Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)


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Walking Dad

First Post
Riardon

Riardon starts to climb back...

[sblock=OOC]

Climb check (17) was added to this post:
http://www.enworld.org/forum/5371609-post1046.html

-----

When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 19 Insight: 14 Low-light Vision
AC 22 Fortitude 19 Reflex 19 Will 17
Initiative: +3
Hit Points: 54 / 54 Bloodied: 27
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:13 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 2/2, Battlefront Shift, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep, Rousing Words, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst

Condition:

[/sblock][/sblock]
 

Walking Dad

First Post
Rujah

Rujah snarls at the snakes.

[sblock=OOC]

Will try my best to control Rujah for this fight.


[sblock=Mini stat block]Rujah
Perception: 12 Insight: 12 Normal Vision
AC 21 Fortitude 17 Reflex 15 Will 15
Initiative: +3
Hit Points: 62 / 62 Bloodied: 31
Temporary Hit Points: 0
Resist: -
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:18 Surges per day: 12 / 12
At-Will Powers: Warden's Fury, Warden's Grasp, Warden's Lunge, Tempest assault
Encounter Powers: Dragonbreath, Gale Strike, Violent Bolt, WH attack, Erupting Font
Daily Powers: Form of Winter's Herald, Thunder Step

Condition:

[/sblock][/sblock]
 




evilbob

Explorer
[sblock=ooc]Ok, so I'm guessing Mervin's at AA-4, correct?

Guys, taking a look at the map and the enemies again, I have to say: we're honestly not in a bad position. The snakes can't get past us unless they double move, and once they get into the main room they'll take up 4 squares anyway. The only downside is that they have reach, so once they have us surrounded they'll be able to hit anyone - but generally speaking I'd say if we spread ourselves along this passageway we can use their size against them. They can move through our spaces but they can't end in our space; and there's no reason to think we won't get lots of OAs as they go by, as well. Since they are so big, if we spread out a bit we should be able to limit their movement quite well, squeezing or no.[/sblock]
Mervin conjures a small sphere of burning flame and tosses it at the snakes; it bounces off the ceiling and explodes in their midst. Even though he barely had to even try in order to hit them, miraculously (for the snake) his throw was so poorly aimed that one of the snakes wasn't even singed. The closer one was just barely caught in the force of the blast and knocked sideways, however - and then the flames inside the ball covered the area and it began burning, doing damage to them both.

Mervin, confused at how he managed to miss one of the snakes in such a tiny passageway, then takes a few steps back to position himself tactically against being surrounded, as he was sure they would soon be.

[sblock=ooc]standard: Orbmaster's Incendiary Detonation on W4; 15 vs. ref on the southern one and 13 vs. ref on the northern one. 80% chance to hit, and I missed and almost missed. Sigh. Hit the southern one for 11 (near minimum) force damage and it is knocked prone (which makes no damn sense at all, but just like an ooze getting prone, so is the snake); the area from X4 to V4 is now covered in flames, and any enemy that enters or starts its turn there takes 2 fire damage.

move: move to AC-4[/sblock]
[sblock=Mervin ministats]Mervin Male Human Wizard 5
Initiative: +8, Passive Perception: 13, Passive Insight: 18, Senses: Normal
AC:22, Fort:17, Reflex:20, Will:18
HP:40/40, Bloodied:20, Surge Value:10, Surges left:8/8
Action Points/Milestones: 1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Color Spray
Shield
Staff of Defense
Second Wind
Orb of Nimble Thoughts

Flaming Sphere
Stinking Cloud

Irrefutable armor

Important Stuff:

Conditions:

Full sheet: PC:Mervin (evilbob) - L4W Wiki[/sblock]
 

H.M.Gimlord

Explorer
The snakes slither through the flames. Clumsily, the closest reptilian attacker lashes out unsuccessfully at Rujah and slides past both the dragonborn and Fenwick, who, on account of the flames or on account of the water cannot seem to connect as it passes, finally making an equally clumsy strike at Mervin, who evades the poisonous fangs by more than a few inches.

The second snake follows suit, both in style and in clumsiness. Its bite snaps on thin air as Rujah turns just in time to avoid the new set of fangs.[sblock=Mechanics]Snake1:
Immediate Reaction: Tail Slap
Target: Rujah
Attack: 1d20+8=14 vs. AC Miss

Move: to AA4
OA: Rujah
Target: Snake 1
Attack: 1d20+9=11 vs. AC Miss
Target: Snake 1
Attack: 1d20+10=11 vs. AC Miss

Standard: Bite
Target: Mervin
Attack: 1d20+8=12 vs. AC Miss


Snake 2:
Move: to X4-W4
Standard: Attack: 1d20+8=12 vs. AC Miss


Whiff, whiff, whiff, whiff, and whiff again! Is that a record for the most consecutive misses in a half-round?
[/sblock][sblock=status]Snake1: AA4; HP 40/53
Snake2: X4-W4; HP 51/53
Riardon: HP 54/54; HS 8/8; AP 1
Gensai: HP 62/62; HS 11/11; AP 1
Rujah: HP 62/62; HS 12/12; AP 1
Mervin: HP 40/40; HS 8/8; AP 1
Fenwick: HP 55/55; HS 11/11; AP 1
[/sblock][sblock=Map]
WalrynsLayerRound4.png
[/sblock][sblock=Enemies]FYI: The serpents are NOT considered to be "in water"

2X
BlackwaterSerpent.png
[/sblock]
 


BenBrown

First Post
"Aha! Snake has come to be hit by Fenwick!"

Fenwick cheerfully swings his axe down on the writhing serpent, nearly cutting it in half, and leaving it nearly defenseless.

[sblock=actions]
Standard: Shatterbone Strike vs. Snake #1: 1d20+10+2=29, Damage: 2d12+7=26 and the target is -3 to AC until the end of Fenwick's next turn. Plus, since Fenwick bloodied it, the next attack against this target is at +3 to hit and damage. Have fun, Gensai![/sblock][sblock=Fenwick stat block]Fenwick Male Orc Barbarian 5
Initiative: +3, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:19, Fort:18, Reflex:13, Will:15
HP:55/55, Bloodied:27, Surge Value:13, Surges left:11/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Giantkind Gloves
Warrior's Surge, Roar of Triumph, Vault the Fallen, Shrug It Off, Shatterbone Strike, Giantkind Gloves
Swift Panther Rage, Tiger Claw Rage, Rage Strike x2, Vanguard Execution Axe, Skald's Armor

Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack and damage rolls.
[/sblock]
 

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