Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe)

BenBrown

First Post
OOC: As I said, I'll probably keep the item itself, I still benefit from having the magic ki focus and the magical effects, just not the superior implement properties, and if I understand correctly I can still use the superior ki focus without the feat, I just don't get the superior properties correct?
GM: Yes, this is correct.
 

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bluesfella

Explorer
Feeling a surge of healing energy, Zardi leaps to his feet and forces his way between the two ants in front of him, pushing them aside to throw them off balance. He spins around and tries to push one of the big ants off the bridge with his axe, but it blocks his attack with its huge mandibles.

He happens to notice that one of the ropes the ants are chewing on is about to give way, so he calls out to his companions "Guys...we are about to be in trouble here!"
OOC: Spider should have room to charge the ant now that I've moved out of the way, Tenchuu! ;)
[sblock=Actions]Minor: Stand up from Prone (granted by Acrobat Boots)
Standard: (Shift to I20 granted by power) Pressing Strike vs. Mandible Ant 3 (1d20+10=14, 1d12+6=15) Miss! (Would have pushed the ant 1 square if it hit.)
Minor: Nature check to "Spot The Weak Points" (1d20+6=23) Success, so +2 bonus to next check to repair the bridge.[/sblock][sblock=Zardi's Stats]Zardi Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:36/54, Bloodied:27, Surge Value:13, Surges left:10/11
Speed:5
Action Points: 1
bm.gif
Fey Strike Greataxe +10 vs. AC; 1d12+6 damage
br.gif
Throwing Hammer: +9 vs AC, 1d6+5 damage
Howling Strike
Pressing Strike
Rageblood Vigor
Rampage

Stone's Endurance
Great Cleave
Combat Sprint
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions:

Equipment Specials:
Acrobat Boots (Stand up from Prone as Minor action)
Bold Victory Chainmail +1 (When you or an ally within 5 bloodies an enemy, gain +2 to AC until EONT, Free action)
Fey Strike Greataxe +1 (Make MBA as a ranged 20 attack, Standard action)
Fey Strike Teleport (Free action, hit an enemy with this weapon, can teleport enemy up to 10 squares to an adjacent square)

Full Sheet: Zardi[/sblock]
 


bluesfella

Explorer
OOC: BenBrown - can you clarify something for me? If we make an attack that pushes an ant off the side, how do we do their saving throw? Do they get a +5 as well, etc.
 

BenBrown

First Post
OOC: BenBrown - can you clarify something for me? If we make an attack that pushes an ant off the side, how do we do their saving throw? Do they get a +5 as well, etc.
GM: Yes, they do. I forgot to include the athletics rolls in their stat blocks. I'll add that in when I get home
 


VanderLegion

First Post
OOC: Haha, totally missed that you'd updated with the ants' turn with all the stuff about the ki focus....

Tyris shifts into the spot recently vacated by Sound of Stone and stabs at the large ant at the side of the bridge.[sblock="actions"]Move: shift to I22
Standard: MBA vs BMA3 - 1d20+9=17 hit for 15 damage (same link) and slide the target 1 square off the side of the bridge. Saving throw 1d20+5=20. Makes the save, so falls prone in it's square.[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 19, Fort: 14, Reflex: 17, Will: 17

Vitality
HP: 21/29, Bloodied: 14, Surge Value: 7, Surges Left: 5/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +8 vs AC - Rapier 1d8+4
Ranged Basic Attack: +8 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow, Silent Stalker
Encounter: Assassin's Strike
Item: Id Moss Powder (/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8 (Main Hand)
6 Daggers: 1d4 (Off hand)
1 Garrote: 1d4

Conditions:

Attack Finesse: 1/turn deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow.
Quick Swap: 1/turn draw or stow a weapon as a free action, then draw another weapon
Two-Weapon Defense: +1 bonus to AC and Reflex when holding a weapon in each hand.
Multiclass(Cutthroat): Bluff check to cause diversion to hide is a minor instead of a standard action.[/sblock]
 

BenBrown

First Post
GM: NPCing Spider, but I think I've got a pretty good handle on what he was intending to do.

Spider rushes in, bringing his gigantic sword down on the ant that Tyris just knocked down, cleaving head from thorax. He then steps back to prepare for another charge.[sblock=Spider's Actions]Minor: Berserker's Charge Stance
Move: to H28
Standard: Charge to H22 Spider Charge vs. Big Mandible 3: 8(1d20) +14 +2 = 24; 8(1d12) +7(1d8) +12 = 27. Big Mandible 3 is dead.
Free: Shift to I23[/sblock]The remaining ant in the front line scuttles back out of reach then snaps its mandibles at Zardi, but is too distracted to connect. The remaining ants continue to chew their way through the bridge, although the two large-mandibled ones at the far end of the bridge finish up quickly, and begin advancing towards the fray.[sblock=Enemy Actions]Big Mandible Ant 4
Standard: Snap. Shift two as part of action. Snap vs. Zardi: 3(1d20) +8 = 11 miss.

