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

renau1g

First Post
[sblock=OOC]
So, a ten hour watch from dusk to dawn.

Basically the people asleep or in trance for each hour are:
River, Feall, Glasur
River, Feall, Glasur
River, Feall, Glasur
River, Feall, Glasur
River, Val
River, Val
Sheeva, Val, Glasur
Sheeva, Val, Glasur
Sheeva, Val, Glasur
Sheeva, Val, Glasur

This also makes sure that at least one melee type is on normal watch at all times and gives Glasur plenty of rest. We wouldn't want him falling asleep at the helm.
[/sblock]


[sblock=OOC]
Evo, Velmont - you guys good with this?

Also, there's no rules that I could find either in the compendium or with my google searches about sleeping in heavy armor in 4e. In 3e there were mechanical penalties but nothing in 4e. So I guess you can sleep in your plate Val
[/sblock]
 

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renau1g

First Post
[sblock=ooc]
Regarding camping/sleeping, are you setting up tents? Sleeping in the boat? If tents or bedrolls how far from the boat/water?[/sblock]
 

KarinsDad

Adventurer
[sblock=OOC]
Last time, we created a blind (preferably in a tree) maybe 30 feet inland from the camp for a character on the land to watch inland and had a second character on the boat to watch the water. That seems like a good plan this time as well. I'm sure Glasur will want to sleep on the boat, so in the blind (Sheeva hours 1-5, Faele 6-10), on land (in or out of tents, their choice, about 20 feet or so from the boat) Val and River, boat (Faele hours 1-5, Sheeva 6-10, Glasur hours 1-10). This puts our best vision characters on the outside for the entire watch, two characters on the boat at all times (so that it does not get stolen or anything) and the other two PCs are between where they can move in either direction if a threat occurs. Does this seem reasonable to everyone?[/sblock]
 


renau1g

First Post
The group is settled in for the night, having constructed their blind and taken their watch. After a few hours, Val turns in for the night, having woken up Feall and Glasur for their watch.

Feall takes his spot up in the blind, a good fifteen feet off the ground, and lays his crossbow across his lap. Sheeva and Glasur keep watch from the boat, which even here is being jostled by the river's current.

The minutes creep by and muscles begin to tense as you wait and wait for something, anything to happen. Glasur whispers to Sheeva, "Maybe I was wrong... coulda been a trick of the light or something".

As if on cue, a blur of motion erupts in camp. A cloaked figure appears from nowhere, two black-bladed short swords in his hands, standing over the sleeping Valahad. The left blade stabs the kalashter in the shoulder, delivering a terrible wound.

The tiefling's hood falls back and you see his hair is wild, his eyes furtive and gleaming with dark red pinpoints.

[sblock=Terrain]
Illumination: Dim light from stars
Boulders: A DC 15 Athletics check allows a character to jump up on a boulder as part of a move. Otherwise, they are difficult terrain.
Boat: It takes a DC 10 Athletics check to jump from the shore; DC 5 to jump back. On a failed check, a PC makes the jump but falls prone.
Water: It's shallow enough here not to present a threat, but its difficult terrain
[/sblock]

[sblock=ooc]
Tiefling moves in (invisible) and stabs Val - vs ac; dmg (1d20+13=32, 1d6+6=10) hits for 10 and a secondary attack vs fort (1d20+14=26) hits. Ongoing 10 poison to Valahad.

Status:
Feall: 37/37 hp - used 1 surge, used Targeted for Death & Shadow Soul
Sheeva: 43/43 hp - used 0 surges, used 0 daily powers
Valahad: 53/63 hp - used 1 surge, used Wrath of the Gods, ongoing 10 poison (save ends)
River: 49/49 hp - used 2 surges, used Moment of Glory

Tiefling: unharmed

Initiative:

Tiefling - 25
Feall - 21 <- you're up
Sheeva - 18
Valahad - 14
River - 4

init (tiefling, sheeva, river, val, feall) (1d20+13=25, 1d20+6=18, 1d20+1=4, 1d20+3=14, 1d20+7=21)
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EvolutionKB

First Post
Valahad, awakened by pain of a blade immediately goes on guard, standing up and drawing his own sword. "River I need light!" It's then the paladin feels the poison coursing through him, and it doubles him over, allowing a weak slash at the tiefling. "Your days of spreading darkness over this area are over!"

