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

johnmeier1

Explorer
Shorrin's hammer bloodies the biker who was reeling from Janus's magic. The hair on his body grows and he roars AWL FIT YEW AWL RIT! and swings his longsword at the dragonborn. Shorrin blocks the blow easily with his shield. The bear-man's wounds knit as he puts fingers like claws into his mouth and whistles TWEEET! as the warhorses come charging in at the fighter.

[sblock=OOC] Not long now
Biker uses Longtooth Shifting, attacks with Longsword 1d20+12=15 MISS, Regen 2
Warhorses 1 & 2 & 3 charge in and use Kick 1d20+7=15,26,10 (only one hit for 1d6+5=7
[/sblock]

[sblock=status]
Shorrin B8 25/50 bloodied
Murphy F5 32/45
Janus E11 19/34
Dextyr F9 18/43 bloodied (out of healing powers)
Biker 3 A8 -41hp 2 shrouds, marked by Shorrin, bloodied
Warhorse 2 B7 -45hp bloodied
Warhorse 3 B10 -11hp
Warhorse 4 D9 -8hp
[/sblock]

[sblock=map]
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changer

First Post
Janus, fed up with this fight blurrs into action. One second standing near Dexter, the next he is on the other side of Shorrin's melee. Once again arcane words and magic burst from Janus as an Icy wave of destruction batters the nearest horse and bear man pushing the horse away.

Before they can recover Janus, drawing on arcane reserves begins to hum. Soon soothing music full of gentle pianos and double bass notes fill the air, whilst small “Z” shaped snow flakes circle the heads of 2 warhorses and the aforementioned hairy man-thing making them drowsy and sluggish in their movements.

[sblock=ooc]
Move Action: Shift to B5 (Expeditious Retreat)
Standard Action: TW @ A6, 7, 8 vs Fort: 1d20+7= @horse 2: 24, @Bear 3: 14; Dmg 1d6+6=11. push target 3: I would like him to line up with Horse 3 (off the map) lets call it Z9, 10
Action point: Sleep @ Y9 vs Will: 1d20+7= @Horse 2: 8; @Horse 3: 14; @Bear 3: 16. Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)
Miss: Target is slowed (save ends) Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)Miss: Target is slowed (save ends)

[/sblock]

[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: 19/34, Bloodied: 16, Surge Value: 8+2, Surges left: 7/7
Initiative: +6
Action Points: 0, 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.
[/sblock]
 

johnmeier1

Explorer
The blast from Janus throws a horse back away from Shorrin. The lulliby of icy music seems to greatly affect the shifted man and his horse.

[sblock=OOC] Hit on horse pushes to -A10, Sleep hits Biker and Horse 3.[/sblock]
 

renau1g

First Post
Murphy gestures at Shorrin's shadow and suddenly it springs to life, coiling around the next of the shifter and attempting to drag him towards the assassin, but the enemy manages to break the hold.

[sblock=ooc]
Move: n/a
Free: shroud on biker 3
Standard: Executioner's Noose on Biker 3 - vs fort; damage; shrouds (1d20+9=13, 1d6+6+2=10, 3d6=15) I'm sure that misses, so it should still do 10 damage from the shrouds :)
Minor: n/a


[/sblock]

[sblock=ministats]Murphy Tang Male Human Assassin 6
Initiative: +6, Passive Perception: 17, Passive Insight: 14, Senses: Normal
AC:22, Fort:17, Reflex:20, Will:20
HP:32/45, Bloodied:22, Surge Value:11, Surges left:5/8
Action Points: 1
Powers:
Executioner's Noose
Shadow Storm
Assassin's Shroud
Shadow Step
Changeling Disguise

Shadow Darts
Army of the Night
Sneak Attack
Changeling's Trick
Cloak of Shadows[/s]
Slayer's Escape
Shade Form
Boots of the Fencing Master

Targeted for Death
Twilight Assassin
Talon Amulet
Deathcut Leather Armour


Conditions:

Important Stuff: When Murphy kills with a melee attack, gains 5 thp.
When attacking with CA, add +1 damage (Talon Amulet)

Full sheet: [/sblock]
 



johnmeier1

Explorer
Shorrin's breath goes high and his swing is blocked by the bear-man's shield. The fighter takes a moment to regain some stamina.

[sblock=OOC] I wish you could get some hits in, IC must hate Shorrin. You have not spent your action point, so you can take your Second Wind. I have you at 37 HP after that.[/sblock]
 

DMDanW

First Post
Dextyr lets loose a vicious scream, the sound of his voice carrying arcane energies towards their foe and then takes a step behind the large rocks.

[sblock=Mechanics]
Standard Action = Dissonant Strain vs the shifter; 1d20+6 (Dissonant Strain)=17 vs Will. 2d6+4=15 damage & the target takes a -2 penalty to attack rolls until the end of Dextyrs next turn. Also if there is anyone within 5 squares of me that wants to make a save go ahead.
Move Action = Move to G7
Minor Action = None
[/sblock]
 

johnmeier1

Explorer
Dextyr's shout makes the shifter cover he ears and roar in pain. He flails wildly with his longsword at Shorrin, but the fighter blocks him easily. After his wounds knit themselves slightly, the horse-rider falls to the ground unconscious.

[sblock=OOC] He failed his Sleep save, and the warhorses don't attack this turn. It's in your hands to basically roleplay at this point. Well done.[/sblock]
 


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