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Adv: A Night at the Opera; Judge TwoHeadsBarking

[sblock=OOC/SC]What size are the motes? If less than small, Incarnation can move through them. Otherwise, not.

Edit: And are there railings on the catwalk or not? (i.e, can one shift to the other part of the catwalk.[/sblock]
 
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Hadrak hops above a row of seats and then snipes the cursed mote harassing Incarnation. His aim is perfect and a bolt of light tears through it. The divine power spills over and helps Incarnation clears his mind.

[sblock=Actions]
Move: R12
Minor: Sustain Astral condemnation (-7 damage to Coppernail)
Standard: Ranged 6 on P6 (3rd floor), Sacred Flame vs Ref
Lance of Faith (1d20+8=28, 1d6+7=8)
Crit!
crit (1d10=5)
13 damage, Killed it!

I wrote Lance of Faith in IC, but I actually meant Sacred flame as you can see from the damage roll (Flame is D6 while Lance is D8)

Incarnation gets a free save or 4 temp hp (but since killing a cursed enemy gives him THP and he is dazed, it's an easy decision!)
[/sblock]
 

[sblock=ooc]The walkways above do have metal railing though theres bars supporting them, leaving a large gap between the railing and the walkway.

You still can't make you're shift with just a move action but I'd let you attempt a fairly simple Acrobatic Stunt. Say DC 15.

It would also be fairly easy to drop down to the ground.

I found the map note from the first fight and added to the bottom of the post.

Oh and the motes are small sized.[/sblock]

After Dane shoves away the stone sword, he upswings with his axe and tries to take a large chuck out of the statues arm.

He then yells to the guard, Ye shift ova' and take down dat red lit!"


[sblock=Actions]
Basic Attack (1d20+11, 1d12+9=[16, 11], [5, 9]) Keep marking Coppernail. **Hit!**[/sblock]

Hadrak hops above a row of seats and then snipes the cursed mote harassing Incarnation. His aim is perfect and a bolt of light tears through it, causing the mote to explode. Radiant light floods over Incarnation and his remaining aggressor but neither seem effected. The divine power spills over and helps Incarnation clears his mind.

[sblock=Actions]
Move: R12
Minor: Sustain Astral condemnation (-7 damage to Coppernail)
Standard: Ranged 6 on P6 (3rd floor), Sacred Flame vs Ref
Lance of Faith (1d20+8=28, 1d6+7=8)
Crit!
crit (1d10=5)
13 damage, Killed it!

Incarnation gets a free save or 4 temp hp (but since killing a cursed enemy gives him THP and he is dazed, it's an easy decision!)

**The mote explodes! Attack vs Incarnation. 10 vs Ref, Miss

Obviously, now you can shift Incarnation without difficulty. I'll let you roll the save for yourself since you go before the enemies.**
[/sblock]

The hobgoblin guard shifts as directed but is in too much of a daze to make an attack.


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

Initiative!

Round 4

17 - Rurdev - @Q11, 1st Floor - 31/46 - dazed (save ends) -
15 - Qynn - X5, 1st Floor - 13/35 - Bloodied -
13 - Incarnation - @O6, 3rd Floor - 13/47 +7 thp - dazed (save ends), Bloodied -
9 - Enemies - Acted
Statue of Mauros - @L8/M9, 1st/2nd Floor - -25 hp - Cursed
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -62 hp - -7 to damage rolls TEHNT, Marked
Cherub 1 - @L9, 10 feet up -
Cherub 2 - @Q9, 10 feet up -
Red Energy Mote 1 - @M6, 3rd floor Floor - 37/37 -Marked
Red Energy Mote 3 - @M11, 1st Floor - 37/37
Red Energy Mote 4 - @R10, 1st Floor - 6/37 hp - Quarry, Bloodied
6 - Hadrak - @R12, 1st Floor -
5 - Dane - @T8, 1st Floor -
2 - Hobgoblin Guard - @Q9, 1st Floor - dazed
1 - Patrons, Guards, and everyone else

Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: R 15

MAPS!

Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.

The blue highlight represent fleeing masses. They are difficult terrain.

The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.

There is no guard fail on the stairs or between H7 and I7.

Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.

[sblock=1st Floor]
Final1st08.png
[/sblock]

[sblock=2nd Floor]
Final2nd08.png
[/sblock]

[sblock=3rd Floor]
Final3rd08.png
[/sblock]
 
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[sblock=Nebten/SC]Suspect SC looked at the 16 and not the 16,11 in the roll as IC didn't add them this time.[/sblock]Dark and light power both wash over Incarnation with the death of the mote beside him, freeing his mind of the cursed distraction. He curls his fist once again and shadows cling to the mote even as Incarnation steps back from it. He is burned by the attack, but gathers shadows around him to fend off further assaults. His stiff mask almost makes a snarl as he tightens his fist and twists causing the shadows around the mote squeeze it and siphon its energy back to the warforged.[sblock=Actions]Saves thanks to Hadrak. +7 THP.

