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[Adventure] Murder Most Foul! (Judge: EvolutionKB)

Tirial tries to climb up but despite her experience with climbing, the tightness of the chimney is too much for her.

[sblock=ooc]
Move - continue to climb - athletics (1d20 8=14)
Standard - try to climb again - athletics (2nd try) (1d20 9=14) should be 13, not 14

That means she falls right? If so acrobatics (1d20 6=18) to reduce damage by 9.
[/sblock]

[sblock=stat block]
Tirial - Female Eladrin Ranger 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +7 Passive Insight: 17 Passive Perception: 20
Senses: Low Light Vision
HP 45/45
Bloodied 22
Surge Value 11; Surges Per-Day 7/9
AC =21 Fortitude 15 Reflex 19 Will 17 Speed 6
Action Points: 2
Second Wind: Not Used
Powers
At will:
Nimble Strike
Twin Strike

[Encounter:
Fey Step
Two-Fanged Strike
Disruptive Strike
Yield Ground
Rebounding Greatbow +2

Daily:
Hunter Bear's Trap
Cloak of Resistance +1
Arrows: 96/120
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Hasifar tries to follow Tiral up, but his hands slips when he was getting hold from a slippery stone! Hasifar precipitates down the hole...

Athletics: 5

[sblock=Hasifar]
Male Human Sorcerer 4
Medium natural humanoid
Initiative +5; Senses Passive Insight 17, Passive Perception 12
HP 41, Bloodied 20, Surge Value 10, Surges 8
AC 18; Fortitude 16, Reflex 17, Will 20
Resist 5 Fire (Armor) and Gains a random resist each day.
Speed 6
Basic melee: +12 1d4+6
Basic ranged: +8 1d8+9 cold damage
Skills:
Acro 5, Arca 7, Athl 1, Bluf 11, Dipl 11, Dung 2, End 9, Heal 2, Hist 2, Insi 7, Inti 7, Natu 2, Perc 2, Reli 2, Stea 5, Stre 6, Thiv 5

Powers:
Dragonfrost, Chaos Bolt, Arcing Fire
Thundering Roar, Flame Spiral, Focuse Chaos
Dazzling Ray
Cloak of the Walking Wounded, Potion of healing

[sblock=Conditionals]
Chaos Burst - Even on the first attack roll of your turn gives +1 AC, odd gives a saving throw
Unfettered Power - On a 20 slide 1 and knock prone. On a 1 push each creature within 5 of you 1 square
Arcane Spellfury - On a hit with an At-Will, gain +1 to hit to the hit enemy UENT

[/sblock]
[sblock=Powers]

Pinning Dagger +2 (Free; Daily)
Melee; +11 attack; 1d4+6 damage.Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.

Dragonfrost (Standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10; one creature; +8 vs Fortitude; 1d8+9 cold damage. Special: This power can be used as a ranged basic attack.

Arcing fire (Standard; at-will) ✦ Arcane, Fire, Implement
Ranged 10; one creature; +8 vs Reflex; 1d8+9 fire damage. Any enemy providing the target cover against this attack takes 4 fire damage

Chaos Bolt (Standard; at-will) ✦ Arcane, Implement, Psychic
Ranged 10; one creature; +8 vs Will; 1d10+9 Psychic damage. If you rolled an even number for the primary attack roll, make a secondary attack: One creature within 5 squares of the target last hit by this power: +8 vs. Will, 1d6+2 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power..

Thundering Roar (Standard; encounter) ✦ Arcane, Fear, Implement, Thunder
Close blast 3; each creature in blast; +8 vs Fortitude; 2d6+9 Thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Flame Spiral (Standard; encounter) ✦ Arcane, Fire, Implement
Close burst 2 ; each creature in burst; +8 vs Reflex; 1d10+9 fire damage, Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage..

Dazzling Ray (Standard; daily) ✦ Arcane, Implement, Radiant
Ranged 10; one creature; +8 vs Reflex; 6d6+9 radiant damage, If Hasifar rolled an even number on the attack roll, the target takes a penalty to attack rolls against you to -3) (save ends). Miss: Half damage.

Focused Chaos (No action; encounter) ✦ Arcane
Trigger: You use a sorcerer power that works differently depending on whether the attack roll is odd or even. Effect: You choose to treat that power's attack roll as either odd or even, regardless of your actual roll.

Cloak of the Walking Wounded +1
Property: +1 to defenses. If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)


[/sblock]
[/sblock]
 

"Boruuk, we take the western ones." As he tells, that, Artemus drop his rope on the ground and start to move toward the western edge. While he easily climb the soft slop, he shots his dagger at a skeleton, but in his haste, completely miss his target.

[SBLOCK=OOC]Free: Drop rope on the ground (whoever want to use it, it's at J11)
Move: J15 (4 squares) + J16 Athletics roll #1 (DC: 15) (1d20+11=24) + J17 Athletics roll #2 (DC: 15) (1d20+11=29) No problem up to there.
Minor: Draw dagger
Standard: Basic Range Attack (CA from First Strike) (1d20+13=14, 1d4+5+2d8+4=21) Natural 1. Miss :( [/SBLOCK]
 

[sblock=ooc]
Move - continue to climb - athletics (1d20 8=14) I think that makes it right? I was 1 square down? That should leave 4 more movement squares (2 to get up) Continue to I11, hopefully Boruuk and Artemus can give a girl cover ;)
Minor - draw bow
Standard - Twin Strike H6 & J6 - Twin Strike (H6 first, J6 second) (1d20 11=21, 1d12 3=15, 1d20 11=29, 1d12 3=9) H6 - Hits AC 21 for 15 damage; J6 - hits AC 29 for 9 damage
[/sblock]

[sblock=OOC]
DC 14 is not enough. The climb DC is 20. Tirial's first attempt fails.

Note: The climb is a move action, so she can try again. If she fails a second time, she can also use an Action Point to try again (or an Action point to fire the bow if she succeeds the second time).
[/sblock]
 
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Athletics: 5

[sblock=OOC]
Hasifar's first attempt fails, but he does not fall. He is stuck in the chimney. He can try again.

Or, Knoepf can try to help him.

Note: If Tirial does not make it through and Hasifar rolls a successful roll, that success will be used at the first opportunity.
[/sblock]
 

[sblock=OOC]
DC 14 is not enough. The climb DC is 20. Tirial's first attempt fails.

Note: The climb is a move action, so she can try again. If she fails a second time, she can also use an Action Point to try again (or an Action point to fire the bow if she succeeds the second time).
[/sblock]

[sblock=ooc]
Updated. Sorry about that [/sblock]
 


"Here we go Hasifar!" Knoef tries to get leverage and then lifts with all of his might, but his leverage fails. "By Thoranbur's Hammer! The rocks are too slick!"

ooc: aide another roll: 9
 

ooc: aide another roll: 9

[sblock=OOC]
Actually, Aid Another is an Athletics skill check. Knoepf is +1 with Athletics, so this result is a 10 not a 9 and he is successful.

Hasifar gets a +2 bonus to his next check.

Knoepf can also use a Move Action to try himself (if he makes the check, the roll is saved until everyone gets out of his way).
[/sblock]
 

Hasifar is held in place by a tight rock structure of the tunnel, quite painfully. "Hm, Belly boy! If only I knew that being slim wont help in situations like this, I'll be a taller version of yarself mate! He he.. Woops!" Hasifar laughs, but slips even with the dwarf's help. His straw hat ended up in a funny position, just avobe his eyes. "Well that was not what I had in mind ya see..."

Athl: 12 with aid.
 

Into the Woods

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