Wizards In Winter - Low-Level Thread (DM: Son of Meepo, Judge: TwoHeadsBarking)

Pliantreality

First Post
This was it. Nalkyr felt the flush of blood down his arms and up his neck. He felt the palms in the gloves which gripped his feyblades itch with moisture. His breathing slowed as he flicked a quick look towards the pier. Caim was well-supported, and the young eladrin would only get in the way if he tried to logjamb that way.

Thankfully, he had the means to safely get off the dinghy. With two steps, Nalkr jumped, reaching inside himself.

He touched the Green.

There was no flash of light, just the merest ripple of the air as Nalkyr passed through the Green and out the other side, reappearing between two of the barbarians heading for the pier.

Nalkyr always had the scent of freshly cut grass in his nose whenever he touched the Green.

The young eladrin swordsman smiled as he flashed his feyblades left and right. The dance of steel. The tempest of blades. Nalkyr lived for moments like these.

The barbarian to his left managed to bat aside Nalkyr's feyblade, but that wasn't the eladrin's real aim. The barbarian to his right had not fully turned to face the suddenly-appeared eladrin. He wasn't keen to let that opportunity pass. Nalkyr's blade dove in and bit flesh. Hard. Nalkyr's second blade - uninterrupted by the left barbarian's parry - slashed around wickedly to join its pair. It too found flesh.

Nalkyr finished his rotation facing the dinghy, both weapons up and with considerable satisfaction playing across his lips.

[sblock= Actons]
Move Action: Fey Step 5 spaces to 0-28
Minor: Designate B1 as Hunter's Quarry
Standard: Twin Strike at B1 and H2
[/sblock]

[sblock= Statblock]
Eladrin Fighter|Ranger 1; Tempest Technique
Initiative +3/Passive Perception 10/Passive Insight 10; low-light vision
HP 25 (25)/Bloodied 12/Surge value 6/Per day= 8 (0 used)
AC 17/FORT 15/REF 15/WILL 11
Speed 6/Size medium/Saves +5 vs. charm effects
STR 18 (+4)/DEX 17 (+3)/WIS 10 (+0)
CON 12 (+1)/INT 10 (+0)/CHA 10 (+0)
Melee basic: Feyblade Short Sword, +8 (AC), 1d6+6 damage
Ranged basic: Dagger +7 (AC), 1d4+4 damage, range 10/20
Skills: Acrobatics +2, Arcana +2, Athletics +10, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance -1, Heal +0, History +7, Insight +0, Intimidate +0, Nature +0, Perception +5, Religion +0, Stealth +2, Streetwise +0, Thievery +2
Powers: Twin Strike (at will)
Dual Strike (at will)
Off-hand Strike (Encounter)
Jaws of the Wolf (Daily)
>Action points: 1 left (of 1)
>Second wind: not used
http://l4w.wikia.com/wiki/PC%3ANalkyr_Vai_(pliantreality)
[/sblock]

[sblock= Question to DM]So, I noticed after rolling damage that I had actually critted on the first hit. And I don't know which crit method we are using - double damage or max dice damage? Furthermore, if we are doing max dice damage on a critical, does that effect Hunter's Quarry damage as well? Apologies for the hassle.[/sblock]
 
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Son of Meepo

First Post
So, I noticed after rolling damage that I had actually critted on the first hit. And I don't know which crit method we are using - double damage or max dice damage? Furthermore, if we are doing max dice damage on a critical, does that effect Hunter's Quarry damage as well? Apologies for the hassle.

GM: Crits deal maximum damage. You max every damage die you roll except any extra dice you gain because you crit. Since Hunter's Quarry is rolled on a normal hit, it is maximized on a crit, so you do 14 damage to B2.
 

pathfinderq1

First Post
Lenyara gave a terrifying shout that sounded more like a hunting cat than a human, then raced forward into the fight. She leapt quite cleanly over the owlbear and landed in a fighting crouch, her weapons spinning in a deadly blur. Unfortunately she was used to working alone, and she had to work around a number of allies now- she managed not to entangle her companions, but also missed her target...

[sblock= OOC]
>Minor: change Aspect to Dancing Serpent
>Standard: Charge to T 29 (passing through allies space); MBA with Net 1d20+10= 12 (that has got to be a miss); roll Roll Lookup
>Free= AP>Standard: Net MBA at scout (vs. AC); 1d20+9= 16 (miss again);rolls Roll Lookup
>End of turn, free: shift to U28

>Wasted an AP= Boo!
[/sblock]
 

Medina

Explorer
Marrgash issues a gutteral growl as the horde rushes out to greet them with weapons drawn. As Caim is subjected to a barrage of attacks, Marrgash pulls himself onto the pier. "Stand firm, my friend." he says, the steadiness of his voice calming to the woman. "Is this how you greet all visitors?" he shouts out at one of the barbarians, "It is no wonder there are so few of you, if you so keen to meet death."

