[Adventure] The Darkest Night (DM: johnmeier1, Judge: Ozymandias79)

DMDanW

First Post
Dextyr waits a moment for the stars to clear from his eyes and takes a deep breath to steady himself. "Come on Dex get it together" he mumbles to himself, steeling his nerves before he picks himself up off the ground. He spits a mouthfull of blood onto the ground in front of the horse and then thrusts his longsword up into its rider.

[sblock=Mechanics]
Standard Action = Second Wind (regain 10 hit points - up to 18, & +2 to all defenses till start of next turn
Minor Action = Inspiring Word on self; 1d6 (inspiring word bonus)=5 (regain 15 hit points - up to 33 hit points)
Move Action = Stand up from Prone
Action Point = War Song Strike vs Biker 4; 1d20+9 (War Song Strike)=29 = CRIT! dealing 12 damage & any ally who hits biker 4 before the end of Dextyrs next turn gains 3 temp hit points.
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johnmeier1

Explorer
[FONT=&quot][sblock=OOC] Janus misses Roll Lookup with his AoO, Warhorse 1 misses Janus
Roll Lookup then Dextyr misses Roll Lookup as
Warhorse 1 tries to Trample him and misses Roll Lookup finally Tonk hits for
12 damage Roll Lookup and it misses him. Warhorse 1 provokes from Murphy Roll Lookup hitting for 9 damage
and tries to trample him Roll Lookup missing and ending in G3

Biker 2 is dazed and hits Murphy for 14 damage Roll Lookup and he is marked TENT but
is not slowed. Biker 4 is dazed and hits Tonk for 13 damage Roll Lookup and he is
marked TENT but is not slowed.

Biker 3 charges Shorrin and misses horribly Roll Lookup ending at L17
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[sblock=status]
Shorrin J13 40/50 1 AP
Murphy H3 28/45 marked by Biker 2 TENT 1 AP
Janus H11 34/34 1 AP
Dextyr H9 33/43 0 AP
Tonk H8 31/44 +1 to AC TENT Tonk, marked by Biker 4 TENT 0 AP
Biker 2 J4 -38hp 2 shrouds, dazed TENT Janus, bloodied
Biker 3 L17
Biker 4 J8 -46hp dazed TENT Janus, -2 to attacks TENT Tonk, hit gain 3 temp hp TENT Dextyr, bloodied
Warhorse 1 G3 5/58 bloodied
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OnlytheStrong

Explorer
Shorrin strikes out at the rider, knowing full well that he has opened himself up to a counterattack. Hoping to somewhat counter the impending attack, he throws himself forward with his shield.

[sblock=mechanics]

Standard: Brash Strike Brash Strike (1d20+12=20 vs. AC, 1d10+11=15) forgot to add the +3 dmg for using a hammer... this grants the foe Combat Advantage over me til the start of my turn.

Free: Shield Slam Shield Slam (1d20+7=17 vs. Fort, 1d10+5=14) if it hits they are knocked prone and are pushed 1 square [/sblock]
 

KenHood

First Post
//Tonk had charged. Because of Tonk used the 'Hounding Assault' power, all of his melee attacks until the end of the combat have the 'rattling' keyword: +4 damage, -2 to opponent's attacks until Tonk's EONT.//
 

changer

First Post
With a smirk on his scaly lips Furi Zu flys back to Janus and settles on his shoulder. Janus meanwhile begins to cast again. Motes of snow and ice begin to form around his body, spinning in time to Janus's rhythmic canting. Crouching low, twisting to his right, Janus flings his arms out toward the nearest rider. A low rumble begins, quickly reaching a crescendo as a wave of ice and snow is blasted forth from Janus’s hands stretching out to engulf his target.

[sblock=ooc]
Move Action: Dragnling returns to Janus.
Minor Action: Dragnling returns to Passive Mode.
Standard Action: Thunder Wave at Biker 4 vs Fort. 1d20+7=7; Dmg 1d6+6=7 thunder damage, push target to J5/6
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[sblock=Stat Block]
Janus Reinhardt - Male Human Wizard 4
Passive Perception: 15, Passive Insight: 21
AC: 20, Fort: 14, Reflex: 18, Will: 18 -- Speed: 6
HP: 34/34, Bloodied: 16, Surge Value: 8+2, Surges left: 7/7
Initiative: +6
Action Points: 1, Second Wind: Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep (Memorized),
Expeditious Retreat (Memorized), Feather Fall (Not Memorized)

Dragonling: Furi-Zu
AC: 20, Fort: 14, Reflex: 18, Will: 18 Speed 5, Fly 6 (hover)
HP: 1. a missed attack never damages it.
Constant Benefits: Can read and speak Draconic. When you spend a healing surge regain 2 additional HP.
Active Benefits: Dragons Breath. Once per encounter, use dragonling’s space as origin square for a close blast arcane attack power.
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DMDanW

First Post
[SBLOCK=ooc]
Wow that's a whole lot of misses for the good guys.......
[/sblock]

Dextyr takes a step back and releases a blast of pure arcane energy at the closest rider.

