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

OnlytheStrong

Explorer
Shorrin roars and unleashes his acidic dragon breath and charges in behind it.

[sblock=Mechanics]

Minor: Dragon's Breath focused at M2 1d20+8=27, 1d6+3=5 and all allies within the blast get a +1 to their attack rolls (and the breath only hits enemies. 1d20+8=20, 1d20+8=17 I'm not totally sure how many it will get...sorry.

Move: Shift to L1

Standard: Tide of Iron on target at M1. 1d20+9=24 vs. AC, 1d10+5=7 Tide of Iron pushes the target back to N1, and Shorrin will shift (granted by the power) into the space at N1.

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johnmeier1

Explorer
[sblock=OOC] Dragon's breath hits all creatures, you can move to L1 to miss Tonk then use it to just hit the 3 Hobgoblins or roll against Tonk's Reflex. You hit all 3 with 17 as your low roll. You also hit M1 successfully. Only Saraz yet to go. [/sblock]
 


KenHood

First Post
//Yeaaaaah... +1 to hit from the breath weapon? Sweet!

By the way, forgot to add the +2 for Designate Prey to the damage against the hobbo. Makes the total 24.//
 

Moon_Goddess

Have I really been on this site for over 20 years!
Saraz focus her attention on the same hobgoblin again trying to bend it's will

"That's not your foe, look to your right, there there is the one you should attack."

It seems to hold fast against her call so instead she pulls it's attention away from Tonk. Saraz then points towards it, "Tonk, get that one"


[sblock="Actions"]

Std: Betrayal vs Hobgoblin 2's Will (1d20+8=15) Looks like a miss.

Minor: Distract vs. Hobgoblin 2 at M1, it grants CA to the next ally to attack it.
[/sblock]

[sblock=Saraz stat block]Saraz bint Farad bint Aquilah- Female Human Psion 5
Passive Perception: 17, Passive Insight: 17
AC:17, Fort:13, Ref:17, Will:19 -- Speed: 6
HP:38, Bloodied:19, Surge Value:9, Surges Per-Day 6/6
Initiative +0 Action Points: 1, Second Wind: not used
Power Points: 2
Powers:
Mind Thrust
Memory Hole
Dishearten
Betrayal

Distract Distract
Send Thoughts Send Thoughts

Ravening Thought
Telekinetic Lift
Crisis of Identity

Crystal Orb of Unfailing Concentration +1(Enc)
Flowform Cloth +1(Enc)
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johnmeier1

Explorer
Dextyr's shout goes up and over the hobgoblin's heads. Janus knocks one prone with his ice and the creature is struck hard by a blow from Tonk. Shorrin's breath envelops the goblinoids and bolsters Tonk. Saraz's command seems to distract the one she overwhelmed before. Murphy strikes out and misses, moving back.

The nearly dead hobgoblin stands up and with military precision does not break ranks and swipes at Shorrin missing utterly. The hobgoblin near Murphy ignores him and moves to engage Saraz, with her back turned he hits her slowing her and menacing her with his flail. The other two attack the dragonborn with equal failures and the uninjured one shifts backwards.

The robed hobgoblins overcome their dazed state and begin shouting at the soldiers in goblin. One of them shakes his head and moves down the stairs. He slams his staff into the ground and a blast of force hits both allies and enemies. He kills the wounded soldier and drives Tonk and Janus over the edge, knocking Dextyr and Shorrin and Saraz back and to the ground. The next one grins and comes down also, but his pulse misses everyone as he stares in shock. The last robed one moves more cautiously and tries to use a force bolt to lure Dextyr over the edge but the bard clings on though bloodied.

[sblock=mechanics] H1 stands up and misses Tonk with a 1. Hobgoblin 3 moves to J3 and hits Saraz 1d20+7=17 for 1d10+4=11 and she is slowed and marked TENT. H2 and H5 miss Shorrin (H5 rolls a 1 too!) and H5 shifts away.
W1 move to N5 will use Force Pulse in a close blast 5 from M4:H-1 against:
1d20+7=8 vs H1 Reflex - miss for half damage -> dies
1d20+7=15 vs Shorrin Reflex hits push to M0
1d20+7=26 vs Tonk Reflex hits push off ship to L-1
1d20+7=23 vs Janus Reflex hits push off ship to J-1
1d20+7=23 vs Saraz Reflex hits push to J1
1d20+7=17 vs Dextyr Reflex hits push to J2
1d20+7=26 vs H3 Reflex - hits push 0
for 2d8+4=14 force damage and push 1 square and knock prone