Big Mandible Ant 1
Standard: Chew on Bridge
Move: to I16

Big Mandible Ant 2
Standard: Chew on Bridge
Move: to I15

Small Ant 1
Standard: Chew on Bridge

Small Ant 2
Standard: Chew on Bridge

Small Ant 3
Standard: Chew on Bridge

Small Ant 4
Standard: Chew on Bridge

Small Ant 5
Standard: Chew on Bridge

Small Ant 6
Standard: Chew on Bridge[/sblock][sblock=map]
CapadecolBridgeRound2.gif

Brush (green areas) provide cover and concealment.
Trees (big brown circles) are impassible, and can provide cover.
The river is flowing from south (bottom of map) to north.[/sblock][sblock=status]Pharodeys J25 36/36, surges 9/9, AP unused, second wind unused
Sound of Stone J21 39/39, surges 8/8, AP unused, second wind unused
Spider H23 45/45, surges 10/10, AP unused, second wind unused
Tyris I22 34/34, surges 7/7, AP unused, second wind unused
Zardi H19 36/54, surges 10/11, AP unused, second wind unused

Sven J31 36/36

Murmur (spirit) I22

Small Ant 1 J12 No Damage Taken
Small Ant 2 H12 No Damage Taken
Small Ant 3 J14 No Damage Taken
Small Ant 4 H14 No Damage Taken
Small Ant 5 J16 No Damage Taken
Small Ant 6 H16 No Damage Taken
Big Mandible Ant 1 I16 No Damage Taken
Big Mandible Ant 2 I15 No Damage Taken
Big Mandible Ant 3 H21 0/38, dead
Big Mandible Ant 4 I19 No Damage Taken

Bridge Status 4/12 +5 to saves no longer in effect.[/sblock][sblock=Controlling Sven]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sven to use use his crossbow, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If Sven has used his crossbow and has any actions left he will, without prompting, use a minor action to reload. If he is out of range of any targets, and has not been given any orders this round, he will move so that he is in range.[/sblock][sblock=Sven]Sven
HP 36/36, Bloodied 18, Surge value 9
Str 10, Con 12, Dex 16, Int 10, Wis 12, Cha 11
AC 15, Fort 15, Ref 16, Will 14
Skills: Nature +7, Perception +7
Speed 6
:branged: crossbow +10 vs. AC; 1d8+6 (range 15/30)
[/sblock][sblock=Bridge Challenge!]The ants are trying to destroy the bridge. It is up to Our Heroes to stop them. If an ant spends two standard actions to attack the bridge, it will do one point of damage to the bridge. Our Heroes, in addition to killing ants, can repair the bridge by using the following skills/actions (One per player per round):

Spot the Weak Points
Nature 14 or Perception 14 (Minor action)
This does not directly help repair the bridge, but will provide a +2 bonus to the next check to repair the bridge.

Tie Off Loose Ends
Nature 14 or Thievery 14 (Minor action)
You must be adjacent to one of the sides of the bridge to perform this action.
Putting a knot in a frayed rope will keep the bridge standing a while longer, repairing 1 point of damage.

Hold it Together
Athletics 14 (Standard action)
You must be adjacent to one of the sides of the bridge to perform this action.
Grasping the broken strands, a feat of strength pulls them back, repairing 2 points of damage.

Instant Knot
Athletics 21 or Nature 21 (Minor action]
You must be adjacent to one of the sides of the bridge to perform this action.
Tie an ugly not, quicker than the eye can see, repairing 2 points of damage.

Get the Gang Involved
Bluff 14 or Intimidate 14 (Minor action)
Direct the cart drivers to help shore up the bridge supports.
This can only be done once for the upstream side of the bridge and once for the downstream side.
NB: the cart drivers are entirely virtual for this purpose, taking up no space and suffering no attacks. The action can not be done if an ant is adjacent to the post on the side where the cart drivers are going to work (G25 or K25).

When the bridge is down to half its damage capacity, it is easier to fall off the bridge.
When the bridge has taken 12 damage points, it collapses into the chasm.[/sblock][sblock=Falling off the Bridge]If forced movement would take you off the bridge, the following happens.

1) Roll to avoid being pushed over the edge as per normal. If the bridge has taken less than half its damage capacity, take a +5 bonus to this saving throw.

2) If you are pushed off the edge, make a DC 14 Athletics or Acrobatics roll to hang on. If you hang on, you are dangling from the bridge in the space into which you were pushed. As a move action, you can move up to 2 squares along the edge of the bridge, or you can climb back on as a move action. You grant Combat Advantage, and are at -5 to attacks while dangling.

If the bridge takes enough damage to break, everybody on the bridge must make a DC 14 Athletics or Acrobatics roll to hang on. Other things will happen then, which I will not go into detail on at the moment.

Anyone who does not hang on in either case, takes 2d10 falling damage from landing in the water, and is swept out of the fight.[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.

