[Adventure] Rhapsody Part 2 (Judge: renau1g)


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drothgery

First Post
Narvala, by experience and training, was an artillery officer and priestess. She wasn't fond of trying to fight in rooms full of random junk with nothing resembling a clear line of fire. Still, she tried to position herself as well as she could for what seemed to be coming; after breaking down the door, she didn't think this place's residents were going to be willing to talk.
[sblock=action]Move to M6; K2->L3->M4->M6[/sblock][sblock=Narvala]Narvala—Female Human Invoker 7 (Ordained Priest)
Initiative: +3, Passive Perception: 18, Passive Insight: 27
AC: 19, Fort: 17, Reflex: 20, Will: 22; (ranged attacks from >5 sq take a -1 penalty) — Speed: 6
HP: 50/50, Bloodied: 25, Surge: 12, Surges left: 3/6;
Action Points: 1, Second Wind: Not Used
Powers -
Sun Strike
Hand of Radiance
Vanguard's Lightning
Shinning Symbol
Forceful Denunciation
Chains of Carceri
Tide of the First Storm
Purging Flame
Wall of Light
Grasping Chains of the Justicar
Astral Step

Rebuke Undead
Preserver's Rebuke
Potion of Healing
Holy Gauntlets
[/sblock]
 

Luinnar

First Post
Um, it is kinda dark in here, can somebody get a light please? Christina asks.

OOC: It is Nyar, Cairn, and Christina turn correct? Or were you going to update the map first? :)
 

FourMonos

First Post
Seeing as nothing catastrophic happened, Nyar steps forward.

"Lay down your arms and no one will be injured. We just have a few questions we want answered."

He looks over to the young girl, "You're right dear, quite too dark."
A wave of his wand a ball of light appears and illuminates the area above the crates and hooligans.

With another wave, a column of lightning forms between the thugs and Cairn.

[sblock=actions]
Movement: M-2 then straight to M-7
Minor: Light at the crossbar at M-16, hopefully lighting many squares.
Standard: Storm Pillar at M-15
[/sblock]

[sblock=ministats]
Nyar Harbor, Level 6 Wizard
Status: +2 defenses TENT
Init: +6 Speed: 6 Perception:14 Insight: 19
AC: 18 NAD: F: 14 R:19 W:17 (+2 vs. Illusion Attacks/Perception)
HP: 41/41 Surges: 3/6 Surge Value: 10 AP: 0
Languages: Common, Primordial
Str:8 Dex:16 Wis:12 Con:11 Int:20 Cha:10

Powers:
At-Will: Ghost Sound, Light, Mage Hand, Prestidigitation, Phantasmal Assault, Storm Pillar, Scorching Burst
Encounter: Empowering Lightning, Fire Shroud, Second Wind, Wand of Accuracy, Shield, Dispel Magic
Daily: Bracers of Escape, Stinking Cloud, Flaming Sphere Item: Potion of Healing x1
Full Character Sheet: http://leb.wikia.com/wiki/LEB:pC:Nyar_Harbor_(FourMonos)#Summary [/sblock]
 

Luinnar

First Post
Um, thanks, but, um, I don't think they are going to listen to reason. Christina says, rushing after Pooh and trying to hit one of the humans with her staff, but hitting a crate instead.

[sblock=actions]
Move:
Christina: L8-L10-M11-M14

Pooh:M11-M14-L14

Rabberta: L7-L10-M11-M13

Standard (Christina has 2 reach with staff expertise): Teding Strike on human 4. 14 vs AC 12 damage, probably missed, but if it hits it grants 4 THP to an ally within 5 squares.
[/sblock]
[sblock=Christina Robins]
Christina Robins—Female Human Sentinel Druid 4
Initiative: +3, Passive Perception: 21, Passive Insight: 21
AC: 20, Fort: 18, Reflex: 16, Will: 19
Speed: 6
HP: 45/45, Bloodied: 22, Surge: 11, Surges left: 11/11;
Action Points: 1
Powers -
Tending Strike
Grasping Tide
Call Bear Animal Companion (Pooh)
Call Bear Spirit Companion (Rabberta)

Healing Word 2/2
Healing Spirit
Combined Attack 2/2
Barkskin
World Speaker's Command
Sudden Call

Speak With Spirits
Summon Giant Toad
[/sblock]

[sblock=Pooh]
Pooh Chaotic Evil Bear Animal Companion:

HP:22 AC:17 Fort:19 Ref:15 Will:19

Perception 23 Speed 6

MBA:Melee 1:+9 vs AC, 1d12+8 damage.

