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


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H.M.Gimlord

Explorer
[sblock=OOC]OK. I fixed player coordinates in the Status section, and I threw in the enemy locations that are within your range of visibility.[/sblock]
 

Phoenix8008

First Post
Talon reacts as fast as the wind, slashing at the enemy who attacked Dayna, knocking it dead(er) back into the water. He then focuses his attention on the next closest creature on the south side of the boat. Stabbing at it over the rail of the boat, Talon misses due to the shaking of the boat but manages to stay on his feet.

[sblock=Actions/Stat block]Start=31/31 hps Talon, 22/30 hps Dayna

Opportunity attack= Opportunity attack (from Beast Protector feat) at H5 AC16 (1d20+7=23, 1d10+4=8) Killed target at H5.
Minor= Mark Drowned One at I4 with Hunter's Quarry
Move= n/a
Standard= Basic melee attack at Drowned One I4 AC16. (1d20+7=9, 1d10+4+1d6=16)
End= Talon 31/31hps, Dayna 22/30 hps

Athletics check DC15 to avoid falling prone. (1d20+10=22) Made Atletics check to avoid falling prone due to attacking.
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 2
Passive Perception: +14, Passive Insight: +19, Initiative: +4
AC: 17, Fort: 15, Reflex: 15, Will: 14 -- Speed: 6
HP: 31/31, Bloodied: 15, Surge Value: 7, Surges left: 8/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +7 vs AC - +1 Longspear 1d10+4
:bmelee: Basic Attack: +7 vs AC (with reach 3) - +1 Longspear 1d10+4 lightning
:bmelee: Basic Attack: +4 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +6 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape, Reach 3 basic attack
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging, Longspear Push[/sblock][sblock=Wolf Companion stat block] Dayna - Wolf Companion 2
Passive Perception: +17, Passive Insight: +12
AC: 16, Fort: 14, Reflex: 14, Will: 15 -- Speed: 7
HP: 22/30, Bloodied: 15, Surge Value: 7, Surges left: 2/2
:bmelee: Basic Attack: Bite, +6 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
Go team with some area attacks to wipe these suckers out! ;)
 
Last edited:

H.M.Gimlord

Explorer
[sblock=OOC]BTW: An added bonus. I made Riardon's Chilling Cloud actually freeze the water in the zone until the end of his next turn. The resulting ice floe is passable without swimming, though it follows the same athletics-to-avoid-falling-prone rules as the boats.

Of course, if you're caught on the floe when Riardon's turn ends, into the water you go.[/sblock]
 

BenBrown

First Post
Fenwick struggles back to his feet. As the enemies close in he prepares himself to strike. "Fenwick ready! foes come and get it!"

[sblock=ooc]
Move: stand up
Standard: Ready action: attack (howling strike) at first enemy to enter square F2, F1, or F3 (in that order if simultaneously moving. This is, of course, relative to where Fenwick currently is, in case the boat moves before the enemies).

Athletics roll to keep upright in boat: 1d20+9=15

Attack roll (pre-emptive): 1d20+8=13 drat!

[/sblock]

[sblock=Fenwick stat block]Fenwick Male Orc Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:18, Fort:16, Reflex:13, Will:14
HP:39/37, Bloodied:18, Surge Value:9, Surges left:11/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Warrior's Surge, Roar of Triumph,
Vault the Fallen, Shrug It Off,
Swift Panther Rage, Vanguard Execution Axe

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 roll.
[/sblock]
 

Walking Dad

First Post
Riardon

"What's up, Rujah! Get up and help us! Talon, move closer or they will flank us!" Riardon shouts as he moves a step.

[sblock=OOC]
Is Rujah's player back? If yes change my target of the inspiring word to him.

----
Athletics check (1d20+10=21)

Minor: Inspiring Word on Jin ->Rujah, regains 6 extra HP
Inspiring Word (1d6=6)
Move: Shift to H1
Standard: Perpare basic attack on first enemy in range.