[sblock=Actions]Move: Move to T31
Minor: Majestic Word on Caim: Caim regains 13 hit points and gains 5 temporary hit points
Standard: Vicious Mockery on B1[/sblock]

[sblock=Statblock]Marrgash Samanga - Male Dragonborn Bard 1
Status:
Initiative: +0, Passive perception: 16, Passive Insight: 12
AC:17 Fort:12 Ref:13 Will:16
HP: 27/27 Bloodied: 13 Surge value: 8 Surges/day: 9
Speed: 5 squares, AP: 1, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +

Powers: Vicious Mockery, Staggering Note
Majestic Word (x2), Words of Friendship, Dragon Breath, Shout of Triumph
Stirring Shout[/sblock]
 

Someone

Adventurer
Suddendly the creature from the tavern flies from the ship and darts on the barbarians from above! it sinks the diminutive rusty nail embedded on the tiny club on the lefmost barbarian's nose, who drops to the floor screaming from such a small wound. Surely he's not a tough guy. Dodging a half hearted sweep from the other barbarian, the winged horror counters by sinking to ankle level and getting into his trousers. The barbarian dances in pain as the chupacabra bites and scratches everything he finds in his way out.

[sblock=actions]
Move: Fly to current position
Standard: Five Storms on close burst 1, targeting both H4 and S1. Hits H4's Ref 13, and S1's Ref 21, so I imagine the last one at least hits. Deals 7 damage if hit.

Free: if the hordeling was hit and killed, then Flurry of blows on S1, dealing 5 additional damage. If not and only S1 was hit by five storms, then flurry of blows on H4, dealing 5 damage and killing it.[/sblock]


[sblock=Statblock]El Chupacabra (or the Horrible Creature in the bird cage) - Pixie monk 1
Status:
Initiative: +5, Passive perception: 15, Passive Insight: 10
AC:20 Fort:14 Ref:16 Will:12
HP: 28/28 THP: 0 Bloodied: 14 Surge value: 7 Surges/day: 10/10
Speed: 4 walking, 6 flying (max altitude 1), AP: 1
Melee Basic Attack: +3 vs AC, 1d6+1 or 1d8 (unarmed)

Powers:
Fallen Needle, Five Storms
Swift River Floods, Pixie dust, Shadow Wrought weapon, Shrink
Steel Avalanche[/sblock]
 
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Son of Meepo

First Post
GM: [MENTION=5656]Someone[/MENTION], and others who might not understand how the combat tracker works. When you make an attack roll, you just put the value hit in the appropriate defense column and the sheet will tell you if you hit or miss.

In the case of Five Storms, you missed the hordeling but hit the scout.
 

Someone

Adventurer
GM: [MENTION=5656]Someone[/MENTION], and others who might not understand how the combat tracker works. When you make an attack roll, you just put the value hit in the appropriate defense column and the sheet will tell you if you hit or miss.

In the case of Five Storms, you missed the hordeling but hit the scout.

OOC: Thanks for the heads up. The scout takes 7 damage then, and the hordeling is dead from flurry of blows.
 

Son of Meepo

First Post
A few loses do little to dent the barbarian's resolve. The leader promises Caim that he will stain the ground with her blood and feed her eyes to the crows. Caim is able to fend off the attack from the scout's pick, but it hits the tiny fey creature square in the chest, drawing blood.

The two braves keep their distance and toss their spears at Caim and Nalkyr, hitting them with vicious wounds to their legs, making it impossible to move.

The rest of the horde comes running for the dock, Nalkyr is lucky enough to avoid one, but the second scores a hit that nearly takes him down to his knees. Another strikes a heavy blow to Caim, undoing most of the healing that Marrgash had done. The others fall short.

[sblock=Barbarian Scout]Standard: Sabertooth Strike
Attack: Melee 1 (one or two creatures); +7 vs. Fortitude
Hit: 1d6 + 5 damage, and ongoing 5 damage (save ends).

