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

Walking Dad

First Post
Rujah

Rujah angrily follows the snake, but his next attack misses by mere inches.

[sblock=OOC]

Move: Shift to X4
free: mark adjacent snake
Standard: Gale Strike vs adjacent snake.

[sblock=Mini stat block]Rujah
Perception: 12 Insight: 12 Normal Vision
AC 21 Fortitude 17 Reflex 15 Will 15
Initiative: +3
Hit Points: 32 / 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:

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H.M.Gimlord

Explorer
[sblock=ooc]I hate to be a killjoy, but one quick question: how did Snake1 move and attack when it was prone?

I guess ultimately it doesn't matter, since the 2nd snake could have moved to where snake 1 is now, and all the attacks missed anyway. Let's just keep going, since it doesn't really make a difference.[/sblock]
[sblock=OOC]To tell you the truth, I completely forgot about the snakes being prone, but I can't help but agree with you at this point. I certainly don't think the snake gained an advantage by moving where he did. They're turning out to be more of a nuisance than a threat :erm:.[/sblock]
 
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Tenchuu

First Post
With a quick slash of light, Gensai lashed out with a quick strike, nearly killing the snake. He barked, "I have this one! Focus on the other!"

"You cannot escape," he growled low at the creature.
[sblock=Action Block, Mini-Stats]
Booming Blade, Hit, AoS on Snake AA.

[sblock=Action Block]
Standard: Booming Blade vs Snake (AC)

  • Target: Snake AA
  • Attack: 1d20+14=18
  • Damage: 1d8+6= 9
  • Effect: if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 thunder damage.
Move: ???
Minor: Aegis of Shielding on Snake AA
[/sblock][sblock=Gensai Stat block]Ashikaga Gensai - Male Human Swordmage 6
Initiative: +3, Passive Perception: +13, Passive Insight: +19
Death Penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after reaching two milestones (0/2).

Defenses:

AC: 24, Fort: 18, Reflex: 20, Will: 17 -- Speed: 6
Note: Using Borrowed Cloak of the Walking Wounded +1

Vitality:
HP: 62/62, THP: 0/3 Bloodied: 31, Surge Value: 15, Surges left: 11/11
Action Points: 1/1, Second Wind: not used
Note: Using Borrowed Cloak of the Walking Wounded: Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Languages:
Common, Primordial

Basic Attacks
:
:bmelee: Basic Melee Attack: +13 vs AC - Fey Strike Katana 1d8+6
:ranged: Ranged Basic Attack: +13 vs AC - Fey Strike Katana 1d8+6 (1x Enc)

Powers:
At-Will:
Sword Burst, Booming Blade, Lightning Lure, Aegis of Shielding, White Lotus Riposte, Boots of the Fencing Master (Move Effect)
Encounter: Sword of Sigils, Dimensional Vortex, Channeling Shield, Fey Strike Ranged Attack, Armathor's Step, Warded Vambraces, Boots of the Fencing Master, Fireheart Tattoo AP,
Daily: Frost Backlash, Swordmage Shielding Fire, Armor of Sudden Recovery, Fey Strike Teleport, Healing Infusion: Resistive Formula

Weapons:
1 Fey Strike Katana (Fey Strike Longsword +1 stats)

Note: Gensai's Iaido-like style is for color purposes only. He is wielding one weapon and his off-hand is free. But, I think my color description makes more sense for swordmage abilities.
[/sblock]
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evilbob

Explorer
Mervin closes ranks and sends another blast of psychic energy at the remaining snake, blasting its mind to near mush.

[sblock=ooc]move: move to AA4

standard: phantom bolt on last snake: 24 vs. will for 17 psychic damage; slide the snake to V4 (so it can't counter)[/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 remaining snake lunges at Rujah, who steps out of the way without even trying, his hammer comes down on the unfortunate reptile as it attempts to slither past, and the threat seems to be extinguished. Unfortunately, this is only the beginning.

From behind, he hears a deep, grating sound, followed by a horrifying scream. He turns to see Gensai lying on the ground behind a startled Fenwick, bleeding, but lucky to be alive. The large, granite slab in the ceiling has fallen dealing the rhonin a glancing blow and separating the group. Even from where they stand, the four heroes can hear a deep, heavy rumbling that hints of the fate meeting their companion on the other side of the slab.

Riardon is almost to the other side of the pit when it all begins to unfold. The slab comes down, blocking him off from his friends, but his shock suddenly turns to horror as he notices that the levers next to the slab are slowly sinking into the floor. He turns around, and sees the riddle stone doing the same. As he watches these items disappear, his fears are realized as the large wall begins to move.

Riardon knows that if the wall is allowed to make its full stroke, he could be cut off from his allies and left a lone in this hostile passage.

GM: The slab is considered a masonry wall (DC 35/Nat 20 Strength Check to break)

The large wall is not breakable. It is moving to the east at a rate of 1 square a round.

Skill Challenge: Stop the Trap and Reunite the Party with Riardon

Complexity 3 (8 successes before 3 failures)

Primary Skills:

  • Athletics DC 18
  • Nature DC 12
  • Thievery DC 12
  • Dungeoneering DC 15
  • Perception DC 15
Note:

  • There are no secondary skills.
  • All checks must be rolled (no taking 10).
  • Each skill can only be used twice, except for Thievery (can be used 3 times).

[sblock=Actions]Standard: Bite
Attack1: 1d20+8=11 vs. AC miss

Move: to AA4
Rujah's OA: 1d20+9=24 vs. AC hit.

Snake 2 is dead!

Death triggers trap.
Immediage Reaction: Door falls
Target1 Gensai:
Attack1: 1d20+6=24 vs. Reflex for 1d10=6 damage

Effect: Gensai is knocked prone.
Target2: Mervin
Attack2: 1d20+6=8 vs. Reflex miss


[/sblock][sblock=status]Snake1: Dead
Snake2: Dead
Riardon: AD6 HP 54/54; HS 8/8; AP 1
Gensai: AB4 HP 56/62; HS 11/11; AP 1 Prone
Rujah: X4 HP 32/62; HS 12/12; AP 1
Mervin: AA4 HP 40/40; HS 8/8; AP 1
Fenwick: Z4 HP 55/55; HS 11/11; AP 1
[/sblock][sblock=Map]
WalrynsLayerRound6-1.png
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Walking Dad

First Post
Riardon

Riardon looks frantically for a way to stop the trap...

[sblock=OOC]

Hope this is the right description for a Perception check.

One skill roll / round?

I will be away this weekend, resuming play at Sunday evening.

-----

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 moves to the slab, his eyes darting from side to side, looking for something unnatural that could maybe give a hint how to solve the situation.

[sblock=OOC]

Nature check.

[sblock=Mini stat block]Rujah
Perception: 12 Insight: 12 Normal Vision
AC 21 Fortitude 17 Reflex 15 Will 15
Initiative: +3
Hit Points: 32 / 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]
 


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