Adventure: Into the Wild


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OOC: I'm back. Thanks to Neurotic for taking over (though you should do it without being noticed)

And thanks to dimsdale for saving me second wind (and AP).
 


Mal Malenkirk

First Post
GM: Renquist is up


GM: You simply scratch all rolls made out of turn.

New jurisprudence started with Ashir earlier. Not a bad result at all for Rocco this time, but if you ever roll a critical at a moment you were not allowed to act, be warned that there is no recycling it.

You can/must re-use a roll in a situation where it was your turn to act but your target had become invalid due to previous actions you had missed. Typically, I'll be the one doing the recycling during the update when I realize your target was invalid.


[sblock=Nementah]
Actually, Dante is adjacent to Primera, not Virgil. Gains 3+4hp[/sblock]

[sblock=Renquist]He wasn't adjacent to any square that wasn't difficult terrain so he could have shifted at all. See first combat post.[/sblock]

[sblock=Max]Your HS value is 12, not 10 or even 11 as you noted on your wiki page. 47/4=11 rounded down and your belt of vigor grants +1 item bonus to that value.[/sblock]

[sblock=S&S]
Assassin Lower Deck: Ass. 44/61 Q. Rech.

Vizier: 35/80 Infernal advice recharging

Succubus: DEAD

Ashir: 11 +5/46
Haruka: 18/59 -1hs
Dante: 29 / 42
Max: 25/46 -3hs
Rocco: 36/49 Dominated TENT
Nementah: 14/40
Virgil: 32/54
Renquist: 16/41 DR3 -1hs

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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FourMonos

First Post
GM: The ship is VERY cluterred. It's hard to move around. Every square that has stuff in it and the stairs are difficult ground, so are squares who are partly filled with water. This makes shifting hard.

In the Cargo hold, G2 is the only square that isn't Difficult Terrain (DT)

In the lower deck, I3 and J3 are the only squares that aren't DT.

Main Deck: C2, C3, F2 F3, G2, G3, H3, I3, J3

Quarter Deck; All square are ok except those that have the catapults, the wheel, the stairs or L1, L4

[sblock=ooc] okay, so checked the first combat post, it looks like I shifted to J3? Assassin followed? [/sblock]

Renquist backs up once again to draw the assassin to his allies. His blade continues to swing wide.

[sblock=actions] Standard: Enfeebling Strike: 1d20+8, 1d8+4 → ([7, 8], [5, 4]) Roll Lookup . Missed again.
Move: Shift to I3. [/sblock]

[sblock=ministats]
Renquist, Revenant paladin of Lauto
Status: bloodied
Init: +2 Speed: 5 Perception:14 Insight: 19
AC: 23/22 (23 if not bloodied) NAD: F: 16 R:17 W:17
HP: 16/41 Surges: 11/12 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 (2/3)
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]
 
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Mal Malenkirk

First Post
GM: Well I'll be... Looking at the map I assumed I had noted J3 as DT. It has a barrel and is therefore as cluttrered as several other squares marked DT. Oh well.

Anyway, the assassin didn't need to follow; you are still adjacent.


GM: Stand the Fallen still needs LOE like any other power. Dante, Virgil, Nementah and Ashir benefitted and spent a surge (noted).


In the lower deck, the fight is slugging along at a snail's pace. At that rate, the combattants will fall from exhaustion before they'll fall to their wounds.

On the main deck, things are more hectic. The devils are almost vanquished, but the Vizier still manage a fell coup when he moves near Ashir and whispers something to him, something so loathsome that it convinces him the best course of action is launching bolts of lightning on a Dante and Virgil.

GM: Again, this is not dominate, Ashir has his turn.


[sblock=Actions]
Assassin
Minor
Feint (1d20+10=19)
Standard
Vs AC, dmg + recharge (1d20+12+2=19, 1d6+6+2d6=14, 1d6=3) miss

Vizier
Word of Command
Ashir (Commanded) vs reflex 1:Dante 2:Virgil (cover from Dante) (1d20+10=23, 1d6+10=16, 1d20+10=20, 1d6+10=14) hit Dante for 16, Virgil for 14
[/sblock]


[sblock=S&S]
Assassin Lower Deck: Ass. 44/61 Q. Rech.

