[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)

GROMkill

First Post
OOC: I pass on the Guardian's Counter. Strike away, free of daze, Noriaki, with CA and +2 (Well, the cancel the -2) ;D And Mewness, why don't your birds pick on somebody their own size? Say, somebody with Vengeance is Mine? Bahahahaha. I think they're scared of the big dragonborn!


Sasha looks to the sky again, as per Takahaan's shout. This time, her arrow finds purchase as it penetrates the hide of the reptile-like bird. She quickly paces forth as it cries from the sky, heading toward the chicks.

Takahaan turns to the bard. "Hu Li, hang in there. Your beautiful music will lead us to a victory over these horrible creatures." He smiles to her, before turning back to the bird Kane is fighting.

Taking the window of opportunity, Takahaan swings his blade at the bird in front of him as it reacts to its ally's cry. The huge blade slashes it and causes it to cringe. Takahaan steps to the side, blocking it from escape as he looks to Noriaki, eager to see his friend slash away at the fearsome creature.

[sblock=Mechanics]

Standard: Tell Sasha to use Evasive Strike on Pneckosaur 1. Hits AC 18 for 14 damage and she shifts to K6.

AP->Standard: Intuitive Strike on Pneckosaur 2. Hits Will 20 for 5 damage, and TSNT, an ally with CA over Pnecko2 gets +2 to attack.

Minor: Inspiring Word on Hu Li. Heals her for 10 HP, bringing her to 37 HP.

Move: Shift to P6 to open up flanking for Noriaki. He should be able to whack it with CA, and the +2 from Intuitive Strike.
[sblock=rolls]
Sasha attack roll: 1d20+9=18

Sasha Damage roll: 2d10+5=14

Takahaan attack roll: 1d20+10=20 Oh yeah, -2. Oh yeah, +2 from CA. That worked out.

Takahaan Damage roll: 1d10+1=5

Heal roll: 1d6=1[/sblock][/sblock]

[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Normal
AC:20
Fort:18
Reflex:16
Will:18 HP:33/39
Bloodied:19
Surge Value:10
Surges left:8/8
Action Points: 0

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [x]
Inspiring Word [x]
Flattering Charge [ ]
Vengeance Is Mine [ ]
Lamb to the Slaughter [x]
Spur To Action [x]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions


[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]
 
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Dekana

Explorer
Castile regains her balance and then scans the sky until she spots the bird that attacked her. Once she finds it, she moves to place herself between it and one of the chicks. She then winds up a mighty swing and hurls her axe into the sky. A few moments later, the bird-lizard's corpse smashes into the ground along with Castile's axe.

[sblock=Castile actions / stats]Move: walk to J9.

Standard: RBA vs Pneck 1 hits AC 24 for 17 damage, killing it. (1d20+9-2=24; 1d12+7=17)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21, Fort:20, Reflex:17, Will:16, +5 saves vs poison, Speed:5
HP:45/52, Bloodied:26, Surge Value:13, Surges left:11/13
Initiative +2
Action Points: 0 (encounter)

Conditions

Powers
MBA: Waraxe, +9 vs AC, 1d12+7 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+4 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 
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BenBrown

First Post
Despite Takahaan's encouragement, Hú Lí's playing seems a bit off, and the creatures are unaffected. Perhaps it is the creature's screech still ringing in her ears.[sblock=actions]Standard: Vicious Mockery (Will) vs. Pneckosaur 2: 8(1d20) +8 = 16 miss.
Save vs. Dazed: 7(1d20) = 7 that's three missed.[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 4
Initiative: +3, Passive Perception: 18, Passive Insight: 20
AC:19, Fort:13, Reflex:17, Will:18
:bmelee: +4 vs. AC, 1d6-1 damage

HP:27/39, Bloodied:19, Surge Value:9, Surges left:8/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Dissonant Strain, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
Dazed
[/sblock]
 



Mewness

First Post
OOC: Hú Lí looks bloodied on the map, but that's a mistake.


The frightened chicks scatter once more. The one on the edge of the cliff overbalances as it is regaining its feet and almost falls off again.


Pterosaur Wranglin’, Round 4

The long-necked reptile-bird claws one of the chicks, apparently with every intention of dismembering it and eating it then and there, but Kane’s magic protects the vulnerable little creature. The long-necked one utters an angry squawk and launches itself into the air, almost biting Kane's arm off and raking Hú Lí before ascending out of reach.