Guardian Companion Aura 1:+2 to allies defenses.

Note:Moves whenever Christina takes a move action.
[/sblock]

[sblock=Rabberta]
Rabberta Lawful Good Spirit Bear:

HP:22 AC:17 Fort:19 Ref:15 Will:19

Perception 23 Speed 6

[sblock=Spirit Companion notes]
The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 12 or more damage from a single blow, and Christina takes 7 damage. It is otherwise unaffected by attacks. It uses Christina's defenses.
  • It cannot be flanked and it does not grant flanking.
  • The companion can move 6 squares whenever Christina takes a move action. It is not affected by difficult terrain.
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
Cairn moves closer tight on the heels of the bears positioning himself in the middle of the humans and lashes out toward humans, his stony form extending improbably long to reach the human further into the warehouse. Halberd catches the man and pulls him back toward the elemental.

Cairn pulls his halberd close to the body with the axe-head extending over bad tempered bear, protecting it somewhat by parrying attacks from above.


"Surrender or die." the-gravel-rolls-over-the-stone sound of his voice emotionless.

[MENTION=2011]KarinsDad[/MENTION], do they grant CA when surprised? If that is the case, all Cairn's attacks are two higher

[sblock=Actions]
Move: M10->M14->L15
(mountain stature gives reach +1 (so 3 for halberd)
Standard: Mountain Stature vs Human 3 AC; Human 4 AC; damage (1d20+11=22, 1d20+11=17, 1d10+5=12)
if hit pulled Human 3 to L16; human 4 to M16 - Mark all adjacent (Human 1, probably 3 and maybe 4) - NON LETHAL DAMAGE

Minor: Guardian defense: Cairn and Pooh get +2 AC TENT Cairn and they DO NOT grant CA TENT
[/sblock]

[sblock=Cairn Stats]
STATUS:
MARKED: humans 1, 3 and maybe 4 (if it is pulled (AC 17))

Initiative +5; Senses Passive Insight 15, Passive Perception 19
HP 77/84, Bloodied 42, Surge Value 21, Surges 10/13
AC 22; Fortitude 20, Reflex 19, Will 19

MBA: +11 vs AC; 1d10+5 damage (+1 to hit if ally is adjacent to the enemy)

AP 1
Saving Throws:
+2 vs ongoing damage, take 10 or roll on death saves;
+2 item bonus vs. poison, weakened, slowed, immobilized, charm, fear and psychic effects
Resist 5 psychic

An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll

Speed 6

Warden's Fury
Warden's Grasp
Weight of Earth
Thorn Strike


Warforged Resolve
Second Wind
Thunder Ram Assault
Form of Winter Herald Attack
Earthgrasp Strike
Guiding Strike
Mountain Stature
Guardian Counter
Guardian Defense


Form of Winter's Herald
Nature's Abundance
Wellspring Strike

[/sblock]
 
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FourMonos

First Post
OOC: [MENTION=44459]Luinnar[/MENTION] Pooh can't be in M-15, that is where the storm pillar is located. It only hurts enemies who move adjacent or next to on their turn (1d6+6 damage).
 

Neurotic

I plan on living forever. Or die trying.
OOC: Then I probably took a wrong action pulling them adjacent if they have to move on their turn, I was hoping to provoke the damage :(
 


KarinsDad

Adventurer
Oh look, people! Christina says happily. Come on everyone! Let's go knock the bad guys out! she shouts rushing into the building.


Cairn moves further into the warehouse, going around Pooh and blocking part of the passage.


A quick flick of his wrist and his goggles are in place, Nyar then takes a defensive position.


Baern moves slowly forward, looking for targets for his axes.


