[Adventure] Scratching the Surface (Judge: Stonegod)

pacdidj

First Post
Summoning his reserves of strength and dashing around the pile of rocks, Crush attempts to press the advantage and take down the remaining injured tempest genasi, but misses badly, leaving himself vulnerable to attack.

[sblock=Crush actions and stats]Minor= Warforged Resolve = gain 6 HP and 6 THP

Move= 4 squares

Standard= :melee:Brash Assault vs. Tempest 1 = miss, see OOC

[sblock=statblock]Crush - Male Warforged Warlord 6
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 25, Fort: 19, Reflex: 17, Will: 19 - Speed: 5
HP: 28/52, THP: 6, Bloodied: 26, Surge: 13, Surges left: 9/9
Action Points: 1, Second Wind: Not Used
:bmelee:Vengeful Longsword +1: +12 vs. AC, 1d8+5 dmg
:branged:Distance Handaxe +1: +11 vs. AC, 1d6+5 dmg
Powers -
Furious Smash
Brash Assault

Warlord's Strike
Myrmidon Formation
Inspiring Word
Inspiring Word
Inspired Belligerence
Rousing Words
Warforged Resolve
Battlefront Shift

Fearless Rescue
Vengeful Longsword +1 (Encounter)
Summoned Drakescale Armor +2 (At-Will)
Adamant's Unshakeable Stance (Encounter)


Important Effects for Allied Characters:
* Any ally who can see Crush regains 8 HP when they spend an action point, and may roll a saving throw with a +2 bonus
[/sblock][/sblock]

OOC: The tempest can make a melee basic attack against Crush as a free action granted by Brash Assault and has combat advantage for the attack. If it makes this attack, Karananak can make a basic attack against the tempest as a free action and has combat advantage for the attack.


map
 

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Vertexx69

First Post
Karananak Bole (A.K.A. Swarmwhisper), Wilden Swarm Druid/Artificer 5

Round4 (Elemental Slaughterhouse)

Swarmwhisper's roughly catlike form swirls apart into a tornado of razor sharp stingers and teeth, enveloping the tempest and acid genasai. Blood sprays from the tempest, but the tiny storm of critters pass harmlessly through the body of the acid.
[sblock=Actions]Free: Speak
Minor:
...
Move: Shift NW
Standard: Scattered Form vs A/T1 (1d20+12=16, 1d20+12=25, 2d6+7=12).
Instincive Effect: ...[/sblock][sblock=Swarmwhisper]Karananak Bole Male Wilden Druid 5; Resist 5 Fire/Poison, (Resist 4 Melee/Ranged in Beast Form)
Initiative: +2, Low-Light, Passive Perception: 22, Passive Insight: 22
AC: 17, Fort: 18, Reflex: 15(17 in beast form), Will: 19, Speed: 6
HP: 36/50, Bloodied: 25, Surge: 12, Surges left: 11/11
Action Points: 0/1, Second Wind: Not Used, Milestones 0
Powers -
Savage Rend
Locust Swarm
Cold Wind

Scattered Form
Voyage of the Ancients/Wrath of the Destroyer*/Pursuit of the Hunter
Battering Claws

Summon Pack Wolf
Summon Shadow Ape
Healing Infusion


Item Powers:
Summoner's Staff +2 (Daily * Summons) Immediate Interrupt. Trigger - An enemy hits a creature Karananak summoned. Effect - Triggering enemy rerolls attack and must use 2nd roll.
[Hunting Beasthide Armor +1 (Encounter * Beast Form): Move Action. You shift 2 squares.
[sblock=Summons]Pack Wolf (Greenfang) Summons 1
AC: 17, Fort: 18, Reflex: 15, Will: 19, Speed: 6
HP: 25/25; Bloodied 12
Bite +10 vs. Reflex; 1d6+7 damage, and if the wolf has combat advantage against the target, the target is knocked prone (+1d6 extra dmg).
Instinctive Effect:
If Karananak hasn't given the wolf any commands by the end of his turn, it attacks an adjacent prone creature. If it can't do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.

Shadow Ape (Blackfist) Summons 5
AC: 17, Fort: 18, Reflex: 15, Will: 19 &#8212 Speed: 6, Climb 4
HP: 25/25; Bloodied 12
Slam +10 vs. Reflex; 1d8+7 damage, and all creatures have concealment from the target until the end of your next turn.
Instinctive Effect: If Karananak hasn't given the ape any commands by the end of his turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.[/sblock]
Character Sheet
[/sblock][sblock=OOC]Intro post with description.
If the tempest attacks Crush, and Karananak hits with his Savage Rend (+12 vs reflex 1d6+1d8+1d10+7) and will slide the tempest SW 1 square.