The other buzzes Takahaan, knocking him to the side and uttering another piercing, unpleasant shriek.

[sblock=actions and rolls]Chicks move. Chick 4 again tries to go off the edge. Chick saving throw
11(1d20) = 11
succeeds on the save, falls prone.

Pneckosaur 2: Pneck 2 recharge diving charge
4(1d6) = 4
succeeds.

Minor: Pneck 2 rake vs AC, Chick 2; damage
14(1d20) +11 = 25; 4(1d6) +6 = 10
hits for 10, modified to 2 by Kane’s aegis.

Move: shift to P5 (1 square up)

Standard: flyby attack. Uses Bite on Kane, then flies past Hú Lí and Rakes her (doesn’t provoke OAs from either target). Pneck 2 Bite vs AC, Kane; damage
20(1d20) +11 = 31; 16(2d10) +5 = 21
crits Kane for 25 damage, bloodying him. Pneck 2 Rake vs AC (+2 CA), Hú Lí; damage
13(1d20) +11 +2 = 26; 6(1d6) +6 = 12
hits Hú Lí for 12 and bloodies her as well. Pneckosaur 2 ends up in K3, 5 squares up.

Pscreamosaur 2: Standard -- Pscream 2 swooping slash vs AC, Takahaan; damage
9(1d20) +11 = 20; 8(1d8) +6 = 14
. Hits for 14 (bloodying yet another character), slides Takahaan to Q9. Provokes Vengeance is Mine, but the reaction takes place after the monster has moved a square and Taka has been slid, so the only person who can take the basic attack is Castile, with a ranged basic. Feel free to take that basic attack if you want.

Free: Hideous squawk -- Noriaki and Takahaan take a -2 penalty to attack rolls until EONT.

Move: to J12, 6 squares up.
[/sblock]

[sblock=SAVE THE CHICKS!]As a move action, you can make a DC 20 Nature check in an attempt to calm/coax the chicks. If you succeed, each chick immediately takes a move action as you direct, and does not take one on its usual turn. Chicks have a move of 4 (and see the section on terrain).

As a move action, you can make a DC 22 check with some other skill to attempt to influence the behavior of the chicks. I’ll allow anything that seems reasonable (Arcana to produce compelling lights or noises, interpersonal skills, etc.). If you succeed, pick one of the following effects:
-- one chick immediately takes a move action as you direct (and none on its usual turn) or
-- all the chicks give up their move actions for the round and do nothing.

Regardless of how many attempts you make to influence the chicks, no chick may take more than one move action each round.

As a standard action, you can make a DC 14 Acrobatics or Athletics check to grab an adjacent chick and hold onto it to keep it safe. You must fulfill the usual conditions for maintaining a grab (hand free, not dazed, etc.). While grabbed, a chick is considered to be in your square, but cannot be targeted by attacks. Each round that you hold the chick, you must repeat the Acrobatics or Athletics check on your turn as a free action. If you fail, the chick escapes into an adjacent square and moves on its turn as usual.

If you successfully influence a chick that you are holding using one of the methods above, it will stop trying to escape for as long as you hold it. You do not need to make any further Acrobatics or Athletics checks.

The chicks count as your allies, and can be targeted by things that affect allies. They do not have any attacks, cannot flank, and they do not provoke OAs when they move. If you use an effect on a chick that allows it to spend a healing surge and recover hit points, it is fully healed by that effect.[/sblock]

[sblock=Special Note about Falling] Because falling off the rightmost edge would probably be fatal (and at the very least would take a character completely out of the fight), it is impossible for a PC or Sasha to fall off into the blue area during this fight. If you would fall off under the normal rules (i.e. you are forced over the edge and fail your save), then you stay prone on the edge and in addition become dazed until the end of your next turn.[/sblock]

[sblock=Terrain and Elevation]All terrain is normal except for the nest, which is difficult terrain. The different shades of grey represent rock ledges at different elevations. The red numbers are elevations relative to the rough, light brown terrain at the top. (You can also tell where the drops are by the shadows: a thin shadow represents a 5-foot difference and a thick shadow represents a 10-foot difference.)

