Adventure: Into the Wild

Nementah points again and Primera lashes at the assassin, trying to hamper his attacks. He however proves as quick of reflexes as he is strong of will and Primera passes harmlessly by.

[sblock=Actions]
Standard: Certain Threat vs Ref (assassin); damage (1d20+7=15, 2d6+5=13) - miss - they have high defenses, I need better then 10 to hit on all attacks :(

OA: if the assassin moves without shifting Primera reacts with [sblock=Spirits Shield]
+7 vs. Reflex
Hit: 4 damage
Effect: One ally within 5 squares of SC regains 4hp (Renquist, unless I can see Max from here)
[/sblock]


[/sblock]
 

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FourMonos

First Post
Renquist twists away from the blow of the assassin, his arm reaching back and securing the shield from his back.

He makes a wide attack, pushing the assassin back. He misses by quite a bit, but the move allows him to achieve his main purpose: he opens the door.

"Now I'm ready."

[sblock=actions] Minor: Ready shield
(Move convert to) Minor: Open door.
Standard: Enfeebling Strike: 1d20+8, 1d8+4 → ([6, 8], [4, 4]) Roll Lookup . Miss. [/sblock]

[sblock=ministats]
Renquist, Revenant paladin of Lauto
Status:
Init: +2 Speed: 5 Perception:14 Insight: 19
AC: 23/22 (23 if not bloodied) NAD: F: 16 R:17 W:17
HP: 28/41 Surges: 12/12 Surge Value: 10 AP: 1
Languages: Allerian, Old Allerian
Str:12 Dex:12 Wis:16 Con:14 Int:8 Cha:17

Powers:
At-Will: Ardent Strike, Enfeebling Strike, Divine Challenge, Lay on Hands (3/3)
Encounter: Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength, Second Wind, Valorous Smite, Dark Reaping, Call to Arms, Call of Challenge
Daily: Radiant Delirium


Special: AC is 23 when not bloodied. Gains 3 DR TSNT if Renquist spends a healing surge. [/sblock]
 

Mal Malenkirk

First Post
GM: I'm back.


[sblock=Max]I didn't even realize you had a throwing shield! But since it's a proper throwing weapon, it shoudl have provoked an OA. However, that ship has sailed...[/sblock]

[sblock=Rocco]What you need is not athletic but Acrobatic: Hop Down. Jumping over the railing is negligible. Acrobatic check DC is 15. Moving to H4 you could Hop down to G3 next to Dante. If you fail the check, you take 1d10 falling damage and are prone.[/sblock]

[sblock=Haruka]I'll swap the token for next fight.[/sblock]

GM: Rocco is up. I'll give him some more time.


[sblock=S&S]
Assassin cargo Hold: 2/61 (1 shr.) Ass. Qu. Rech.
Assassin Lower Deck: Ass. 50/61 Q. Rech.
Assassin Main Deck: 30/61 Ass. Q. Rech.
Assassin Quarter Deck: 2/61 Ass. Q. Rech. (quarry)

Vizier: Infernal advice recharging

Succubus: 53/90

Ashir: 25/46 Dominated TENT
Haruka: 16/59
Dante: 22 / 42
Max: -4/46 -1hs
Rocco: 29/49
Nementah: 23/40
Virgil: 39/54
Renquist: 28/41

Vizier Devil (The scepter pic)
HP 80; Bloodied 40
AC 21, Fortitude 19, Reflex 19, Will 21
Perception 16
Resist 10 fire
OA: Scepter (Weapon)
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8 + 4 damage, and the devil slides the target 1 square.

Succubus
Perception 18;
HP 90; Bloodied 45
AC 23; Fortitude 17, Reflex 21, Will 23
Resist 20 fire
OA: Corrupting Touch (standard, at-will)
+14 vs AC; 1d6+6 damage.

Death Squad Assassin
Perception 16
HP 61; Bloodied 30
AC 21; Fortitude 18, Reflex 20, Will 19
OA: Assassin's Longblade (standard, at-will) Weapon
+12 vs AC; 1d6+6 damage.
The death squad assassin deals an extra 2d6 damage against any target it has combat advantage against.
[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Rocco gets out Foe Maker and his short legs bunch up, launching his body in almost horizontal position toward the assassin. Coming up ducks his head down, vaulting over the wheel and dropping down on the main deck. He continues his roll coming up his axes whirling.