Vizier: 35/80 Infernal advice recharging

Succubus: DEAD

Ashir: 22 +5/46 -1hs
Haruka: 18/59 -1hs
Dante: 23 / 42 -2hs
Max: 25/46 -3hs
Rocco: 36/49 -1hs Dominated TENT
Nementah: 24/40 -1hs
Virgil: 32/54 -1hs
Renquist: 16/41 DR3 -1hs

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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renau1g

First Post
Apparently Ashir used up too much of his arcane reserves blasting his allies and his lightning bolts fly over the devil's head.

[sblock=Actions]


Minor: n/a
Standard:vs ref (vizier); lightning (1d20+10=18, 1d6+10=15) miss (Arc Lightning)
Move: n/a

[/sblock]

[sblock=L4W Ashir]
Init: +4 Speed: 6 Perception:14 Insight: 14
AC: 19 NAD:18/17/16
HP: 22+5thp/46 Surges: 6/7 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]
 

Seeing the devil move up and no other apparent threats, Nementah moves so she can see the devil while Primera positions herself so she protects the mage.

Nementah calls up the worst nightmares of the creature, those of clean nature, fresh spring breeze and purest swamp mud of her homeland.

"Mage, move away from it!"

[sblock=Actions]
Move: F2, Primera goes to I2 exposing herself to attack
Standard: Haunting spirits vs Will (Vizier); psychic damage (1d20+7+1=12, 1d6+5=9) - :(

If Primera is hit with melee attack: Infectious Spark vs Will (Vizier); psychic damage (1d20+7+1=21, 1d8+5=10)
[sblock=Infectious Spark]
1d8+5 psychic damage and the target makes melee basic attack against the enemy of Nementah's choosing (can it be himself?). SC dissapears and Nementah takes no damage from the dissapearance
[/sblock]
[/sblock]
 

Iron Sky

Procedurally Generated
The succubus slain, Dante and Virgil head up to the Quarter Deck, Dante wounding the Vizier with a swing of his kama-chain.

[sblock=Actions]Move: Virgil moves to Quarter Deck I1, Dante moves to Quarter Deck H4.
Minor: Quarry Vizier
Standard: Twin Strike:
Attack 1: 1d20+12=14 AC vs Vizier, miss.
Attack 2: 1d20+12=23 AC vs Vizier, hit, 2d4+4=9+1d6(6)=15 damage.
Immediate Reaction: RBA(+12 vs AC, 2d4+8) vs any enemy within 5 that moves closer to Dante. This attack has priority over Virgil's OAs should both trigger at the same time.

[sblock=Statblocks]Dante, Male Human Ranger 5
Passive Perception:20, Passive Insight:15
AC:19, Fort:19, Reflex:18, Will:17 -- Speed:6
HP:23/42, Bloodied:21, Surge Value:11, Surges left:4/6
Initiative +6, Action Points:0
Powers: Twin Strike, Throw and Stab, Off-Hand Strike, Disruptive Strike, Heroic Effort, Invigorating Stride, Second Wind, Jaws of the Wolf, Spitting Cobra Stance, Amulet of Resolution

Opportunity Attack: +12 vs. AC, 2d4+8 damage (Crit 2d6+16)
Notes: *Dante makes an OA on any enemy that makes a melee attack on Virgil as long as the enemy is within reach 2 of Dante or Virgil is adjacent to Dante. *Dante deals +1 damage when he has CA.

Virgil, Beast Companion(Lizard) 5
Passive Perception:13, Passive Insight:13
AC:20, Fort:17, Reflex:17, Will:15 -- Speed:6
HP:32/54, Bloodied:27, Surge Value:13(18), Surges left:1/2

Opportunity Attack: +11 vs. AC, 1d8+3 damage.
Note: Virgil's OA uses Dante's Immediate Reaction.[/sblock][/sblock]
 

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