Adv: A Night at the Opera; Judge TwoHeadsBarking

“You are most opportune, my humble thanks to you both” Says Sheng, after deflecting the last round of attacks. The sorcerer slithers back with fluid moves, and places his hands raised in the air, and standing in one leg, he opens his mouth releasing a shower of flames from it! When the flames settle down, Sheng moves his hands again, in a Tai-Chi fashion, conjuring a green cloud that emanates from him.
[sblock=Actions]
Shift to H7
Burning spray close Blast 3 catching 2, 3, 5 and 6: 9, 17, 20, 19 vs reflex for 13 dmg
Roll Lookup
Minor: Deep Shroud: Square occupied and the adjacent to it get heavily obscured.
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-''Uh, all the furless people are allied and against the furry one, right?'' shouts Hadrak to Alfred.

These might be minsunderstood gentle wererats fighting to right a grievous wrong from the evil Alfred... But the typical wererat really is a rat, they are the agressor, they bit his allies and Alfred seems to have held is part of the bargain despite Hadrak's earlier misgiving. Hadrak's daddy always said: ''Son, play the odds you dumbass.''

Hadrak moves forward to take advantage of the massed enemies and blast them with holy light, blessing Incarnation as he goes along.

[sblock=Actions]
Move: to K13
Divine Glow :
.VS reflec 1:GWr1 2:Gwr2 3:Lwr1 4:Lwr4 5:Lwr5 (1d20+8=22, 1d20+8=16, 1d20+8=15, 1d20+8=19, 1d20+8=27)

**Hits all but lesser wererat 1. 15 radiant damage. I think by lesser were rat 4 and 5 you mean 3 and 4. Those two are in range, and they die.**

Assuming at least 1 hit; I gain +1 to all defenses TENT

Incarnation gains +2 power bonus to all attacks TENT

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Rurdev didn't trust the Alfred either, but his thoughts were interrrupted by the sounds of padded feets upon the ground. Not knowing if the dwarves were enemies, and seeing the rats bite and slash at his allies he knew he had something to fight. It was something he knew at least. Dane and Incarnation would know too; they had fought wererats in their pursuit of that occursed idol.

Stepping into the action, the shifter draws the lightning blade in his off hand and slashes with the blade at the smaller wererat next to Sheng. The blade easily connects and the shifter invokes the power of his ancestral weapon. Lightning arcs from the blood spray of the wound, striking the enemies nearby.

[sblock=Actions]
Minor: Draw lightning scimitar in off-hand.
Move: Shift to I15
Standard: Hit and Run vs Lesser Wererat1. hit and run vs lesser wererat 1 (1d20+9=27, 1d8+5=11) If lesserwererat 1 is down attack lesserwererat 6 instead.

**Hit an kills Lesser Wererat 1.**

Free: Activate lightning scimitar: 3 lightning damage to all enemies within two squares of lesser wererat1(or 6).

lightning scimitar daily (1d6=3)

**Kills 2 and 6**
[/sblock]

[sblock=Immediate Reaction]If I'm hit I'll use Yield Ground and shift to J16, assuming the wererat I hit goes down, I'll also gain +2 to my def until the end of my next turn. My intention is to get flanking with Qynn if things get complicated.[/sblock]

Before the attack could hit the sorcerer, a cold shimmering shield appeared around him, orginating from Qynn. Then, with new determination, Qynn steps forward and swings his sword in a wide ark.

[sblock=OOC]
Immediate Interrupt: Channeling Shield to prevent the 7 dam to Sheng

http://invisiblecastle.com/roller/view/2408619/Minor: Draw Sword
Move: Shift to I 15
**Rurdev just shifted to I15, I put you at H15**
Standard: Swordburst (Hit H16, Hit J16, Hit J 15, dam) (1d20+6=20, 1d20+6=24, 1d20+6=15, 1d6+5=10) vs Reflex
**I'll take the first attack roll as vs Hammer 2 and the 2nd as vs the remaining wererat. Hits both and kills the rat. If you wish to choose new actions instead that is fine.**
[/sblock]