Saves for Shorrin, Tonk and Janus, Shorrin can save his rolled 20 save for next attack

W2 will move and use Force Pulse also against:
1d20+7=11 vs Shorrin Reflex miss for 3 damage
1d20+7=12 vs Saraz Reflex miss for 3 damage
1d20+7=10 vs Dextyr Reflex miss for 3 damage
2d8+4=6 force damage and push 1 square and knock prone

W3 moves to O6 and tries Force Lure on Dextyr
1d20+7-2=18 vs Reflex hits
for 2d6+4=10 force damage and slide 3 to H0 and he saves to keep from falling off
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[sblock=status]
Janus J-1 20/24 7/7 AP 1 In the water
Tonk L-1 21/44 8/8 AP 0 +1 to hit until Shorrin, bloodied, in the water
Dextyr H0 17/33 10/10 AP 0 Prone, bloodied
Shorrin L0 22/50 13/13 AP 1 Prone, bloodied
Saraz J1 21/28 6/6 AP 1 Marked by H3, slow until H3, Prone
Murphy 6 13 F5 +1 AC/Ref
Hobgoblin Soldier 2 N1 -29hp Grants CA to Tonk, marked by Shorrin
Hobgoblin Soldier 3 J3 -14hp 2 shrouds, Prone
Hobgoblin Soldier 5 N2
Hobgoblin Warcaster 1 N5 -8hp
Hobgoblin Warcaster 3 M3
Hobgoblin Warcaster 2 O6 -18hp
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johnmeier1

Explorer
[sblock=In The Water]
Tonk and Janus should make a swim check at the beginning of their turn. You can try to climb up where you are after treading water or swim to H-1 or O-1 where there is rope.

Swim or Tread Water (Athletics):​
Part of a move action.

Calm Water (DC 10)

Success: You swim at one-half your speed, or you stay afloat and tread water.

Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.

Fail by 5 or More: Sink 1 square and risk suffocation by drowning

Then they should make a climb check to get out. It is only 10 feet to the deck from the ocean so it should only cost 4 squares movement.​

Climb:
Part of a move action.

DC 20 for a slippery/ uneven surface (the slippery rope has a DC of 15)

Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top
includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.

Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.

Fail by 5 or More: You fall back into the water and lose the rest of your move action.

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renau1g

First Post
Seeing Tonk and Janus go over the edge, Murphy shakes his head "STAY AWAY FROM THE RAILS!" he shouts to his allies. With his target gone, but now lying in a nice vulnerable position, Murphy hurries down the stairs and moves next to the hobgoblin. He drops his blade and quickly pulls out his new dagger stabbing at the prone foe, but it glances off the enemies armor. The shades grab a bit of its vitality before they disperse still.

[sblock=ooc]
*Do I get an OA as the one left without shifting? - vs ac; dmg (1d20+8=26, 1d10+6=13) sure...yeah roll the 18 now :hmm:

Free: shroud on hobbo at J3
Move: To I4
Free: Drop sword
Minor: Draw +1 dagger
Standard: Shadow Storm on J3 (Invoke shrouds + sneak attack) - vs ac (J3); dmg; SA dmg; Shrouds (1d20+14=16, 1d4+11=12, 2d6=4, 3d6=13) really? Murphy can't even hit a guy lying on the ground? Naw we didn't need that hit anyways, we're doing so good as it is. still does 8 damage from shrouds.
*AC/Ref drop back to normal

Immediate Reaction: If J3 hits Murphy with melee attack use Deathcut Leather armor Daily power to do 1d10+4 Necrotic damage
[/sblock]

[sblock=ministats]Murphy Tang Male Human Assassin 4
Initiative: +6, Passive Perception: 17, Passive Insight: 14, Senses: Normal
AC:22, Fort:17, Reflex:20, Will:20
HP:45/45, Bloodied:22, Surge Value:11, Surges left:8/8
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
Slayer's Escape
Shade Form

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]
 


changer

First Post
Janus goes into the drink with a shrill scream, spluttering to the surface he looks up to where his dragonling his hovering and, smirking....

With powerful strokes Janus deftly swims to the rope dangling from the side of the ship. Hauling himself out of the water he mumbles a quick hello to Tonk as he scrambles past his erstwhile companion, and nimbly up the rope. Once on deck he quickly moves away from the side and panting from his exertions, puts his back to the wall of the forcastle.

[sblock=ooc]

Move Action: swim to H-1 = 1d20+1=18
Standard Action: climb to H0 = 1d20+1=19 (4 squares), Move to H2

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