Moving to an adjacent square that is 5 feet higher or lower costs an extra square of movement. Moving to an adjacent square that is 10 feet higher or lower requires climbing (DC 15). Chicks can handle 5-foot changes without spending extra squares of movement, but they can’t handle 10-foot changes at all.[/sblock]

[sblock=Controlling Sasha]Companion NPCs in Combat

Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sasha to use Twin Strike, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]

[sblock=Sasha]Sasha
HP 22/34, Bloodied 17, Surge value 8; Surges 7/7
Str 10, Con 12, Dex 18, Int 12, Wis 14, Cha 12
AC 18, Fort 16, Reflex 18, Will 14
Skills: Nature +8, Perception +8, Stealth +10
Striker: 1/round, Sasha can deal 1d6 extra damage when she hits an enemy she has CA against.
:branged: longbow +9 vs. AC, 1d10+5 damage (range 20/40)
Twin Strike (standard; martial, weapon; ranged weapon, one or two creatures)
Attack: +9 vs. AC, two attacks
Hit: 1d10+1 damage per attack
[x] Evasive Strike (standard; martial, weapon; ranged weapon, one creature)
Special: Sasha can shift 3 squares either before or after the attack
Attack: +9 vs. AC
Hit: 2d10+5 damage
[o] Crucial Advice (immediate reaction; ranged 5)
Trigger: An ally within range that Sasha can see or hear makes a Nature, Perception, or Stealth check
Effect: The ally can reroll the skill check with a +2 power bonus.
[o] Heroic Effort (no action; personal)
Trigger: Sasha misses with an attack or fails a save
Effect: Sasha gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind

Conditions: none[/sblock]

[sblock=status]Good Guys
Castile (J9) HP 45/52; surges 11/13;
Hú Lí (N3) HP 25/39; surges 7/8; dazed (save ends)
Kane (O5) HP 13/38; surges 10/10; bloodied
Noriaki (N6) HP 18/45; surges 9/9; bloodied, -2 attack rolls
Takahaan (Q9) HP 19/39; surges 8/8; bloodied, -2 attack rolls
Sasha (K6) HP 22/34; surges 7/7

Chick 1 (R11)
Chick 2 (N7) 2 damage taken
Chick 3 (O13)
Chick 4 (H17) prone

Bad Guys
Pneckosaur 1 (E5) dead
Pneckosaur 2 (K3 +5) 30 damage taken, marked by Kane
Pscreamosaur 1 (N7) dead
Pscreamosaur 2 (J12 +6) 25 damage taken, curdling screech used
[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.

[sblock=Pscreamosaur (with the open beak)]Pscreamosaur
AC 19, Fort 17, Ref 18, Will 17; HP 62, bloodied 31
:bmelee: Bite +10 vs. AC, 1d8+6 damage or 2d6+6 damage with CA.[/sblock]
[sblock=Pneckosaur (with the long neck)]Pneckosaur
AC 18, Fort 17, Ref 19, Will 18; HP 80, bloodied 40
:bmelee: Bite (reach 2) +11 vs. AC, 2d10+5 damage.[/sblock][/sblock]

[sblock=Possible triggers that the DM doesn’t want to forget]Black Fox
Virtue of Cunning (no action; ally is missed)

Castile
Combat Challenge (interrupt; adjacent marked target shifts or makes an attack that doesn’t include Castile)
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Castile)
Shield Edge Block (interrupt; adjacent enemy hits or misses Castile with a close or melee attack)

Kane
Aegis of Shielding (interrupt; marked enemy hits a target within 10 and the attack doesn’t include Kane)
Channeling Shield (interrupt; an attack hits Kane or an ally within 10)
x Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack)

Noriaki
Rampage (free; Noriaki scores a critical hit with a Barbarian attack power)
x Roar of Triumph (free; Noriaki reduces an enemy to 0 hp)
x Shrug it Off (reaction; Noriaki is subjected to a save ends effect)
Thaneborn Triumph (no action; Noriaki bloodies an enemy)

Takahaan
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Takahaan)
Vengeance is Mine (reaction; an enemy hits Takahaan)[/sblock]
 

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BenBrown

First Post
Hú Lí turns her attentions to Kane, with a rising sequence of notes that encourages his fighting spirit. Her own spirit is still somewhat dampened, though.
[sblock=Actions]Minor (and only): Majestic Word on Kane. Kane regains Surge+4 Hit Points (total 13)
Save vs. Dazed: 7(1d20) = 7[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 4
Initiative: +3, Passive Perception: 18, Passive Insight: 20
AC:19, Fort:13, Reflex:17, Will:18
:bmelee: +4 vs. AC, 1d6-1 damage

HP:25/39, Bloodied:19, Surge Value:9, Surges left:7/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Dissonant Strain, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
Dazed
[/sblock]
 
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jbear

First Post
Kane gasps in pain as his arm is wrenched completely out of its socket and left hanging limply by his side at a funny angle. The notes of Hu Li reach him and the pain fades completely and almost hypnotically Kane moves his body to the rhythm of the music, twisting his body in such a way that the arm slots into place almost of its own accord.