[sblock=Sheng]
Shift to H7
**I assume you mean H17**
Burning spray close Blast 3 catching 2, 3, 5 and 6: 9, 17, 20, 19 vs reflex for 13 dmg
Roll Lookup
Minor: Deep Shroud: Square occupied and the adjacent to it get heavily obscured.
**This would catch Greater Rat 2 and 3. It would also catch Rurdev. I assume you want to choose new actions. I will leave you as you were. I am going to post for the knicks, and you can choose when you post wether it happens before or after their actions.**
[/sblock]

Alfred immediately has daggers in his hands. He looks at the scene a bit unsure, and yells back to Hadrak. "You think me a fool! You cut down nothing but the weakest of enemies. I will not allow traitors and spies in our midst. Cut them down, they have led the rats to us!"

[sblock=Insight 15]Alfred's words do not come out as confident as he'd like, and its clear that the others a just following orders. A couple of decent skill checks could end this fight quickly.[/sblock]

Alfred rushes Dane, daggers flaring. He dives in at Dane and the dwarf knocks the blade away. Using the distraction of fight he shifts to Dane's side, attacks again but tastes nothing but shield, before he slips away to the clerics side.

The dwarf by the back door follow in Alfred's wake slamming his shield on top of Dane and forcing him to the ground. His hammer then comes slamming down on the fighter's leg.

The other dwarf slides next to Qynn and Rurdev, and quickly hits the shifter with a slam of his shield. Rurdev falls but manages to move a bit away before hitting the ground. With the shifter out of reach, the dwarfs following hammer slams into Qynn instead.

The archers take aim among both the group and the rats but none find their targets.

[sblock=ooc]Alfred moves to K8. Uses Dance of the knife attack vs Dane. 17 vs AC, MIss. Shifts to J10. Attacks Dane again. 11 vs AC, Miss. Shifts to J12.

Dwarf 1 moves to K8. Shield Bash vs Dane. 26 vs Fort, 11 and knocks Dane Prone.
Warhammer vs Dane. 32 vs AC, 7 damage.

Dwarf 2 shifts to H14. Attacks Rurdev with Shield Bash. 23 vs AC, 9 damage, and knocks Rurdev Prone. This activates Yield Ground. Rurdev shifts to J16.
Dward 2 attacks Qynn with Hammer. 29 vs AC, 11 damage.

Archers attack AC. 19 vs Danes AC (Miss), 18 vs Hadrak's AC (Miss), 12 vs Rat 2s AC (Miss)[/sblock]

--------------------

Initiative!

Round 1

24 - Wererat Gang - Acted
Greater Wererat 1 @L14 - -18 hp
Greater Wererat 2 @J15 - -18 hp
Greater Wererat 3 @I17 - -3 hp
21 - Rurdev @J16 - 27/36 hp - Prone - Acted
15 - Hadrak @K13 - 47/47 hp - +1 to all defenses TENT - Acted
15 - Sheng @I16 - 31/31 hp - Pending
13 - Qynn @H15 - 18/35 hp - Acted
11 - Northtown Knicks
Alfred @J12
Dwarf 1 @K8
Dwarf 2 @H14 - -10 hp
Archer 1 @L3
Archer 2 @H7
Archer 3 @H12
7 - Incarnation @K14 - 34/47 hp - Filth Fever, +2 power bonus to all attacks TEHNT
2 - Dane @K9 - 30/48 hp - Prone

So it goes . . . Wererats
Then Rurdev, Hadrak, Sheng, and Qynn in any order.
Then the Knicks Gang (Alfreds Gang)
Then Incarnation and Dane, in any order.

Defenses

Greater Wererat R 16
Lesser Wererat AC 15 R 16
Dwarf Hammer R 15

[sblock=Map Info]Crates provide partial cover to all medium sized creatures. You can drop to your knees for full cover. Ivy is climbable with an athletics check and runs all the way up the roof. Slanted roofs (the red one) counts as difficult terrain.[/sblock]

[sblock=map]
Alley04.png
[/sblock]
 

ARGH!

