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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II

dimsdale

First Post
Rumbum steps forward and flanks the foe with River and swings his axe, scoring another hit on the foe.

[sblock=actions]
movement: move to m10
minor: none
attack: brash strike: 1d20+16 +2 flank vs spawn AC: 24 for 16 24 for 16

CA granted to spawn TB(Rumbum)NT
Rumbum continues mark on spawn

[/sblock]
 
Last edited:

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CaBaNa

First Post
Pok settles for the illusion of the statue falling instead of toppling it himself, causing the Spawn of Khyber to jump out of the way.

[sblock=OOC]

Move

Standard Phantom Bolt on creature
28 vs will
9 psychic damage and slide creature 1 square to Q8

Minor


[/sblock]
 


Maidhc O Casain

Na Bith Mo Riocht Tá!
Repost of #1338 ('Cause I edited it to finish Feall's actions)

Feall takes a short step to put himself in better position and calls a noose from the shadows. He sends the dark rope hurtling toward the Khyber spawn. The noose settles around the dragon's neck and Feall gives it a barely perceptible tug; the force of his pull is magnified through the shadows and the Spawn feels itself pulled inexorably toward the assassin.

At the same time, Feall's shadowy twin steps up and lunges with its falchion. The blade just misses.

[sblock=Actions]Move: Shift to K13
Free: Shroud on Khyber Spawn
Standard: Attack vs. Fort (1d20+11=20) for (1d6+1d6.minroll(2)+7=12) Damage. Pull Khyber to N10, and it is Slowed TE(Feall's)NT.
Twilight Assassin: Move to N11 and Attack vs. Reflex (1d20+10=17)[/sblock]
 

dimsdale

First Post
OOC: What's the free action from? You can't shift to M10.

[sblock=ooc]
ooc: argg...I thought Rumbum was one square away. I'd like to substitute the shift action to just a regular movement to M10 if that is okay.

The free attack is from Bedeviling Assault. Feall hit with his attack. This means that Rumbum gets a free BMA. The only question is whether or not Rumbum has to be adjacent to the foe when the ally (in this case Feall).
[/sblock]
 

renau1g

First Post
OOC: Dimsdale - that's fine to sub the movement. re: your power, you need to be within melee reach to use it. The trigger is when the ally hits. Also, Feall hit with a Ranged attack, not melee so it wouldn't trigger even if you were adjacent.
 

dimsdale

First Post
OOC: Dimsdale - that's fine to sub the movement. re: your power, you need to be within melee reach to use it. The trigger is when the ally hits. Also, Feall hit with a Ranged attack, not melee so it wouldn't trigger even if you were adjacent.

ooc: thanks for the clarification. I'm edit post to reflect changes
 

KarinsDad

Adventurer
Sheeva comes forward and again blasts the creature. The bolt hits, but it doesn't seem to do as well as earlier.

[sblock=Actions]
Move: Move to M13
Standard: Lightning Strike on creature

30 vs. Reflex, 14 Lightning damage.

The creature takes 5 Lightning damage if it attacks Sheeva.
[/sblock]

[sblock=stat block]
Sheeva - Female Drow Sorcerer
Advantageous Conditions: resist 5 Lightning and Thunder
Adverse Conditions:
Initiative: +7 Passive Insight: 18 Passive Perception: 13
Senses: Darkvision
HP 31/48
Bloodied 24
Surge Value 10; Surges Per-Day 4/6
AC 19 Fortitude 14 Reflex 18 Will 21 Speed 6
Action Points: 1
Second Wind: Not Used

Powers:
At will:
Blazing Starfall
Lightning Strike

Encounter:
Bedeviling Burst
Cloud of Darkness
Dragonflame Mantle
Second Wind
Storm Soul
Sudden Scales
Stoneskin
Thundering Gust

Daily:
Howling Tempest
Lucky Charm
Thunder Leap


Trained: 7 Arcana, 13 Bluff, 8 Insight, 13 Streetwise

Untrained: 7 Acrobatics, 3 Athletics, 8 Diplomacy, 3 Dungeoneering, 3 Endurance, 3 Heal, 2 History, 10 Intimidate, 3 Nature, 3 Perception, 2 Religion, 9 Stealth, 7 Thievery

Feats:
Mark of Storm
Superior Implement Training (Accurate Dagger)
Dual Implement Spellcaster
White Lotus Riposte

Magic Items:
Belt of Nourishment
Lucky Charm +1
Magic Dagger +1
Magic Dagger +2
Potion of Healing
Siberys Shard of the Mage
Stoneskin Cloth Armor +1
Stoneskin Cloth Armor +2
[/sblock]
 

Velmont

First Post
"Go back! Surrender! You won't vanquish us!" he points his finger to the creature that suddenly disappear. "He is gone, but can come back any moment. Get ready to hit him."

[SBLOCK=OOC]Start: Consecrated Ground => 14/69 and Save (1d20=16) against Stream of Life
Longtooth Shifting => 16/69
Creature Aura => 6/69

Minor: Sustain Consecrated Ground
Move: Shift to N11
Standard: Dismissal vs Will on Creature (1d20+13=20) Hit and River gain 2 THP

Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Aftereffect: The target is dazed until the end of its next turn.[/SBLOCK]
 

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