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Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)


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FourMonos

First Post
Rava, realizing that Jayce would still be defenseless, decides to hold her last healing ability until he can be supported.

OOC: Saving the AP this round. Will stay at current square (U-16) as it is out of area effects from both Sirrah and Hilkalas.
 

KarinsDad

Adventurer
GM: Just waiting on [MENTION=360]drothgery[/MENTION].

Also [MENTION=51271]Voda Vosa[/MENTION], Hilkalas has 2 squares of movement remaining. Do you want him to stay put, move down the ladder 5 feet (normal speed, 2 squares of movement), speed move down the ladder 10 feet (Athletics roll required), or move elsewhere?
 



drothgery

First Post
In what is almost certainly a bad move, Tana chases off after Pumpkin. Will all the effort she put into catching up with the creature, she didn't have any left to stab effectively (natural 1).

[sblock=actions]action point: chase after pumpkin (single move)
move: chase after pumpkin some more (single move)
standard: charge pumpkin charge vs AC; dmg (1d20+13=14, 1d8+7=9)
[/sblock]

[sblock=immediate interrupts]Use her Aegis if Pumpkin attacks anyone else
[/sblock]


[sblock=Tana]Tana—Female Gnome Swordmage 5
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 24, Fort: 16, Reflex: 18, Will: 15; — Speed: 5 (values in parens are with second wind bonus)
HP: 55/55, Bloodied: 27, Surge: 13, Surges left: 5/11;
Action Points: 0, Second Wind: Used
Powers -
Sword Burst
Booming Blade

Fade Away
Ghost Sound
Sword of Sigils
Dimensional Vortex
Channeling Shield
Use Vulnerability

Dimensional Thunder
Swordmage Shielding Fire

Farbond Spellblade Rapier +2
Runic Leather Armor +1
Amulet of Life +1

[/sblock]
OOC: Tana's last three attack rolls have been 1, 2, 1. Sometimes I think IC doesn't like her ...
 
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KarinsDad

Adventurer
Sirrah is unable to catch the bandit with an attack as it casts its spell:

Sirrah pulls the arrow from his neck without so much as a grimace of pain. He then swings his mighty blade at the new bandit.


More blood covers the floor of the keep.


Rava keeps her eyes open for Jasper's escape, her divine eyes searching the rudimentary building structure.

Failing that, she attempts to climb the wall after her two comrades.


Hilkalas also thinks that is best to be inside the fortress and follows Rava.


In what is almost certainly a bad move, Tana chases off after Pumpkin. Will all the effort she put into catching up with the creature, she didn't have any left to stab effectively.


Taking a page out of Hilkalas book of tactics, the Bandit try to use their arrows to knock the team off of the wall. The first bandit targets Hilkalas, hits him in the arm, and knocks him to the floor of the outpost. The third bandit tries to do the same with Sirrah, but misses by a lot. The fourth bandit pierces Rava in the shoulder, but she catches herself before falling off the wall.

The fifth bandit slams Sirrah in the chest with a bolt of dark energy, but neither the sixth bandit nor Jasper can take advantage of it. "That's the last of my heals Jasper. Kill these guys!" the fifth bandit shouts as he heals the sixth bandit. "I'm trying, but this one is too fast." Jasper shouts back.

Pumpkin misses Tana, but again shifts away and then runs.

[sblock=OOC]
Sirrah misses Bandit 5 with the OA. Sirrah hits Bandit 6 for 11.

Jayce fails his death saving throw. Failure #1.

Rava climbs into the outpost.

GM: Note: Rava did not use Memory of a Thousand Lifetimes. 4M, please update her stat block.


Hilkalas climbs into the outpost and onto the ladder.

Tana misses Pumpkin.

Bandit 1 hits Hilkalas for 13 - 5 temp = 8.

18+mods hits for 13

GM: With Hilkalas' athletics skill, there is no chance of him falling due to taking damage when on a ladder. However, the Bandit still pushes him which means that a save is required to not fall because of forced movement.


8 fails save, 8 damage for fall.