[sblock=Mechanics]
Move = shift to G10
Standard = Eldritch Blast; 1d20+6 (Eldritch Blast)=22 vs Reflex; 1d10+4=9 damage if it hits.
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johnmeier1

Explorer
[sblock=OOC] Dextyr does hit. Incidentally you guys have been getting off easy, I just read UpdateMay2010 and saw the change Mounted Combat rules for Monsters. Now both the bikers AND the mounts will get a full turn. And mounting/dismounting is a move action not a standard action, which may change their tactics.[/sblock]

[sblock=Updated Mounted Combat Rules]
MOUNT AND RIDER
A mount and rider follow these rules while the rider is mounted.
✦ Space: The rider and mount both occupy the mount’s space. However, the origin squares of the rider’s powers and other effects do not change to the mount’s size. Whenever the rider uses an effect that has an origin square (such as a melee, a ranged, an area, or a close power), the rider first picks where that square is located in the mount’s space, and the effect uses that origin square. For example, if a Medium rider uses a close burst attack power, the rider chooses a single square within the mount’s space, and the burst emanates from that square. This rule means that if the burst targets each creature within it, rather than each enemy, it can hit the mount.
✦ Targeting the Mount and Rider: Even though the mount and rider occupy the same space, they are still separate creatures and are targeted separately. For example, an attack that targets only one creature can target either the mount or the rider, not both. In contrast, area and burst attacks can affect both mount and rider, since the two are in the same space.
✦ Mount Benefits: Many mounts offer special attacks or benefits they can use or grant to their riders. These abilities range from flat bonuses, such as an AC bonus to the rider, to special attacks that the mount can use. The Monster Manual details the benefits that many creatures grant if the rider meets a minimum level and has the Mounted Combat feat. If the rider doesn’t meet a mount’s prerequisites, he or she can ride it but doesn’t gain the mount’s special benefits.
✦ Provoking Opportunity Attacks: If the mount’s movement provokes an opportunity attack, the attacker chooses to target either the mount or the rider, since the two of them move together. However, if the mount or the rider provokes an opportunity attack by using a ranged or an area power, the attacker must target whichever one of them provoked the opportunity attack.
✦ Forced Movement: If the mount is pulled, pushed, or slid, the rider moves with it. If the rider is pulled, pushed, or slid and the mount isn’t, the rider can have the two of them move together. Otherwise, the rider is dismounted and falls prone in the destination space of the forced movement.
✦ Teleportation: If either the mount or the rider is teleported, the other does not teleport with it. If the mount is teleported without the rider, the rider is dismounted and falls prone.

Mounts in Combat
A mount and rider follow these rules while the rider is mounted.
✦ Mount (Move Action): The rider mounts a creature adjacent to it and enters its space.
✦ Dismount (Move Action): The rider dismounts, moving from the mount’s space to a square adjacent to it.
✦ Initiative: The mount and rider act on the rider’s initiative count, even if the mount had a different initiative before the rider mounted it. The two continue to act on the same initiative count after the rider dismounts. A monster and its mount have separate turns, whereas an adventurer and his or her mount have a single turn.
✦ Actions (Adventurers Only): An adventurer and his or her mount have one combined set of actions: a standard action, a move action, and a minor action. The player chooses how the two creatures use the actions on the adventurer’s turn. Most commonly, the mount takes a move action to walk or fly, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions thereafter.
✦ Mount Attacks: The mount takes a –2 penalty to attack rolls unless the rider has the Mounted Combat feat. While not being ridden, a typical mount (such as a riding horse) rarely attacks on its own, unless it has been trained for battle, is defending itself, or feels unusually protective of its rider. Left to its own devices, a typical mount avoids combat.
✦ Charging: When the rider charges, the rider and mount move up to the mount’s speed and then the rider makes the charge attack. When the mount charges, it follows the normal rules for a charge.
✦ Squeezing: When the mount squeezes, the rider is also considered to be squeezing.
✦ Falling Prone: If the mount falls prone, the rider is dismounted and falls prone in an unoccupied space of the rider’s choice adjacent to the now-prone mount. However, if the mount is flying when it falls prone, it instead falls and the rider isn’t dismounted unless the mount lands and falls prone itself.
A rider who is knocked prone can immediately make a saving throw. On a roll lower than 10, the rider is dismounted and falls prone in an unoccupied space of the rider’s choice adjacent to the mount. On a roll of 10 or higher, the rider is neither dismounted nor knocked prone.
A rider who voluntarily drops prone falls prone in an unoccupied space of the rider’s choice adjacent to the mount.
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