[sblock=Actions]
Move: Stand
Minor: Draw longsword
Standard: virtuous strike vs tiefling save vs ongoing poison (1d20+13=16, 1d8+9=10, 1d20+2=9)Attack miss(I forgot the concealment initally, so it should be 14 to hit, so miss. Save fail.
[/sblock]


[sblock=Stats; Ongoing 10 poison]
Passive Perception: 17 Passive Insight: 28
HP: 43/63 Surge: 10/11(15)
AC: 24 F: 16 R: 17 W: 19
AP: 1
Valorous Strike
Enfeebling Strike
Ardent Strike****
Valorous Smite
Righteous Smite
Oath of Enmity
Divine Mettle
Bastion of Mental Clarity
Call of Challenge
Acidic Longsword
Majestic Halo
Name of Might
Wrath of the Gods
Dwarven Plate
Acidic Longsword
Githyanki Silver Longsword
[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Val's Flanking (if the +2 makes a difference)

Feall watches in horror as the Tiefling drives his blades into Val's sleeping form. Shaking off his shock, he dives neatly from his blind, allowing his crossbow to hang from its tether and whipping out his falchion. He casually flicks a shroud over his foe as he hits the ground running.

"FOES IN THE CAMP! WAKE AND WARE FOES!"

Once he gets close enough he draws on the shadow-realm and crosses the remaining distance in a blink. His dark features are set in an expression of eerie calm as he steps from the Tiefling's shadow in a perfect flanking position with Val, the great Falchion buried deep in flesh.

[sblock=Actions]Move: Acrobatics (1d20+12=26) to dive from the tree, move to N16.
Minor: Draw Falchion
Free: Assassin's Shroud on Tiefling
Standard: Teleport to K12 as part of Inescapable Shadow vs. Tiefling's AC (1d20+14=33), Damage (4d4+7+1d6.minroll(2)=18)[/sblock]

[sblock=Stat Block]
Code:
[U]Combat[/U]
 AC: 21     F: 14     R: 18     W: 18     HP: 37/37

[U]Senses[/U]
Passive Insght: 12            Passive Prcptn: 14

[U]Attacks[/U]
Falchion                Repeating Hand Crossbow
Increment: Melee        Increment: 10/20
    Melee: +7               Melee: NA
   Ranged: NA              Ranged: +11
   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="Silver"]Second Wind[/COLOR]
[COLOR="Silver"]Cloud of Darkness[/COLOR]
[COLOR="Silver"]Darkfire[/COLOR]
[COLOR="Silver"]Shade Form[/COLOR]
[s][COLOR="Silver"]Inescapable Shadow[/COLOR][/s]
[COLOR="Silver"]Nightmare Shades[/COLOR]

[COLOR="Gold"]Skald's Leather Armor[/COLOR]
[s][COLOR="Gold"]Shadow Soul[/COLOR][/s]
[s][COLOR="Gold"]Targeted for Death[/COLOR][/s]
[/sblock]
 
Last edited:


Velmont

First Post
River stands up and grab the sunrod. Feeling that Val have been poisoned, and not by a mild poison, River get an hesitation. Another cultist had come to kill them, or was it the same that had fled many days ago... Lan words came back to him and River decided to call his goddess to help Val and make the Tiefling fall. But his prayer was lacking conviction, his faith failed him, his conviction for peace running too deeply in him, and nothing happened.

[SBLOCK=OOC]Move: Stands Up
Minor: Grab a sunrod
Standard: Sacred Flame vs Refl on Tiefling (1d20+10=11, 1d6+6=11) Natural 1. No extra save for Valahad.[/SBLOCK]
 

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