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

[SBLOCK=OOC]Two questions:

1) My spirit occupy a square. It doesn't state it fly or not, so I think it doesn't fly. Am I right?

2) Would it be possible for Malehan to jump before attacking, and attack Ladoran while it is flying? I am not sure how I could do that.[/SBLOCK]

[sblock=OOC]
The Soul Seeker is a conjuration. Movable conjurations can be moved anywhere as conjurations aren't affect by environmental conditions, including gravity (TMK, the compiled errata does not change that). The conjuration doesn't fly into the air. It moves into the air and stays there if left alone.


With regard to striking the Dragon, yes, a PC could Jump.

However, the Jump DC for jumping upwards 10 feet in order to reach a creature 15 feet in the air is DC 100. DC 50 with a running start. Without some type of Flight, I really do not think that anyone can jump up and get him.

A PC could also Climb. Climbing would be a lot easier, especially climbing up the portcullis.

However:

1) Foes have Combat Advantage against climbers.

2) Climbers with two free hands have the lowest Climb DC.

3) Climbers with one free hand have the second lowest Climb DC.

4) Climbers with a Light Shield and a weapon have the second highest Climb DC.

5) Climbers with a Heavy Shield and a weapon have an extremely high Climb DC (even the highly trained Athletics PCs would have a tough time making this roll).

6) A climber cannot both melee attack and use a Heavy Shield without automatically falling.

7) A climber cannot melee attack with a two handed weapon without automatically falling.

8) A falling PC can make a Climb check to "catch hold", again, the difficulty of the DC is based on whether he has hands free or not.

It is possible to sheath a weapon, climb, and then draw it, but that's three actions. Without an Action Point (or a way to draw the weapon as part of the attack action), no attack would also be possible.

And remember, a 10 foot drop will require a normal Acrobatics roll to prevent damage and not be prone since a Hop Down cannot be done. In other words, Move and Climb (move action), Attack (standard action), and if the PC falls, then he cannot hop down because he has no move action remaining to do so.

One other thing to remember. Flying provokes opportunity attacks if the foe does not shift away. Since Malehan can slide targets with an OA, that's a possibility in this scenario.
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"Damned stupid dragon, we'll see who is weak!" Shouts Garrick with as much confidence as he is able to muster in such a situation, as he focuses his magic on him and heals himself in preparation for the attacks to come.


Acre graces the Eladrin's feeble attack with a feeble riposte, cursing himself for his incompetence.


Vex took one look at the dragon, and quickly realized it was out of easy reach. Then she saw that Sloane had returned to the room With a blood-curdling howl, Vex rushed at the vampiress.


Knoepf calls apon the lady of the silver flame one more time asking for the power to defeat Ladoran and Sloan. Pointing his staff high into the air in the direction of the dragon, a ray of silver flame blasts from its end and engulfs the dragon.


Seeing Ladoran out of reach for the moment and Sloane is back, Malehan decide to move back on Sloane and try to finish her.


"Can't you guys hit anything?" the lady asks, her voice raising towards a panic. "Don't you have anything to drag him to the ground?" she asks as she again hits the dragon with an arcane burst of force.


"Ah yes. Insults. The last desperate resort of lesser minds." Ladoran says as he swoops down and attacks the Lady. He only manages to slice her once, but Garrick's magic intercedes, lessening the wound. Ladoran takes a long hard look at Garrick.


Emboldened by Acre's wild swing, the Eladrin slashes Acre hard across the shoulder and then steps back.


Not willing to face two such foes, Sloane again goes insubstantial, steps back and walks through the door.

[sblock=OOC]
Acre misses.

Vex misses.

Knoepf misses.

Malehan misses. Note: Since Vex was already in square P13, I moved Malehan to P12.

The Lady hits Ladoran for 4 damage with Magic Missile (I made a mistake earlier and had her hit for 8 instead of 6, so I'm correcting that).

Ladoran fails to recharge Lightning Breath.

1 fails

Ladoran misses the Lady with a Gore, hits her with a Claw for 15 - 9 = 6 Aegis of Shielding, and misses her with another Claw.

3+mods misses, 14+mods hits for 15, 2+mods misses.

Note: [MENTION=10309]Otakkun[/MENTION], could you post what your AoS does each time you want to use it so that I do not have to look it up? Just putting it in your stat block would be sufficient. Thanks.

Eladrin 1 fails to recharge his attack.

3 fails.

Eladrin 1 hits Acre for 10.

14+mods hits for 10.