Narvala, by experience and training, was an artillery officer and priestess. She wasn't fond of trying to fight in rooms full of random junk with nothing resembling a clear line of fire. Still, she tried to position herself as well as she could for what seemed to be coming; after breaking down the door, she didn't think this place's residents were going to be willing to talk.


Um, it is kinda dark in here, can somebody get a light please? Christina asks.


Seeing as nothing catastrophic happened, Nyar steps forward.

"Lay down your arms and no one will be injured. We just have a few questions we want answered."

He looks over to the young girl, "You're right dear, quite too dark."
A wave of his wand a ball of light appears and illuminates the area above the crates and hooligans.

With another wave, a column of lightning forms between the thugs and Cairn.


Um, thanks, but, um, I don't think they are going to listen to reason. Christina says, rushing after Pooh and trying to hit one of the humans with her staff, but hitting a crate instead.


Cairn moves closer tight on the heels of the bears positioning himself in the middle of the humans and lashes out toward humans, his stony form extending improbably long to reach the human further into the warehouse. Halberd catches the man and pulls him back toward the elemental.

Cairn pulls his halberd close to the body with the axe-head extending over bad tempered bear, protecting it somewhat by parrying attacks from above.

"Surrender or die." the-gravel-rolls-over-the-stone sound of his voice emotionless.


As Cairn pulls the men to him, they get yanked off the crates. Both of them respond quickly by punching Cairn in the face.


"Ahh, blow it out yer hole. one of the men shouts as they scatter. Two of the men make it up to the catwalks. They then pull out slings. One fires a bullet at Rabberta and the other fires at Christina. Both miss by a lot. The other two humans barely move away from Cairn and manage to climb back up somewhat.


As the team watches the men scatter and move up the crates and onto the catwalks, a bunch of hulking shapes come out from the edges of the warehouse towards the group. Zombies! One of them is fairly close to Nyar, Narvala, and Baern, and although it moves slow, it seems to have no difficulty clambering over the lower crates. It drops right in front of the three of them and they can see ice in its hair.


Suddenly, a hideous sight occurs. Some type of undead gnoll comes shuffling out of the office and moves towards the group up on the catwalk.


A moment later, a portcullis falls in the doorway that the team just came through and the team can hear the resounding crash of another one far across the warehouse.

[sblock=OOC]
Note: Remember. If you have an effect like giving temporary hit points to an ally, please specify the exact ally. If you have an ability, please list it because I won't remember anything PCs have. Ditto for powers. For example, explain what Storm Pillar does and how far does Light light up squares. Thanks.


Christina misses.

Cairn hits Human 3 and Human 4. Human 1 is 3 squares up, so he was not adjacent to Cairn and is not marked.

H3 falls off crate, H4 falls off crate

Immediate Reaction vs. Reflex: Human 3 hits Cairn for 5, Human 4 hits Cairn for 4.

13 hits for 5, 10 hits for 4

Human 1 misses Rabberta.

1 misses

Human 2 misses Christina.

2 misses

41/41 Nyar
75/84 Cairn, +2 defenses Pooh, +2 AC and no CA TENT Cairn
45/45 Christina, +2 defenses Pooh
22/22 Pooh, +2 AC and no CA TENT Cairn
12/12 Rabberta, not affected by Pooh's aura
Human 1 (on catwalk up 4)
Human 2 (on catwalk up 4)
12 Human 3, marked by Cairn (on green crates up 3)
12 Human 4, marked by Cairn (on yellow crates up 1)
Zombie 1
Zombie 2
Zombie 3
Zombie 4
Undead Gnoll (on catwalk up 4)
50/50 Narvala
62/62 Baern


It's the PC's turn.


Ceiling: The ceiling is 35 feet overhead.

Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.

Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.

Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.

Stairs: The stairs to the south count as difficult terrain.

The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.

The only light coming in is from the shuttered windows on the outer perimeter of the catwalk (i.e. the edge of the map all of the way around) and the door you guys just opened. So, the lighting on the outer edge of the map (one square's worth) is normal and the light from the door 20 feet into the room is normal. The rest of the room is dim light.
[/sblock]
 

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