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 17 Reflex 16 Will 15
Initiative:
Hit Points: 31 / 39 Bloodied: 19
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:9 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 1/2, Aid the Injured, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition:

[/sblock][/sblock]
 
Last edited:


Tenchuu

First Post
Jin remains firm in his position, like a statue, though his body doesn't seem to move with the boat, as he makes subtle adjustments to keep him balance. "Return to the depths from which you came," Jin commanded, "or I'll send you back, in pieces."

[sblock=Action Block, Mini-Stats]
Readied action: Twin Strike (1 hit, 1 miss)
Readied action: Unbalancing Parry (if DO in boat and misses me)

[sblock=Action Block]
Move: N/A
Minor: N/A
Standard
: Twin Strike

  • Readying Trigger: Two enemies are adjacent, target two enemies; or all enemies have moved, only one enemy is adjacent, target that enemy.
  • Target: DO
  • Attack1: 1D20 + 8 => 27 Hit
  • Attack2: 1D20 + 7 => 14 Miss
[sblock=ignore]Standard: Twin Strike

  • Target: Drake
  • Attack1: 1D20 + 8 => 16 Hit
  • Damage1: N/a
  • Attack2: 1D20 + 7 => 9 Miss
  • Damage2: n/a
[/sblock]Interrupt: unbalancing Parry

  • Readying Trigger: One DO is in the boat and misses me. The DO is adjacent to water that is a legal shift into.
  • Target: DO who missed
  • Effect: Shift DO back into water. Preferably water adjacent to Jin
Athletics Check: 1D20 + 9 => 24

[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 2
Initiative: +4, Passive Perception: +18, Passive Insight: +14
Defenses:
AC: 17, Fort: 16, Reflex: 17, Will: 14 -- Speed: 6

Vitality:
HP: 32/32, Bloodied: 16, Surge Value: 8, Surges left: 6/6
Action Points: 1, Second Wind: not used
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +8 vs AC - Acidic Katana 1d10+5
:ranged: Ranged Basic Attack: +7 vs AC - Thrown Dagger 1D4+3

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike, Acidic Katana Ranged Attack, Healer's Gift
Daily: Jaws of the Wolf, Acid Katana Attack

Weapons:
1 Acidic Katana (Acidic Bastard Sword +1 stats)
1 Katana (Bastard Sword stats)
[/sblock]One hit is better than none.
[/sblock][sblock=Rujah]I think he's back, so target him so he can act again.

Rujah Buddy, AP for SW, and then help us out. But don't get in our boat yet. We are nearing maximum occupancy.[/sblock]
 

Theroc

First Post
[sblock=OOC]
I checked in occasionally, but not regularly, just checking to see where I'd be added in. So, for my info, I currently have... 6 HP now? Or does the Inspiring Word give me a HS too? I don't recall how Warlord's work, though, I do remember Riardon giving me a bonus on attacks I spend AP for. So, my idea at the moment is to: Mark the three zombies or whatever the crap it is that wanted to eat my face that are adjacent, then shift away from the adjacent one, spend a healing surge, then spit a gout of acid wherever I can hit the most of these buggers. Any suggestions where to aim the acid? Btw, Rujah's friggin' pissed at the moment.[/sblock]
 

H.M.Gimlord

Explorer
[sblock=Theroc]
I checked in occasionally, but not regularly, just checking to see where I'd be added in. So, for my info, I currently have... 6 HP now? Or does the Inspiring Word give me a HS too? I don't recall how Warlord's work, though, I do remember Riardon giving me a bonus on attacks I spend AP for.
IW gives you 1HS+1d6, so you're at 19
So, my idea at the moment is to: Mark the three zombies or whatever the crap it is that wanted to eat my face that are adjacent, then shift away from the adjacent one, spend a healing surge, then spit a gout of acid wherever I can hit the most of these buggers. Any suggestions where to aim the acid?
I suggest you use the map to determine the most appropriate direction for your attacks :p.
Btw, Rujah's friggin' pissed at the moment.
As long as Theroc is happy, I'm happy :).[/sblock]
 

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