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

KarinsDad

Adventurer
Sheeva moves to surround the creature and hopefully confuse it when it comes back and nobody is where they were previously.

[sblock=Actions]
Move: Move to L8
Standard: Lightning Strike on creature

16 vs. Reflex, 21 Lightning damage.

Amazing. Sheeva either rolls a great to hit and lousy damage, or a lousy to hit and great damage.

If this hits, 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]
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Feall also repositions slightly, positioning himself for a quick strike against the spawn should it reappear. His shadowy counterpart maneuvers for better advantage as well.
 
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renau1g

First Post
The creature continues to not be around.

[sblock=OOC]

Creature:
save (1d20=2)fail on first turn
save (1d20=3) fail on second turn.

Damn.... ok... you get one more free turn....

[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 F/R/W
Jaryn: 23 AC; ??/24/18 F/R/W
[/sblock]


[sblock=Status]
*Yellow Zone - The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 4 modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points and can make a saving throw. Sustain Minor: The zone persists.
*Red Zone - if you start there you take 5 necrotic damage. 10 this turn!

Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 41+2thp/69; used 1 AP, used 8 surges, used Virtue's Touch & Moment of Glory, bloodied
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest,

Enemies

Spawn of Khyber : -117 hp,. Until the end of the encounter, once per round when an ally hits the target with a melee attack, Rumbum gets to make a basic melee attack with CA against the target as a free action, marked (Rumbum) , used AP, used Invisibilty, used Shadow Evasion. slowed TENT

Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud

Illumination: Everburning torches (bright 5) along all walls.

Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)

Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.

Bedrolls and Fire Pit: These are difficult terrain.

Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.

Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).

Fountain Pool: The pool of water and the wet floor around it are difficult terrain.

init (Jaryn, Pok, Sheeva, feall, river, rumbum) (1d20+11=16, 1d20+5=21, 1d20+7=19, 1d20+8=9, 1d20+4=6, 1d20+3=13)

[/sblock]
 

Velmont

First Post
River continue to maintain his focus on the creature reappearance. "Rumbum, the creature will reappear where it disappeared, get ready to hit the creature once it come back!"

[SBLOCK=OOC]Minor: Sustain Consecrated Ground

Standard: Ready action
If the creature is unbloodied when it reappear and River's turn happen: Sacred Flame VS Refl on Creature (1d20+13=23, 1d6+7=10) It would hit for 10 radiant damage and Feall would gain 9 THP or make a save.[/SBLOCK]
 

dimsdale

First Post
Right! The orc shouts with eagerness to attack. Shield up and axe ready. As soon as the spawn reapears the orc strikes.

[sblock=actions]
trigger: when the beast reappears...

free action: brash attack: flanking with Feall I believe: 1d20+17+2(flank)= 33 for 21

if anyone hits the spawn with a melee attack it triggers bedeviling assault: 1d20+14 for 1d12+7 = nat 1...fumble :)

mark spawn

Rumbum grants CA to spawn TBNT

[/sblock]
 
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CaBaNa

First Post
Pok stops his futile pushing on the statue, and instead focus' on creating an illusory horde of rock bugs to hassle the Spawn of Khyber upon its return.


[sblock=OOC]

Minor

Move

Standard Ready Winged Horde for Khyber Spawn return
18 vs will HITS
7 psychic damage and Khyber Spawn cannot take Opp Actions TE of Pok's NT.

[/sblock]


[sblock=Up-to-date Ministat]
Master Pok d'Sivis- Male Gnome Wizard 5
Passive Perception: 14, Passive Insight: 19
AC:19, Fort:14, Reflex:19, Will:17 -- Speed:5
HP:40/40, Bloodied:20, Surge Value:10, Surges left:1/6
Initiative +5
Resist 5 poison, Saving throws +5 vs illusion
Action Points: 2, Second Wind: NOT USED

At-will Powers: Cantrips, Phantom Bolt, Winged Horde,

Encounter Powers;Grasping Shadows
, Maze of Mirrors, Eyebite,

Utility Powers; Wand of Accuracy, Moonstride, Spectral Image, Shrouding Gloom, Wizards Escape, Fade Away, Ghost Sound as minor

Daily Powers; Horrid Whispers
, Visions of Avarice, Phantom Chasm, Phantasmal Assailant,

Item Powers; Cape of the Mountebank
,Boots of the Fencing Master, Viper Belt

Class Powers; Twilight Adept (Cunning Sneak)
[/sblock]
 

renau1g

First Post
The creature reappears and is pummeled by the waiting party. It fights back ferociously, draining some of Rumbum's energy but managing little else.