Bandit 3 misses Sirrah.

natural 1 misses

Bandit 4 hits Rava for 9 - 5 temp = 4.

17+mods hits for 9

Rava saves on the push and is prone on the wall.

13 saves

Bandit 5 hits Sirrah for 8.

18+mods vs. Reflex hits for 8

Bandit 5 heals Bandit 6 for 13.

3 healing mod

Bandit 6 misses Sirrah.

9+mods misses

Jasper misses Sirrah.

13+mods misses

Pumpkin misses Tana and shifts away.

15+mods misses

GM: Pumpkin shifts 4 squares and runs 10 squares, so is now 14 squares away from Tana and has escaped the fight since Tana no longer has an action point to catch up with Pumpkin. Tana could catch Pumpkin with a running charge, but that would be at -4 to hit. I assume that drothgery doesn't want to chase down Pumpkin that badly.



Note: Jayce needs to make a death saving throw.

38/49 Sirrah
48/55 Tana
-1/43 Jayce, prone, dying, unconscious, bloodied
12 Bandit 1
Bandit 3
Bandit 4
8 Bandit 5
12 Bandit 6
6 Jasper
32 Pumpkin, Aegis Tana, bloodied, running
20/36 Hilkalas, prone
25/37 Rava, prone


Terrain: The entire area is wet from the rain.

The road is difficult terrain due to mud. The rest of the area is wet, but it doesn't affect movement.

Cliffs: The entire area is surrounded by wet, extremely hard to climb cliffs that go up for at least 50 feet. The trail is right next to the cliffs on the right and left hand sides of the map.

Outpost: The interior of the outpost cannot be seen, just the walls. In the front of the outpost is a large wooden gate. The bandits on the walls have a cover bonus to all defenses.

Rubble: Although climbable, the rubble is both difficult terrain and has the normal climb penalties.

Note: There are two ladders, one at V13 and one at V19.

The buildings are about 12 feet tall, so one can move from the 15 foot tall walls to a building with no problem. It's just a single extra square of movement.

There are doorways (doors are open) into the buildings at Y17 and Y18, but they are not visible on the map.
[/sblock]

Fort Nine.png
 
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Son of Meepo

First Post
Ignoring Jasper for now, Sirrah continues to pummel the bandit on the wall but is unable to capitalize on the distracted bandit.

Standard: Jarring Smash (Bandit 6) (1d20+10+2=16 AC, 2d4+7=12+2 = 14 damage)

Defender Aura (Minor; at-will) ✦ Martial


Effect: Sirrah activates an aura 1 that lasts until he ends it as a minor action or until he falls unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either Sirrah or an ally of his who has this aura active. Marked enemies are not subject to this aura.

Vengeful Guardian (Opportunity; at-will) ✦ Martial

Trigger: An enemy subject to Sirrah's defender aura either shifts or makes an attack that targets an ally of his, without targeting him or an ally who has an active defender aura.
Effect: Sirrah makes a melee basic attack against the triggering enemy and deals 1d8 extra damage to it.

OOC: I have been rolling garbage most of this fight.


[sblock=Sirrah's Stats]Sirrah the Bleak Rider - Deathless Elf Berserker 4
Passive Perception 12, Passive Insight 12
AC 24, Fort 19, Reflex 18, Will 14
HP 38/49, Bloodied 24, Surge Value 12, Surges 4/11
Speed 6, Initiative +5
Action Points: 0, Second Wind [x]
At-Will Powers: Defender Aura, Jarring Smash, Run Down, Vengeful Guardian
Encounter Powers: Batter Down [x], Daring Charge [], Long View [x], Dark Reaping [x]
Daily Powers: Rage Drake's Frenzy [x], Vanguard Lance [x]

Used Augmenting Whetstone.[/sblock]
 

KarinsDad

Adventurer
OOC: I have been rolling garbage most of this fight.

OOC: Sirrah again bloodies bandit 6.

Sirrah has hit 4 times out of 6 plus OAed 1 out of 2. That's not that terrible.

Your garbage is nowhere near Tana's recent garbage ;) Course, even she has hit 4 for 7.
 
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