Damage;Attack(Caim);Damage;Attack(El Chupacabra) (1d6+5=8, 1d20+7=14, 1d6+5=11, 1d20+7=27) (MISS, CRIT)[/sblock]

[sblock=Barbarian Braves]Brave 1
Move: Shift to Q27
Standard: Sabertooth Spear
Attack: Ranged 5 (one creature); +6 vs. Reflex
Hit: 2d6 + 5 damage, and the target is immobilized until the end of its next turn.
Miss: Half damage, and the target is slowed until the end of its next turn.
Damage;Attack(Caim) (2d6+5=11, 1d20+6=19) (HIT)

Brave 2
Standard: Sabertooth Spear
Attack: Ranged 5 (one creature); +6 vs. Reflex
Hit: 2d6 + 5 damage, and the target is immobilized until the end of its next turn.
Miss: Half damage, and the target is slowed until the end of its next turn.
Damage;Attack(Nalkyr) (2d6+5=12, 1d20+6=26) (CRIT)
[/sblock]

[sblock=Hordelings]
Move: Get into charge position as needed
Standard: Attack or Charge
H2(Nalkyr);H5(Charge Nalkyr);H6(Charge Caim);H7 (Charge Lenyara);H8 (Charge Caim) (1d20+8=16, 1d20+8+1=21, 1d20+8+1=28, 1d20+8+1=15, 1d20+8+1=15) (MISS, HIT, CRIT, MISS, MISS)[/sblock]

GM: Turn Summary
The Scout misses Caim and crits Chupacabra for 11 damage and onging 5.
Brave 1 hits Caim for 11 damage and immobilizes her.
Brave 2 crits Nalkyr for 17 damage and immobilizes him.
A hordeling hits Nalkyr for 4 and another crits Caim for 7.
All others miss.
 

WEContact

First Post
Caim laughs in the barbarian leader's face. "We'll see, friend! Just you try!" She bats aside his strike with her shield, and counters with a ringing blow. The blow makes his head swim- but it's more than just the effects of the impact. The blow to the head creates an opening for Caim's mental presence to worm its way in and tweak his perceptions. Caim's allies appear to duplicate and grow more menacing, leering at the beleaguered warrior. Laughing, Caim wipes the blood from her mouth and adopts a defensive stance.

[sblock=Actions]
Spend AP: Twisted Eye vs S1 CRIT AC 27 for 10 damage and -1 hit per adjacent ally UEoNT (currently -2)
Standard: Second Wind, spend surge for 8 hp and +2 all defenses

Immediate: Guardian's Counter if triggered, otherwise reserved for Combat Challenge.[/sblock]

[sblock=Statblock]Caim - Female Half-Elf Fighter|Battlemind 1
Status: +2 all defenses
Initiative: +1, Passive perception: 10, Passive Insight: 17
AC:19 Fort:15 Ref:13 Will:15 PP:2
HP: 21/33 Bloodied: 16 Surge value: 8 Surges/day: 11/13
Speed: 5 squares, AP: 0, Second Wind: used, Temporary HP: 0
Melee Basic Attack: +5 vs AC, 1d6+2 (Only use after Eldritch Strike and all PP are expended)
Powers: Brash Strike, Twisted Eye, Battlemind's Demand, Blurred Step, Guardian's Counter, Eldritch Strike, Steel Unity Strike[/sblock]
[sblock=Out-of-Turn Action Conditions]Caim will always use Blurred Step if doing so does not distance her from an enemy which she considers significantly higher priority than the enemy triggering Blurred Step.

Caim will use Guardian's Counter at the first opportunity.

If Caim's Combat Challenge is triggered by a melee attack from a credible threat, she will use Eldritch Strike as her Melee Basic Attack, and on a hit she will slide the attacker away from the target to invalidate the triggering attack.

If Caim can make a Melee Basic Attack outside of her turn against a credible threat (if her Combat Challenge is triggered by a shift, for example) and she has Power Points remaining, she will spend 1 to augment Twisted Eye to use in place of her MBA. If she has no Power Points remaining, she will use Eldritch Strike. Note that Blurred Step and Combat Challenge may both activate at the same trigger.

Enemies are not credible threats if I am aware that their ability to move and act freely is far less harmful to the party than is that of other monsters on the board. Caim would not use Eldritch Strike on a Minion when she also has a Skirmisher marked, for example.[/sblock]
 
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Medina

Explorer
Marrgash surveys the scene in front of him with dismay. "Nalkyr!" he shouts, "I have not known you long enough for you to fall already. Do not fall prey to these thugs". He gestures with his wand at one of the larger brutes, summoning a torrent of flame on him. Then, with a shout, gestures in front of him, creating space for his allies to move from the pier.

[sblock=Actions]
Free: Grant 3 temporary hit points to El Chupacabra with Virtue of Valor
Minor: Majestic Word on Nalkyr, healing a surge +5 (11hp) and granting 5thp
Standard: Argent Flame on Q26, attacking B1, H5 and H6 and creating a zone of fire
ACTION POINT: Shout of Triumph on R28 to T30, pushing S1 into the fire[/sblock]

[sblock=Argent Flame Zone]
Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. The zone lasts until the beginning of Marrgash's next turn.[/sblock]

OOC: @WEContact , @Someone , @FourMonos , @Wife Of Meepo - Marrgash can slide Caim, El Chupacabra, Merri and Nochua 2 squares. I'd rather leave it to you to determine where you want to be, if you want him to slide you.
 
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