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


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Tirial moves towards the southern group, seeing Boruuk covering the north and the rest covering the east. She focuses on the injured foe and fires off a couple of quick wild arrows before dropping back down.

One of her wild arrows connects.

"C'mon Hasifar, get up, I could use some help" she calls over to the prone sorcerer.


Artemus stands up and try to finish the most wounded skelleton but he seesm to have difficulty to connect with him.

But his second swing takes off the skeleton's head, dropping it in a heap at his feet.


The skeletons to the south walk away towards the east. They come up to Artemus to attack, but they do not yet get in the opportunity to swing.


The group to the east attacks Artemus. Two of them miss, but one of them hits Artemus in the head really hard.


[sblock=OOC]
Tirial misses and then hits O13 for 16.
Artemus misses and then hits L20 for 22 and kills it.
O13 and O15 walk around the corner, come up next to Artemus and pull out longswords.
I12 and J21 miss Artemus.
M20 criticals Artemus for 10.

J6 (26), bloodied
Tirial 45/45, prone
Artemus 14/39, marked by M20, bloodied
South group: O13 (32), quarried, bloodied, O15
East group: I21 (16), J21 (9), L20 (54), dead, M20
Hasifar 17/41, bloodied
North group: E12, E14
Boruuk 30/51
Knoepf 26/40

It's Hasifar's turn.

I'll put actual labels on the skeletons tonight now that everyone understands the slope.

Edit: I forgot that the skeletons mark their foes when they hit with their swords. Artemus is now marked.
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Hasifar stands up, dust his clothes up, accomodates his straw hat, and takes a long sigh. "Where was I?" he asks, almost to himself.

Stdr: Second wind: Wounded walking power, use two surges, and gain +2 to all defenses
Move: Stand from Prone


[sblock=Hasifar]
Male Human Sorcerer 4
Medium natural humanoid
Initiative +5; Senses Passive Insight 17, Passive Perception 12
HP 37/41, Bloodied 20, Surge Value 10, Surges 5/8
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]
 

Hasifar stands up, dust his clothes up, accomodates his straw hat, and takes a long sigh. "Where was I?" he asks, almost to himself.


The skeletons to the north walk away towards the east. They come around close to Artemus, almost making it to him.

[sblock=OOC]
Hasifar does a second wind.
E12 and E14 walk around the corner, come up close to Artemus and pull out longswords.

J6 (26), bloodied
Tirial 45/45, prone
Artemus 14/39, marked by M20, bloodied
South group: O13 (32), quarried, bloodied, O15
East group: I21 (16), J21 (9), L20 (54), dead, M20
Hasifar 37/41, +2 to defenses TSNT
North group: E12, E14
Boruuk 30/51
Knoepf 26/40

The PCs except for Artemus can only see J21 and O15. The rest are too far back from the edge. Knoepf and Hasifar and Boruuk can also see Artemus.

It's Boruuk's turn.

Edit: Added map.
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"Cowards!" Boruuk shouts at the retreating enemies. He scales the remaining elevation and chases after them.

[sblock=OOC]
Move: to D14 (4 to move up to E13, then 1 to d14)
Standard: to D19

[/sblock]

[sblock=stat block]
Boruuk: Goliath Fighter 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +3 Passive Insight: 13 Passive Perception: 18
Senses: None
Saving Throws: N/A
HP 30/51
Bloodied 25
Surge Value 12; Surges Per-Day 9/13
AC =22 Fortitude 19 Reflex 14 Will 15 Speed 5
Action Point: 2
Second Wind: Used
Powers
At will:
Brash Strike
Reaping Strike
Pass Forward
Encounter:
Stone's Endurance
Punishing Charge
Sweeping Blow

Daily Standard:
Lasting Threat
Berserker's Fury
Dwarven Drakescale Armor +2[/sblock]
 

Knoepf closes his eyes and says a silent prayer. Opening his eyes he turns to Tirial "Whatever you do, don't hit the glowing one." Turning back to Artemus "Artemus, hit the glowing one to the south and feel renewed strength from the silver flame!" Knoepf looks up at the skeleton which he thought should be glowing. It's not, much to the dismay of Knoepf "Aghh...the spell is not working!"