He catches the legs of the assassin, trying to pull him overboard, but wiry opponent grabs the railing and drops on the deck.

[sblock=Actions]
OOC: I believe Max bonus doesn't apply since he's out
Minor: Draw second axe
Move: Athletics (1d20+10=25) - jump over catapult to J3 (avoiding difficult terrain, coming up and going for the railing
Acrobatics (1d20+3=9) - fail and drop Falling damage (1d10=6) - bloodied
Move: stand up G2 on the main deck

AP: Funneling Fury vs Assassin AC; damage; Vizier's AC; damage (1d20+10=28, 1d6+9=10, 1d20+10=18, 1d6+9=11) - figures, if I hit it's minimum damage, trend continues
Mark Vizier and the assassin -
I was hoping to use AP to sweeping blow all three and then Funnel, but couldn't since the Acrobatics failed, at least I'm in position now.

Assassin's save vs slide (1d20=13)

OOC: add 3 to assassin's damage, forgot frostfury bonus
[/sblock]
 

Iron Sky

Procedurally Generated
OOC: I think you have Virgil and Dante's positions switched on the map. Virgil went to the stairs(G4) with Dante behind him(H4).
 

Mal Malenkirk

First Post
GM: I swapped Virgil and Dante before updating.


A sudden powerful explosion erupts from the rear of the cargo hold and knocks Haruka to the floor where she chokes on her own blood, unconscious. Her assailant and arsonist suffers no kinder a fate and is splattered all over the wall.

The Succubus manages to slither away and uses her wiles to enslave Dante who then grievously hurt Ashir. The Vizier is less lucky and is stopped in his track by Rocco when trying to move away. However he then shows that he is no slouch in melee either.

The remaining assassins are less crafty but still effective this time and press the Heroes hard.

[sblock=Actions]
Rocco's last attack killed the assassin.

Max save (1d20=1)

Explosion in the cargo hold
Explosion vs Haruka ref (1d20+10=22, 2d10+5=18) hit, Haruka is prone

The assassin in the hold is also killed by his own bomb (a miss is half damage and he had 2hp left).

Succubus
Move: TPL, causes OA from Rocco and Virgil
Rocco OA vs Succubus (1d20+10+3=18, 1d6+8=13) miss
Virgil OA (1d20+9=17, 1d8+3=4) miss
Standard:
Dominate vs Dante Will (1d20+12=18) hit

Dante:
Standard
Charge Ashir (1d20+12+1=22, 2d4+8=14)

Vizier
Move: Tries to move away but stopped by Rocco fighter tricks
Rocco OA vs Vizier (1d20+10+3=23, 1d6+8=14)
Standard:
Vizier Scepter vs Rocco (1d20+12=17, 2d8+4=13) miss

Assassins
Feint vs Reflex 1:Renquist 2:Virgil (1d20+10=13) miss Renquist
vs Reflex Virgil (1d20+10=16) miss Virgil
Attacks:
Heh, look at that roll...
vs AC 1:Renquist 2:Virgil (12d0+12=24, 1d6+6=9, 12d0+12=24, 1d6+6=7)
Retry
vs AC 1:Renquist 2:Virgil (1d20+12=29, 1d6+6=11, 1d20+12=22, 1d6+6=7)
Hits both
[/sblock]

GM: Dante can't take OA while dominated. Friendly reminder for the wizard.
[sblock=S&S]
Assassin Lower Deck: Ass. 50/61 Q. Rech.
Assassin Main Deck: 30/61 Ass. Q. Rech.

Vizier: 66/80 Infernal advice recharging

Succubus: 53/90

Ashir: 11/46
Haruka: -2/59 dying
Dante: 22 / 42 Dominated TENT
Max: -4/46 -1hs dying (1 failed save)
Rocco: 23/49
Nementah: 23/40
Virgil: 32/54
Renquist: 17/41

Vizier Devil (The scepter pic)
HP 80; Bloodied 40
AC 21, Fortitude 19, Reflex 19, Will 21
Perception 16
Resist 10 fire
OA: Scepter (Weapon)
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8 + 4 damage, and the devil slides the target 1 square.

Succubus
Perception 18;
HP 90; Bloodied 45
AC 23; Fortitude 17, Reflex 21, Will 23
Resist 20 fire
OA: Corrupting Touch (standard, at-will)
+14 vs AC; 1d6+6 damage.

