24 4e Style : Day 2

[SBLOCK=OOC]Ok, added Leyra... but how do you remove the added token from the list below? I thought that it might resize the picture to fitting dimensions, but apparantly didn't... :o[/SBLOCK]
 

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[sblock=OOC]Initiative : Na, Da, Ga, Ker, Mi, Ley, BG (1d20+6=14, 1d20+8=15, 1d20+13=28, 1d20+18=37, 1d20+18=28, 1d20+13=15, 1d20+9=27, 1d20+14=31)

Bad guys beat everyone but Kern.

Surprise Round : Those who stayed down are in plain view of the guards. They get a surprise if their bluff check beats the Guards Insight :

Bluff vs DC 18 (1d20+5=12, 1d20+5=9, 1d20+16=33, 1d20+9=23, 1d20+8=14)

The order was Na, Da, Ga, Mi and Ley as you can tell by the bonuses.

Garrick and Mirage are the only one to act in the surprise round.

Kern's ninja expedition :

Climb vs DC 20, Stealth vs DC 24 (1d20+15=28, 1d20+16=34)

Success, he both climbs up and attracts no attention. He takes part in the surprise round.

So

---
Surprise Round (1 standard action)

Kern
Mir
Gar
---

Normal round

Kern
Bad Guys
Everybody
[/sblock]

The agents hover suspiciously near the guards, their intensity arousing suspicion. One of the archer signals back, probably asking one of the rear archers to come join him in case there is trouble. Garrick feels they are about and decides to act now before they lose the advantage. Hoping that Kern had time to get in position, he suddenly starts the hostilities.

[sblock=Kern]There is no cover on the roof. We can presume that Kern was hidden as long as he was climbing and can only benefit from his hidden status by acting as soon as he is up. Basically; throwing a shuriken is pretty much the only action Kern can do while benefiting from stealth. Of course, normally you need a minor to draw (which you can't afford in a surprise round) but we can assume he had a shuriken in his teeth like a ninja pirate ;)

PS : I resized your token for the map and put you on the roof.[/sblock]
 
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Nothing more than a shadow, Kern climbs towards the roof. Noting the two closest guards, he makes a quick flick of the wrist at the one over the alley, aiming for a sensitive spot. With a sudden *thump* it disables the archer!

OOC: Disheartening Strike vs target directly over alley nearest party (no numbers?): AC 30, 32hp really kills the minion.
 

As soon as he heard the distictive 'thunk' of a shuriken hit, with the gasp of pain that invariably followed, Garrick nodded to the others and burst through the door to the alley.

He took two long paces to the side of the waiting guard before plunging his dagger deep into the side of his unsuspecting foe. His blade almost sighed with a kind of pleasure as it sank in.

[sblock=OOC]http://invisiblecastle.com/roller/view/2130253/
1d20+19 = (32)
Roll Lookup
Damage 13 (1d4+9)
Sneak attack; 3d8+5= 20
Total 33[/sblock]

[sblock=Stats]
Garrick the Grey, Halfling Rogue, Level 12: Master Infiltrator
Initiative +15; Passive Perception 23, Passive Insight 18;
HP 80; Bloodied 40; Healing Surge 7@20;
AC 26 (33)*; Fort 27, Ref 21, Will 24 (* vs OA)
+2 AC (untyped) if adjacent to at least two larger enemies
+2 AC (untyped) vs attacks from an enemy I have CA over. [/
+2 bonus to AC vs OA during Boot's encounter power move
Speed 7 (8) Action Points 1

Powers:
At Will: Deft Strike Sly Flourish Fleeting Ghost Shadow Stride Chameleon Encounter:Positioning Strike Trickster’s Blade From the Shadows Distracting Wound
Second Chance Impossible to Grab Quickling Boots - Move Elven Armour - move
Daily:Blinding Barrage Staggering Assault Burst Fire[/sblock]
 

With the two most obvious threats removed, Mirage moves quickly and stealthily into the alley. He does his best to remain hidden and takes a quick peak into the window.

[sblock=actions]ooc: this assumes that the archer above the party on the corner of the roof and the one guy just inside the alleyway are both dead. if not he'll target one of them with an illusory ambush.
Start of turn: n/a
Standard: n/a
Move: move to window and achieve/maintain stealth (1d20+17=34)
Minor: n/a
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 70/78; Bloodied 39; Healing Surge 19; Surges/Day 3/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 1/1

Basic Melee +10 vs AC 1d4+1 (Dagger)
Basic Ranged +15 vs AC 1d4+6 (Dagger)

Powers:
Illusory Ambush
Scorching Burst

Infernal Wrath
Wand of Accuracy
Grasping Shadows
Shock Sphere
Fire Burst
Blood Pulse
Shield
Feytouched Drowmesh
Steadfast Boots
Solitaire (Citrine)
Scorching Burst
Second Wind

Phantom Chasm
Fireball
Mordenkainen's Sword
Dimension Door
Feywild Spell Surge
Soul Burn
Headband of Intellect

Potion of Healing
Potion of Regeneration
Deathcap Spores
[/sblock]
 


ooc: because in Surprise Round he only gets one standard action and cant see anything from where he was. So he has to move in first, next round = burninating!
 



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