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

changer

First Post
Janus hangs back waiting, hoping the wolfs and hairymen will clump up and that his comrades will stay out of the blast zones. Deciding that the path is a little too easy access he fires off one of his new spells.

Hundreds of thin streams of icy water pour from his fingers and into the air sailing far over the heads of his friends, twisting and turning as they soar the create a chily web of sticky strands that land beyond where his comrades are standing.

[sblock=ooc]
Move Action: N/A
Standard Action: Web @ T15: Area Burst 2 = Difficult terrrain (end move - Immobilised. Attack vs Wolf 3 1d20+10 vs Ref=16 Hit = Immobilised
[/sblock]

[sblock=Stat Block]
Janus Reinhardt - Male Human Wizard 6
Passive Perception: 16, Passive Insight: 21
AC: 21, Fort: 15, Reflex: 19, Will: 19 -- Speed: 6
HP: 42/42, Bloodied: 21, Surge Value: 8+2, Surges left: 7/7
Initiative: +7
Action Points: 1, Second Wind: Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep (Memorized), Glitterdust (Not Memorized), Web (Memorized), Dispel Magic (Not Memorized), Dimension Door (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
Dextyr swings at the wolf before him as he begins to chant a imperial battle hymn. His sword strikes true and he then takes a measured step backwards and continues to sing, the song changing pitch and growing louder, inspiration shouting and cheering fills the air urging on his allies.

[sblock=Mechanics]
Standard Action = War Song Strike vs Wolf 2:1d20+10 (War Song Strike)=30 - CRIT! (not that Dextyr has a magical weapon...) dealing 12 damage and any ally who hits wolf 2 before the end of Dextyrs next turn gains 3 temp hit points.

Move Action = Shift to V19

Minor Action = Song of Courage: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls.
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johnmeier1

Explorer
[sblock=Turn Update] Murphy and Sheng still have to take their turns.
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[sblock=Updated Map]
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Voda Vosa

First Post
Sheng gives a few steps forward, the green gas trailing his moves. He stands there, open his mouth, and like a circus performer, he sprays a cloud of fire from his mouth! After that, not trusting the reaction of the wolfs, he executes a complicated dance, that surrounds him in a seemingly dangerous shield of green and foul energy.

[sblock=Actions]
Move adjacent to W2
Burning spray (T19-R17): 24 vs wolf 2 ref, 10 vs wolf 3 ref, for 10 dmg Roll Lookup
Minor: chaotic defenses: 4 Woot! all efects: +2 to all defenses, 14 THP, and 2d6 to any foe attacking and hitting Sheng.
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johnmeier1

Explorer
[sblock=Sorry] I am on vacation this week, which would be fine, but I didn't bring my laptop so I don't have a map to update. Perhaps I can resolve this turn and we can take a brief break[/sblock]
 



johnmeier1

Explorer
As the two wolves below are battered a drama unfolds up above. The prone
man begins to rise but is slammed by the smaller wolfman with the club. The
large werewolf grabs the screaming young woman with one huge paw and lifts
her up. He growls something guttural, looking her over.

The bloodied wolf below howls in pain at Murphy's shadows but with an
intelligent gleam does not forget the menacing fighter nearby. It bites
at Shorrin, but his armor protects him. The other moves out of the icy web
with careful steps and attacks Murphy, its bite causing a bleeding wound.
The other creatures move down the hill cautiously, clubs raised.

[sblock=mechanics] Need a save from Dextyr last turn...
Murphy's hit bloodied Wolf 2, he gains 3 temp hp
Isabelle is grabbed, other man is incapacitated

Wolf 2 will bite Shorrin 1d20+12=16 MISS AC Roll Lookup
Wolf 3 was missed by web and will move to S19 and attack Murphy, 1d20+12=24
vs AC for 1d6+4=7 Roll Lookup damage and 5 ongoing (save ends)
Werewolves 1-3 will move and so will Wolf 1.
[/sblock]

[sblock=status]
Shorrin U18 62/62 grants CA to Wolf 2
Murphy V18 54/58 5 ongoing damage (save ends)
Janus U23 42/42
Dextyr U19 47/58 +1 to allies' attacks burst 5, 5 ongoing damage
Sheng U20 52/52 14 temp hp +2 Defenses TENT and enemies that hit take 2d6
Saraz U22 42/42
Lycan 1 P10 readied
Lycan 2 P7 readied
Lycan 3 E13 readied
Wolf 1 L8 readied
Wolf 2 T19 Dextyr's allies get 3 temp hp on hit, Marked by Shorrin, bloodied -67hp
Wolf 3 S19 -19hp
Large F19 grabbing Isabelle
[/sblock]

[sblock=map]
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