Note: Ladoran is flying 10 feet in the air. A melee PC could reach him with a running start and a DC 25 Athletics check, or with a reach weapon.

Lady, 23
Ladoran, 53, Oath of Enmity by Malehan, Cursed by Garrick, Marked by Garrick
Eladrin 1, 13
Sloane, 92, Cursed by Garrick, bloodied, Insubstantial
Knoepf 33/50
Acre 12/56, immobilized (save ends), bloodied
Garrick 52/57
Vex 27/61, regen 5 when bloodied, bloodied, 7 temp hit points
Malehan 32/62, +2 AC against adjacent enemies


It's the PC's turn.

The two walls to either side of the entrance way go up 15 feet, so someone could climb either the wall or the portcullis and still get out.

The "stairs up" in the corners, at the statue in the middle, and at the far end are difficult terrain. Everything else is normal terrain. The pillar squares holding up the ceiling are a squeeze, but creatures can diagonally move past them with no difficulty.

Note: there is a set of double doors at the south central part of the map which might be not easy to notice right away.
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Vex looked back over her shoulder- the blasted dragon was still out of reach, and now the vampire had taken off again as well. Then her gaze locked on the remaining eladrin. With a blood-chilling shriek she surged towards the blink-elf, her heavy sword raised to strike...

[sblock= OOC]
>Start of turn: bloodied, so regenerate 5 (no longer bloodied)
>Standard: Charge to P9, attack eladrin with Howling Strike, 1d20+14 vs. AC (includes charge bonus)= 23 (if that hits, deals 22 damage); rolls Roll Lookup

[/sblock]


[sblock= Vex]
Revekka Amalthea d’Deneith- Human hybrid Barbarian/Fighter 6
Initiative: +6, Passive Perception 19, Passive Insight 14
AC: 23 /FORT: 21/REF: 16/WILL: 16; Resist 1 (all); Speed 5
HP: 32/61 +7 temp, Bloodied 30, Surge value: 15; Surges left 0/11
>Stance: while bloodied, Vex has regeneration 5
>Macetail's rage: while raging, Vex gets 4 temp HP whenever she hits with an attack
+5 to saving throws vs. Fear effects
Action points 0 of 1 left; Second Wind: not used
Swordbond (1 mile), Badge of the berserker

Powers:
Howling Strike
Howl of fury
Cleave

Vault the fallen (used)
Sweeping blow (used)
Physician’s care

Macetail’s rage (active)
Rain of steel (Used)
Boundless endurance (active)

http://leb.wikia.com/wiki/LEB:PC:Vex_(pathpathfinderq1)
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Seeing Sloane escaping again, Malehan sheet his sword and draw his bow and shoot an arrow straigth in the chest of Ladoran.

[SBLOCK=OOC]Ladoran starts within 6 squares of P12 and end within 7 squares of P12, which trigger Censure of Pursuit.

Minor: Sheet Falchion
Minor: Draw Bow
Standard: Ranged Basic Attack vs AC on Ladoran (1d20+11=31, 1d10+11=20) Critical. Critical on Ladoran (1d6=5) Hit Ladoran for 17 damage and Ladoran takes -2 penalty to hit with ranged and area attack UEoNT.

Typical, my first critical with Malehan is with the bow, not the sword...[/SBLOCK]
 



Acre begins to panic as he feels the life seeping out of him. He lashes out again with everything he has left, swinging wildly at the Eladrin with his greatspear. He is rewarded with a satisfying hit - he only prays that it won't be his last contribution to the battle. (Energizing Strike hits Eladrin AC 24 for 15 damage. Malehan gains 7 tmp hp and Acre gets 3 tmp hp (1/2 granted from armor property). Save vs immobilized succeeds)

[sblock=Acre Stat Block]
Acre Hills, Half-Elf Ardent 6
Passive Perception 12, Passive Insight 14
AC 22, Fort 19, Reflex 16, Will 19 (base defenses)
HP +3 TMP 12/56 Bloodied 28 Surge Value 14, Surges 9/11
Speed 5, Initiative +4
Power Points: 0/4 Action Points: 1

Current Effects
bloodied

Encounter Resources
USED First Ardent Surge
USED Second Ardent Surge
USED Ardent Outrage
USED Dimension Swap
USED Body Adjustment
Blazing Starfall
USED Second Wind
USED Use Action Point

Daily Resources
USED Battleborn Acuity
USED Persistent Veil
Brooch of No Regrets
Bloodthirst Bracers
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