[sblock=OOC]

Creature:
save (1d20=11) save on first turn. Reappears. Sheeva misses, River hits, Rumbum hits (bloodies it)
This bloodied triggers another aura (and existing aura extends to 5). Aura 5. See below
Standard: 1d20+11+2=30, 2d10+3=10 hits for 10 and bites - bite (1d20+11+2=20, 2d10+3=8) misses.
Free on hit - vs fort (1d20+9+2=29) hits Rumbum's fort. Lose 1 HS and aura does 10 damage TENT
Move:

[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 F/R/W
Jaryn: 23 AC; ??/24/18 F/R/W
[/sblock]


[sblock=Status]
*Yellow Zone - The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 4 modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points and can make a saving throw. Sustain Minor: The zone persists.
*Red Zone - if you start there you take 5 necrotic damage. 10 this turn, while within the aura regain only half the normal hit points from healing effects.

Rumbum: 67/69; used 1 AP, used 9 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 41+2thp/69; used 1 AP, used 8 surges, used Virtue's Touch & Moment of Glory, bloodied
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest,

Enemies

Spawn of Khyber : -174 hp, bloodied. Until the end of the encounter, once per round when an ally hits the target with a melee attack, Rumbum gets to make a basic melee attack with CA against the target as a free action, marked (Rumbum) , used AP, used Invisibilty, used Shadow Evasion, can't take OA's TENT.

Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud

Illumination: Everburning torches (bright 5) along all walls.

Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)

Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.

Bedrolls and Fire Pit: These are difficult terrain.

Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.

Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).

Fountain Pool: The pool of water and the wet floor around it are difficult terrain.

init (Jaryn, Pok, Sheeva, feall, river, rumbum) (1d20+11=16, 1d20+5=21, 1d20+7=19, 1d20+8=9, 1d20+4=6, 1d20+3=13)

[/sblock]
 
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dimsdale

First Post
Rumbum smells blood and counters with a viscous hack with his shield. The spawn feels weakened by the attack. Rumbum swings again, continuing to hack away at the spawn.

[sblock=actions]
immediate vengence: 1d20+14 vs AC: 29 for 8 and target is weakened until TENT.

movement: none
minor: none
attack: brash attack: 1d20+16+2 (flank) = 30 for 12

free if Feall hits: Bedeviling Assault: 1d20+14+2 (CA) vs AC: 32 for 19

continue mark
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=renau1g]Since the Khyber was bloodied by Rumbum's attack, it took an extra 2 points of damage from Feall's attack last round (Gauntlets of Blood).

Also, Feall got 9 THP from River - now used up by the Aura, and Feall's down to 40 HP.[/sblock]

Feall rips into his foe with his falchion; his actions are mirrored by the Twilight Assassin on the Khyber's other side.

[sblock=Actions]Free: Assassin's Shroud
Move: None
Standard: Inescapable Blade (1d20+16=33) vs. AC for (2d4+1d6.minroll(2)+8=16) Damage.
Standard: Twilight Assassin Attack (1d20+12=18) vs. Reflex for 6 Damage.[/sblock]

[sblock=Stat Block]
Code:
[U]Combat[/U]
 AC: 24     F: 18     R: 22     W: 22     HP: 40/45
 AP: 00                                   HS: 03/06

[U]Senses[/U]
Passive Insight: 13            Passive Perception: 15

[U]Attacks[/U]
Falchion                Repeating Hand Crossbow
Increment: Melee        Increment: 10/20
    Melee: +8               Melee: NA
   Ranged: NA              Ranged: +12
   Damage: 2d4+2           Damage: 1d8+7
                   Firestorm Bolt: 2
                      Spider Bolt: 4

[U]Powers[/U]
[COLOR="Green"]Assassin's Shroud[/COLOR]
[COLOR="Green"]Shadow Step[/COLOR]
[COLOR="Green"]Executioner's Noose[/COLOR]
[COLOR="Green"]Inescapable Blade[/COLOR]
[COLOR="Green"]Twilight Assassin Attack[/COLOR]

[COLOR="Silver"]Second Wind[/COLOR]
[s][COLOR="Silver"]Cloak of Shades[/COLOR][/s]
[s][COLOR="Silver"]Cloud of Darkness[/COLOR][/s]
[s][COLOR="Silver"]Darkfire[/COLOR][/s]
[s][COLOR="Silver"]Echoing Threat[/COLOR][/s]
[s][COLOR="Silver"]Shade Form[/COLOR][/s]
[s][COLOR="Silver"]Inescapable Shadow[/COLOR][/s]
[s][COLOR="Silver"]Nightmare Shades[/COLOR][/s]
[s][COLOR="Silver"]Sheltering Dark[/COLOR][/s]

[COLOR="Gold"]Cloak of Teleportation[/COLOR]
[COLOR="Gold"]Skald's Leather Armor[/COLOR]
[s][COLOR="Gold"]Targeted for Death[/COLOR][/s]
[s][COLOR="Gold"]Twilight Assassin[/COLOR][/s]
[/sblock]

OOC: Good round so far - 61 pts from Rumbum and Feall.
 
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