square from the coral atoll is a 20-foot vertical drop to the sea floor.

    Swimming:
    Swim or Tread: (as part of movement): DC 10 (calm waters) If swimming north or south, every 2 squares of movement towards the coral atoll will slide you 1 square to the east. If swimming west, you can only move 1/4 speed. If swimming east, double your swimming movement.

    Success: you swim half your speed

    Failure (by 4 or less): you can’t swim any further as part of a movement action, but you are treading water
    Failure (by 5 or more): you can’t move any further and you sink 1 square.

    *NOTE: The seagrass becomes thicker as you move away from the coral atoll. The DC to swim increases by 2 for each square beyond the start of the Deep Water (EX: DC 10 - 1 sq away from the Submerged Coral; DC 12 - 2 sq away, etc).

    **NOTE: There is no Athletics check to climb up onto the difficult terrain of the Submerged Coral areas.



    Map


    Combatants
    Locations:
    Finnean: T10
    Ixenmalignat: S10 (MAP shows S9. oops!)
    Cyrus: U10
    Damien: T9
    Ardens: U9
    Jesse: U8 (on coral mound, difficult terrain)

    Craud Shrimp Swarm: P8:Q9 (in water; difficult terrain)
    Craud Impaler 1: S7 (in water; difficult terrain)
    Craud Impaler 2: W7 (on atoll)
    Craud Impaler 3: P11 (in water; difficult terrain)
    Craud Impaler 4: M12 (in water; difficult terrain)
    Craud Crusher 1: N7 (in water; difficult terrain)
    Craud Crusher 2: W11 (in water; difficult terrain)

    Notes on Aquatic Combat
    *Any power that has the keyword FIRE takes a -2 penalty to attack rolls. Damage rolls are unaffected.

    *While swimming or submerged: -2 to melee attack rolls with non spear-type melee or ranged weapons or crossbow-type ranged weapons.


    Craud Shrimp Swarm: AC 17, FORT 15, REF 15, WILL 14; MBA Swarm of Mandibles: +7 vs. Ref; 1d6+4 and ongoing 3 damage (save ends).
    pics


    Craud Impaler: AC 17, FORT 15, REF 15, WILL 13; MBA Claw: +8 vs. AC; 1d6+4 damage
    pic


    Craud Crusher: AC 15, FORT 16, REF 16, WILL 15; MBA Claw: +9 vs. AC; 1d8+4 damage and grabbed (until escape)
    Escape
    Action: Move action
    Acrobatics DC 16
    Athletics DC 16
    Success: escape and shift 1 square

    pic


    Finnean: 24/24; HS 7/7; AP 1; Status
    Ixenvalignat: 22/22; HS 8/8; AP 1; Status
    Cyrus: 26/26; HS 9/9; AP 1; Status
    Damien: 28/28; HS 9/9; AP 1; Status Aspect of the Pouncing Lynx
    Ardens: 26/26; HS 9/9; AP 1; Status
    Jesse: 23/23; HS 7/7; AP 1; Status
    Last edited by jsb420; Wednesday, 27th April, 2011 at 05:59 PM.

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