Death Squad Assassin
Perception 16
HP 61; Bloodied 30
AC 21; Fortitude 18, Reflex 20, Will 19
OA: Assassin's Longblade (standard, at-will) Weapon
+12 vs AC; 1d6+6 damage.
The death squad assassin deals an extra 2d6 damage against any target it has combat advantage against.
[/sblock]
 

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One E2 centered blast, mage?

"Something's wrong, paladin, I need to go! I'll come back as soon as I'm able. Stay dead until I return."

[MENTION=834]Mal Malenkirk[/MENTION], can I see Haruka from the stairs? If I count correctly I can get to H3 in first move action and E2 in second, with minor to heal her, but I'd prefer to go to F3 instead of E2. Primera would move to E2 to be adjacent to Haruka for better healing.
 
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TwoHeadsBarking

First Post
Haruka's eyes roll back in her head as she struggles to breathe, but to no avail.

[sblock=actions]I assume the assassin was adjacent to me when he died, so Soul Feast triggers, giving me 3 thp. Of course, this happens after I fall unconscious...

Death Saving Throw: Whoops.[/sblock]

[sblock=Haruka's mini-stats] Haruka Sato human hexblade 7
Initiative: +5 | Passive perception: 12 | Passive Insight: 18
AC: 21 | For: 20
| Ref: 19 | Will: 21
HP: -2/59+3 | Bloodied: 29 | Surge value: 14 | Surges: 9/9
Speed: 6 | Languages: Allarian, Tsugo
AP: 0 | Second Wind: not used
Melee Basic Attack: +12 vs AC, 1d12+11 necrotic damage
Ranged Basic Attack: +11 vs Reflex, 1d10+11 force damage
Powers: Eldritch Bolt, Soul Eater
Blazing Doom of the Void (1/2), Reflexive Hellfire
Decree of Khirad, Crackling Fire

Heroic Effort,
Assassin's Shroud (0/2), Shadow Step
Ethereal Stride, Lesser Planar Ally, Everybody Move
Ironscar Rod, Prison of Salzacas, Blackleaf Gloves

Conditions:

Dying (1/3 failures)[/sblock]
 

renau1g

First Post
Ashir moves towards the wheel of the ship, ignoring Dante, and draws some temporary vitality from his robes. The genasi unleashes a blast of fire that clutches and grabs at the foes. Only the assassin suffers from the assault though.

Angered, Ashir unleashes a blast of flames that washes harmlessly over everyone assembled. "Oh dear" he whispers.

[sblock=Actions]


Minor: Activate robes (+5thp)
Move: To H2
Standard: Grasping Shadows (centered on E2) - vs will (Vizier, Succubus, Assassin); fire damage (1d20+10=13, 1d20+10=16, 1d20+10=23, 1d8+10=18) well hit for 18 fire damage & target is slowed TENT (Ashir).
Creates a zone that lasts TENT. Any creature that enters takes 4 psychic damage and is slowed TENT
AP: Enlarged Fire Shroud - vs Fort (Vizier, Succubus, Assassin); fire damage (1d20+10=18, 1d20+10=17, 1d20+10=16, 1d8+10=11) back to sucking I see... all 3 are misses ... gods damnit. Note: Ashir ignores fire resistance...

So 1/6 on his attack rolls... maybe he'd be better off dead ;)
[/sblock]

[sblock=L4W Ashir]
Init: +4 Speed: 6 Perception:14 Insight: 14
AC: 19 NAD:18/17/16
HP: 11+5thp/46 Surges: 7/7 Surge Value: 11 AP: 0
Languages: Common, Primordial
Str:19 Dex:12 Wis:13 Con:12 Int:19 Cha:8

Powers:
Cantrips
Arc Lightning
Winged Horde
Magic Missile
Grasping Shadows (Skewering Spikes)
Lightning Bolt (Corrosive Mist)
Fire Shroud (Colour Spray)
Promise of Storms
Shield (Mystical Debris)
Second Wind
Sustaining Cloak +2
Stoneskin Robes +2
Flaming Sphere (Arcane Whirlwind)
Summon Magma Beast (Stinking Cloud)
Summon Iron Cohort (Wizard's Escape)
Flaming Staff +1
Restful Bedroll


[/sblock]
 
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