"Hands of Shadows, slow the reptile!" Kane shouts, his voice clear but tinged with desperation as he slashes his blade towards the pneckosaur high in the sky. Wispy hands of shadow surround the creature but too late; it manages to fly free.

Seeing the chicks scatter towards the edge of the cliff once more, Kane calls to the creature's once more, this time more forcefully, voice thick with magic.

[sblock=Actions] Standard: Grasping Shadows at Pneckosaur 2
Move: Use Arcana to call chicks
[/sblock]

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 3
Passive Perception/Insight 13
AC:21, Fort:15, Reflex:16, Will:16, Speed:6
HP:26/38, Bloodied:16, Surge Value:8, Surges left:9/10
Initiative +1
Action Points: 1 (encounter): USED

Conditions

Powers
MBA: Dislocation Longsword +1, +6 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows: USED
Aegis of Shielding: USED on Pneck2
Channelling Shield:
Dimensional Vortex: USED
Second Wind

Flaming Sphere:
Dislocation Longsword:


Combat notes: Theme: Feybeast Tamer: Kane is unaware of this. Not active until this changes.
[/sblock]
 
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Pentius

First Post
Noriaki frowns in frustration as the pterosaurs fly up out of his reach. As he looks to the sky, a squawk pulls his attention downward. A little pterosaur chick wobbles uncertainly on its feet, a trickle of blood dripping from a scratch that just barely missed its right eye. Seeing the larger birds circling for the kill, Noriaki leans down and picks up the little chick. It squawks and struggles, clearly scared. Noriaki begins to sing to it.

"Cherry blossoms gracefully bloom o'er the fields that lie,
High up is the castle wall, where have warriors gone?
Where is the moonlight that brightly shone up high,
Shone upon the warriors who drained the glasses dry?"


But the traditional Jadian song fails to ease its fear.


[sblock=Mechanics]
Standard: Grab the adjacent chick(chick 2)
Athletics: 1d20+10=30, CRIT GRAB.
Move: Diplomacy to calm it down
Roll: 1d20+4=7, no such luck
[/sblock]

[sblock=Noriaki]Noriaki Matsumoto
Male Human Thaneborn Barbarian 1
Initiative: +5(+7 with Takahaan)
Passive Perception: 12
Passive Insight: 13
Senses: Normal

AC:20
Fort:20
Reflex:18
Will:16
HP:18/45
Bloodied:22
Surges left:9/9
Surge Value:11
Action Points: 1

MBA: +10 to hit, 1d12+6 damage
Howling Strike
Pressing Strike

Escalating Violence []
Howl of Triumph []
Shrug it off [x]
Heroic Effort []
Second Wind []

Swift Panther Rage []


Conditions:

Feral Might(Thaneborn Triumph): Whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier(+2).[/sblock]
 
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GROMkill

First Post
Takahaan nods to Sasha, and she fires 2 more arrows at the long-necked bird, high above. The arrows find their mark.

"Well, Noriaki. You've always been one to pick up chicks." The dragonborn cracks a smile at his off-tone joke despite the blood running from his shoulder and the bruises starting to form on his tough hided skin.

He too, tries to call to the birds, but they seem to ignore his guttural voice.

[sblock=Mechanics]

Standard: Sasha uses Twin Strike[/color on Pneckosaur. Hits AC 27 for 15 damage total.

Move: Diplomacy on Bird 3. Fails.

Minor: No action taken.

[sblock=Rolls]

Sasha Attack rolls: 1d20+9=27, 1d20+9=27

Sasha Damage roll: 1d10+1=6, 1d10+1=9

Bird Call: 1d20+11=17[/sblock][/sblock]
[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 4
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Normal
AC:20
Fort:18
Reflex:16
Will:18 HP:19/39
Bloodied:19
Surge Value:10
Surges left:8/8
Action Points: 0

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [x]
Inspiring Word [x]
Flattering Charge [ ]
Vengeance Is Mine [x]
Lamb to the Slaughter [x]
Spur To Action [x]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions


[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]

OOC: [MENTION=57009]Dekana[/MENTION] You can use a RBA from my Vengeance is Mine. See Mewness' post for more details.
 
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