[Adventure] Murder Most Foul! Part 2 (Judge: EvolutionKB)


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Seeing the situation is dire for Garrick, Knoepf huffs forward to get closer to him. Once in position he mumbles a prayer. As he does so, streams of silver flow into Garrick. As a result, Garrick feels the strength and vigor return to his body. Go now friend Garrick. Bring havoc to our foes!

[sblock=actions]
double move to C29
minor: Healing word on Garrick: 2d6+11 = 20

and Garrick can make a saving throw if he needs to

[/sblock]
 

[sblock=Hellish Rebuke]
I forgot that Garrick did automatic Hellish Rebuke damage on Archer 1 if Garrick was hit this round.

8 points of damage.

Between Malehan's last hit and the Hellish Rebuke damage, Archer 1 is at:

Archer 1, 46, Oath of Enmity, Cursed, Bloodied
[/sblock]
 



Blast it, where are our foes?

Acre steps toward the end of the room and whips his head around, looking for archers and flingers of lightning.

[sblock=OOC actions]
Move action: move to F37
Other actions: depends on what Acre sees - DM?
[/sblock]
 


Confused and battered, Garrick decides to do something about the darkness first.

[sblock=Actions]
Acrobatics check to avoid prone (1d20+4=14). Garrick is prone.
Move Action: Stand up.
Canith Googles: Minor - Spend Vestige of Baatar to get darkvision until next extended rest.
Cloak of the Walking Wounded: Second Wind (Standard) - Spend 2 surges instead of 1. Heals 28 HP. +2 to defenses uent (not added on statblock) [/sblock]

[sblock=Combat Stats]Garrick d'Orien, Human Warlock|Swordmage 6
Speaks in RoyalBlue
HP 49/57 Temp HP 0
Initiative +4
AC 23, Fort 19, Reflex 19, Will 17
AP 1, Surges 9/11
Second Wind [X]
Diabolic Grasp [ ]
Channeling Shield [ ]
Dimensional Vortex [ ]
Fey Switch [ ]
Vestige of Baatar [X]
Frost Backlash [ ]

Special
+2 item bonus to all defenses against enemies under his warlock curse.
+2 temp HP every time Garrick hits with an arcane power an enemy marked by him.
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[sblock=OOC] I still have my move action available. What do I see now with darkvision? Where did I fall? Can I get out? [/sblock]

[sblock=OOC]
Garrick is prone in the bottom of one of the trenches (unless he makes a DC 20 Acrobatics check when he fell in, then he is not prone), so the inside of the trench, the wall behind Knoepf, and Knoepf are all that he sees at the moment. It's a move action to stand up. It's a DC 10 climb check (2 squares of movement up and over per square up) to get out of the sloped sides, but the climber takes 2d6 acidic damage. It's a DC 20 climb check to get out a straight side (still a climb, so still 2 to 1 movement). Other PCs can help you out. If you are going to climb out, please post as part of the IC post where you are climbing out before rolling the dice.
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