Karananak takes only 1/2 dmg from melee/ranged atks TENT.
Map

You'll have to forgive my attempt at a Jamaican accent, just try to sound it out phonetically or use the translation below. :cool:[sblock=Translation]...[/sblock][/sblock]
 

Son of Meepo

First Post
Serek

Serek pursues the Acid Genasi, swinging his Hammer at his foe.

The mystic rules proves target points which make it difficult for the genasi to avoid blows.
 
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Son of Meepo

First Post
Fire Genasi

One of the fire genasi fires a bolt trying to finish off Serek, but he overadjusts his aim while trying to shoot over the intervening bush and his shot is too high. The second fire a bolt at Spring, which hits the beast square, nearly downing Ryk's companion. The flame lingers around Spring, not harming him, but those who remain around him.

With their leader down and the numbers starting to turn against them, both fire genasi easily climb the ladders to the ground, ready to escape should the battle become even more bleak for them.
 
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Son of Meepo

First Post
Summary

[sblock=Fire 1]Standard: Fire bolt (miss); Move[/sblock]
[sblock=Fire 2]Standard: Lingering Flameburst (hit); Move[/sblock]

[sblock=Terrain]Red Squares: Fire. If you enter a square of fire or begin your turn there, you take 5 fire damage.

Campfires: If you enter a square of fire or begin your turn there, you take 5 fire damage.

Green Circle: Acid vortex. If you enter a square of acid or begin your turn there, you take 5 acid damage and must make an Acrobatics check (DC 16) or fall prone.

Bushes: Difficult terrain. Provides concealment to those within.

Tress: 20 feet tall, trunks provide cover. If you are 10 feet or higher, foliage provides concealment to those within.

Dense Jungle: Costs 4 squares to enter. Provides Cover and Concealment (Total Concealment if 2 or more squares of intervening jungle). Concealment works both ways.

Rocks: Cover from attacks on ground, but not from attack above.

Tents: Wooden stilt houses. Flap in tent is entrance, 10 feet up. Ladders allow access with an Athletics check DC 11. Huts completely on fire have ladders that are also on fire. (5 damage per square and Athletics check becomes DC 16 unless you resist all the fire damage).[/sblock]

[sblock=Map]Map
1. Click the hyperlink of the last posted map.
2. Move your token.
3. Hit the Enter key.
4. The URL in the address bar will change, this is the link to the updated map. Copy and paste it into your post. (Please do not forget this).[/sblock]

[sblock=Status]Status[/sblock]

[sblock=Intitative]Tempest (29.10)
Acid Genasi (23.07)

Riaan (22.03)
Crush (19.03)
Serek (19.02)
Karananak (19.02)

Fire Genasi (14.05)
Varis (14.03)
Ryk (12.08)

Up next: Varis, Ryk[/sblock]
 

On Puget Sound

First Post
Ryk scrambles down the ladder after the rescued orc and heads toward the large burning building. Spring runs to meet him, but Ryk keeps the animal at a distance while it is shedding droplets of burning tar. Still, the ranger manages to get some healing salve on both the dinosaur's wounds and his own.

Start of turn: Ryk takes 5 fire damage
Move: Ryk exits the burning tree hut and Spring moves near him but not adjacent
Standard: Second wind for both Ryk and Spring
Minor: quarry acid genasi
end of turn: Spring saves vs fire aura fails
map
 
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Walking Dad

First Post
OOC: Hi, I have trouble to changing maps and RL takes more of my time than usual (I got an important test on Wednesday) will be better after this. I don't want to drag down the speed of the game any more. Please just roll Vicious Mockery vs the Fire Genasi south of him on the map. Thanks. Sorry. Will be able to do the next round regulary.
 


Son of Meepo

First Post
Flight

With their leader and his brother down, the other tempest turns and runs. The acid genasi, not wanting to face a half-dozen heroes on his own follows after him.

The fires continue to burn and two of the orcs' pained screams eventually die as the flames consume them.

Map

GM: The enemies are clearly intent on running. Do you want to continue and give chase or let them go and turn your attention to the orcs.
 


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