[sblock=actions]
minor: second wind
movement: none
attack: Astral Seal: 1d20+11 vs reflex on skeleton M20: 13 crap!

If a 13 hits, which I doubt, Until the end of Knoepf's next turn, the target takes -2 penalty to all defenses. The next ally who hit it before the end of your next turn regains hit points equal to 13.

[/sblock]



[sblock=stats]
Knoepf: Dwarf Cleric 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +1 Passive Insight: 22 Passive Perception: 17
Senses: Low Light Vision
Saving Throws: +5 vs poison
HP 40 36
Bloodied 20
Surge Value 10; Surges Per-Day 8
AC =19 Fortitude 14 Reflex 13 Will 20 Speed 5
Action Point: USED
Second Wind: USED
Powers
At will:
Astral Seal
Sacred Flame
Floating Lantern
Encounter:
Divine Fortune
Healer's Mercy
Healing Word 2 BOTH USED
Bane
Life Transference
Daily Standard:
Hymm of Resurgence: USED
Beacon of Hope USED
Symbol of Perservence
[/sblock]
 
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[sblock=actions]
minor: second wind
movement: none
attack: healing word on Artemus 2d6+11 = 19 (my rolls are terrible for healing word) plus Artemus gets a healing surge
[/sblock]

[sblock=Knoepf's Action]
Knoepf did a Healing Word on Tirial in post 451 and another Healing Word on Artemus in post 468. He has no more Healing Words. You'll need to do a different action.
[/sblock]
 


"Cowards!" Boruuk shouts at the retreating enemies. He scales the remaining elevation and chases after them.

The skeletons ignore Boruuk as if he never spoke.


Knoepf closes his eyes and says a silent prayer. Opening his eyes he turns to Tirial "Whatever you do, don't hit the glowing one." Turning back to Artemus "Artemus, hit the glowing one to the south and feel renewed strength from the silver flame!" Knoepf looks up at the skeleton which he thought should be glowing. It's not, much to the dismay of Knoepf "Aghh...the spell is not working!"


The surviving skeleton from the west makes it over to the east side. Artemus sees it coming.

[sblock=OOC]
Boruuk moves to the upper level.
Knoepf misses with Astral Seal.
J6 moves and is now near Artemus.

J6 (26), bloodied
Tirial 45/45, prone
Artemus 14/39, marked by M20, bloodied
South group: O13 (32), quarried, bloodied, O15
East group: I21 (16), J21 (9), M20
Hasifar 37/41, +2 to defenses TSNT
North group: E12, E14
Boruuk 30/51
Knoepf 26/40

The PCs except for Artemus can only see J21 and O15. The rest are too far back from the edge. Knoepf and Hasifar can also see Artemus.

For example, Knoepf could not see M20 last round (although he would have missed regardless of whom he aimed at with a 13).

It's Tirial's turn.
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Tirial stands, fires a pair of shots at her foe, but they are inaccurate.

"Sorry Artemus!" Tirial calls up, "Knopef, Hasifar, can't you guys blast them, they're all together!" she adds, dropping low again

[sblock=ooc]
Move - stand
Minor: n/a
Standard - Twin Strike quarried foe - vs ac (O13); dmg; hq dmg (1d20 11=18, 1d12 3=15, 1d20 11=17, 1d12 3=9, 1d6=4) both likely miss, forgot cover from its allies so AC 16 & 15
Free: Drop Prone
[/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 6/9
AC =21 Fortitude 15 Reflex 19 Will 17 Speed 6
Action Points: 1
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: 86/120
[/sblock][/QUOTE]
 
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