After getting his bad knee smashed by the warhammer, he gives his kin a steely stare. His time would have to wait as Hardak has gotten himself into a bad spot. Dane regains his footing, trying to stable himself under his buckling knee. He draws his axe and prepares himself for battle. Dane turtles under his shield then charges toward the traitorous Alfred. He swings his shield wildly trying to slam him against the distant wall.

[sblock=Actions] 1. Draw Axe.
2. Shielded Sides: +2 AC/Ref, no CA from Flanking TENT.
3. Charging to K11 finishing with Shield Bash:
Shield Bash vs Ref (1d20+8, 1d10+6=[5, 8], [7, 6]) If it hits, Push Alfred to I13. Ref: 12, Dmg: 13. Marks Alfred. [/sblock]
 
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OOC: Incarnation's passive Insight is good enough.

Stepping back, fire and darkness surround Incarnation, but are strongest around his eyes. He glares at Alfred, his voice echoing with the sounds of pain and fear. While his words are spoken to Alfred, they are directed at all of the Knicks. They needed to know who they were dealing with.

Traitors? Spies?! Do you know who you deal with, Alfred of the Northtown Knicks? Did you not hear of how three of us have already cut down these Shards not but a few turns ago? And the stories of Hadrak, dragon redeemer, who now stands before you? Sheng, the eater of souls? And, I, myself, keeper of secrets so dark that they would drive every one of you mad if only I whispered a single one? Speak not to me of words broken and pacts unkept, for you risk your soul and the souls of your compatriots. You bargain for them dearly now. STEP DOWN or not even the grasp of Lauto will keep you from you doom.

Keeping his eyes on Alfred, Incarnation casually raises his three fingered fist and rips life-energy from the nearest larger were-creature, bolstering his strength. You deal in money, but my coin is more dear.[sblock=Actions]Shift to J13 away from the rat (next to Alfred, but my options are limited). Minor to use Beguiling Word, Standard to Intimidate the BLEEP out of them (32). AP to make use of Hadrak's boon to Vampiric Embrace the chap next to Hadrak (L14): Will 27, 13 Necrotic and 7 THP for Incarnation. Alfred does get a OA if he wished, but @ -2 to mark.[/sblock][sblock=Incarnation (Filth Fever)]Incarnation—Male Warforged Infernal Warlock 3
Initiative: +1, Passive Perception: 15, Passive Insight: 10
AC: 16, Fort: 17, Reflex: 15, Will: 15 — Speed: 6
HP: 34/47, Bloodied: 23, Surge: 11, Surges left: 11/11
+2 save vs. ongoing damage
Action Points: 0/1, Second Wind: Not Used
Powers -
Eldritch Blast
Hellish Rebuke

Fiery Bolt
Vampiric Embrace

Flames of Phlegethos
Warforged Resilience
Beguiling Word

Full character sheet[/sblock]
 
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[sblock=Dane/DM]You get a save to avoid going prone. Since Yield ground is a reaction, I can't shift after going prone, so I won't use it and be prone where I was initially hit.[/sblock]
 

[sblock=Prone Confusion]You get a save to avoid being prone when an enemy power knocks you prone? I don't recall this. Can someone point me to the rule that says you get to save vs prone. Not that I don't beleive you I'm just unfamiliar with it.

Not being able to move while prone I forgot all about.[/sblock]
 

[sblock=Rurdev/DM] Thanx bud. I believe this is the first time Dane has been knocked prone.

Stand Your Ground: Immediate Saving Throw to avoid being Knocked Prone. It's a Dwarven Race Feature.

Save vs going Prone (1d20=11) To make it easy, Dane will draw his axe to sub for standing from Prone.[/sblock]
 
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Sheng mumbles some words, and he raises his voice each time more, until he ends shouting.
"Away from me filthy scum!"

As he says this, a wave of mental energy shoots from his Bedeviling eyes!

[sblock=Actions]Bedeviling Burst: Targets will
12 vs WR 2
16 vs WR 3

11 dmg
and pushes 3 squares from Shengs direction.
Lame rolls, meh...[/sblock]
 

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