Small Ants
[sblock=combat stats]AC: 16 Fort: 14 Ref: 15 Will: 13
HP: 1
:bmelee: Bite +7 vs. AC; 5 damage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Worker
Small Natural Beast
Level 2 Minion[sblock=Nature 20]The Red Ant Worker has no special attacks[/sblock][/sblock]

Bulky Ants
[sblock=combat stats]AC: 15 Fort: 17 Ref: 15 Will: 13
HP: 46
:bmelee: Bite +8 vs. AC; 1d10+8 damage
Athletics +4[/sblock][sblock=Nature 13]Red Ant Forager
Medium Natural Beast
Level 3 Brute[sblock=Nature 21]The Red Ant Forager has two encounter powers. Acid Squirt, which is a ranged area burst attack, and Skitter, which allows the Forager to shift 4 squares as a move action.[/sblock][/sblock]

Big Mandible Ants
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 38
:bmelee: Bite +8 vs. AC; 1d8+6 damage, +1d6 damage if the ant has Combat Advantage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Harvester
Medium Natural Beast
Level 3 Skirmisher[sblock=Nature 21]The Red Ant Harvester has an encounter attack power: Snap, which allows it to shift two squares, then make an attack which does damage and pushes the target one square.[/sblock][/sblock][/sblock]
GM: I'd like to try to speed this up. Everybody try to post by Thursday at 8:00 Pacific Time. (let me know what time zone you're in, and I'll try to calculate time for you)
 
Last edited:

Mewness

First Post
Pharodeys remains curiously frozen in her attitude of concentration. Even her hair is perfectly still, which is odd, because it was blowing in the breeze, and her sudden motionlessness has left her locks suspended in midair.

The space around the thickest group of ants seems to warp and twist, teleporting three of the smaller ants (and one of a larger one's legs) into empty space, so that they fall off the bridge.

Some of the crew standing around start acting to shore up the bridge in perfect unison, as though under mental command. Meanwhile, the weird floating fish flies out to the middle of the bridge, hovering just above one of the ants.

[sblock=actions]Standard: dimensional scramble centered on I15. dimensional scramble vs Fort, H14; H16; I15; I16; J14; J16; damage
2(1d20) +5 = 7; 12(1d20) +5 = 17; 12(1d20) +5 = 17; 3(1d20) +5 = 8; 15(1d20) +5 = 20; 8(1d20) +6 = 14; 5(1d6) +4 = 9


H16 is hit and dies.
I15 is hit for 9 and has to save against being teleported off the bridge. I15 ant save vs teleport
19(1d20) = 19
succeeded, so it stays where it is.
J14 is hit and dies.
J16 is hit and dies.

Minor: Get the gang involved (Bluff DC 14)
6(1d20) +9 = 15
success, repairs 2 points.

Move: Murmur moves to I16, one square up.[/sblock]
[sblock=Important: Spirit Effects]A reminder of the effects that the spirit (Murmur) has on combat. The first three are important to players.

• Allies gain a +2 bonus to saves while adjacent to Murmur.
• Murmur occupies 1 square. Allies can move through its space but enemies cannot.
• Any enemy that leaves a square adjacent to Murmur without shifting is subject to an opportunity attack (the Spirit’s Wrath power: +6 vs Reflex, 1d6+5 damage, and the target grants CA until the end of Pharodeys’s next turn).
• Murmur has the same defense values as Pharodeys and can be targeted by melee and ranged attacks.
• If a single melee or ranged attack deals 11 or more damage to Murmur, the spirit disappears and Pharodeys takes 6 damage. Murmur is otherwise unaffected by attacks.
• When Pharodeys takes a move action, she can move Murmur up to 6 squares as well.
• If Murmur is not present at the start of Pharodeys’s turn, she can summon it once during her turn as a free action.
• Murmur is unaffected by terrain and environmental phenomena and can float in the air.
• Murmur is not a creature. It does not count as an ally and does not provoke opportunity attacks.[/sblock]
[sblock=Pharodeys]Pharodeys Female Human Living Statue Shaman 3
Initiative: +0, Passive Perception: 20, Passive Insight: 20, Senses: Normal
AC:18, Fort:14, Reflex:15, Will:16; Resist 5 psychic
HP:36/36, Bloodied:18, Surge Value:9, Surges left:9/9
Action Points: 1
:bmelee: totemic javelin +4 vs. AC; 1d6+1 damage
:branged: totemic javelin +4 vs. AC; 1d6+1 damage
Call Spirit Companion, Spirit’s Wrath, Spirit Infusion, Word of Battle
[o] Scorching Sands
[o] Sly Fox Spirit
[x] Dimensional Scramble
[o] Cast Fortune
[o] Shard Swarm
[o] Speak with Spirits
[x] [o] Healing Spirit
[o] Second Wind

[o] Spirit of the Healing Flood
[o] Spirit of the Great Cat
[o] Skald’s Armor Daily


Conditions:

Full sheet: Pharodeys[/sblock]
 

covaithe

Explorer
A small mammal chitters a stream of angry-sounding nonsense from a nearby tree, then disappears into the foliage with a squeak as one of the ants glances its way.

OOC: Judge here; still catching up on the plot. It looks like you guys have reached a consensus on the rules questions, yes?
 

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