Minor to curse mote near him. Move away (proking OA which I rolled Hits, 8 damage) to U6, gaining concealment. Vampiric Embrace vs mote: Will 22 (I'm assuming hits), 21 necrotic and 7 THP back to Incarnation.[/sblock][sblock=Incarnation (Bloodied, Filth Fever, Shadow Walk)]Incarnation—Male Warforged Infernal Warlock 4
Initiative: +1, Passive Perception: 15, Passive Insight: 10
AC: 18, Fort: 19, Reflex: 17, Will: 17 — Speed: 6
HP: 12+7/47, Bloodied: 23, Surge: 11, Surges left: 10/11
+2 save vs. ongoing damage
Action Points: 1/2, Second Wind: Not Used
Powers -
Eldritch Blast
Hellish Rebuke

Fiery Bolt
Vampiric Embrace

Flames of Phlegethos
Warforged Resilience
Beguiling Word

Full character sheet[/sblock]
 

[sblock=ooc]Stonegod is correct, I read the wrong number. You totally hit. Edited.

Stonegod, the attack modifier has actually changed but it would hit anyway. You're attack will also hit. Figured I'd say so since I'm writing this.[/sblock]
 

Rurdev sees the orbs above burst, the light reaching his keen eyes. Knowing help is on the way from Incarnation, the shifter slashes out with both weapons again at the orb. The blades connects and flexes his legs to avoid the blast of energy from the orb.

[sblock=Actions]
Standard: Twin strike the orb. twin strike vs orb (1d20+8=19, 1d20+9=22, 1d8+1=5, 1d8+1=9)I forgot hunter's quarry, but that shouldn't matter as the orb blows up. Save fail: save vs dazed (1d20=1)[/sblock]

[sblock=Stats]
Rurdev
Male Longtooth Shifter Two-Weapon Ranger 4
Initiative: +4, Passive Perception: 20 Passive Insight: 15
AC: 19, Fort: 18, Reflex: 17, Will: 16 — Speed: 5
HP: 30/46, Bloodied: 23, Surge: 11, Surges left:8/8
Resist Force 10
Action Points: 1, Second Wind: Not Used, Milestone MI daily used: 0
Powers -
Twin Strike
Hit and Run
Off-Hand Strike
Disruptive Strike
Yield Ground
Longtooth Shifting
Jaws of the Wolf
Brooch of Shielding
Lightning Scimitar+1
Hero's Chainmail+2
L4W:PC:Rurdev (EvolutionKB) - ENWiki
[/sblock]
 

Dark and light power both wash over Incarnation with the death of the mote beside him, freeing his mind of the cursed distraction. He curls his fist once again and shadows cling to the mote even as Incarnation steps back from it. He is burned by the attack, but gathers shadows around him to fend off further assaults. His stiff mask almost makes a snarl as he tightens his fist and twists causing the shadows around the mote squeeze it and siphon its energy back to the warforged.

[sblock=Actions]Saves thanks to Hadrak. +7 THP.

Minor to curse mote near him. Move away (proking OA which I rolled Hits, 8 damage) to U6, gaining concealment. Vampiric Embrace vs mote: Will 22 (I'm assuming hits), 21 necrotic and 7 THP back to Incarnation.[/sblock]

Rurdev sees the orbs above burst, the light reaching his keen eyes. Knowing help is on the way from Incarnation, the shifter slashes out with both weapons again at the orb. The blades connects and flexes his legs to avoid the blast of energy from the orb, Rurdev is not successful as the wave washes over him as well as Dane and the guard. It does not look like the guard will take another hit.

[sblock=Actions]
Standard: Twin strike the orb. twin strike vs orb (1d20+8=19, 1d20+9=22, 1d8+1=5, 1d8+1=9)I forgot hunter's quarry, but that shouldn't matter as the orb blows up. Save fail: save vs dazed (1d20=1)

**The orb, does in fact blow up. Reflex: 22 vs Rurdev, 19 vs Dane, 9 vs Hadrak. Rurdev, Dane and the hobgoblin gaurd take 5 radiant damage. Statue of Coppernail, heals 10 hp.**[/sblock]

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

Initiative!

Round 4

17 - Rurdev - @Q11, 1st Floor - 26/46 - dazed (save ends) - Acted
15 - Qynn - X5, 1st Floor - 13/35 - Bloodied -
13 - Incarnation - @O6, 3rd Floor - 12/47 +7 thp - Bloodied - Acted
9 - Enemies -
Statue of Mauros - @L8/M9, 1st/2nd Floor - -25 hp - Cursed
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -52 hp - -7 to damage rolls TEHNT, Marked
Cherub 1 - @L9, 10 feet up -
Cherub 2 - @Q9, 10 feet up -
Red Energy Mote 1 - @M6, 3rd floor Floor - 16/37 - Cursed, Bloodied
Red Energy Mote 3 - @M11, 1st Floor - 37/37
Quarry, Bloodied
6 - Hadrak - @R12, 1st Floor -
5 - Dane - @T8, 1st Floor - -5 hp
1 - Patrons, Guards, and everyone else

Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: AC 16 R 15 W 15

MAPS!

Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.

The blue highlight represent fleeing masses. They are difficult terrain.

The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.

There is no guard fail on the stairs or between H7 and I7.

Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.

[sblock=1st Floor]
Final1st09.png
[/sblock]

[sblock=2nd Floor]
Final2nd09.png
[/sblock]

[sblock=3rd Floor]
Final3rd09.png
[/sblock]
 

Qynn d'Cealis, Eladrin Swordmage 2

Qynn run's to circle the opera, drawing his potion on the way.

[sblock=OOC]
The Mauros statue should still be marked by Qynn. He hadn't used his marking power since.

Move: Run to X 13
Standard to Move: Run to V 19
Minor: Draw healing potion

[sblock=Mini stat block]
Qynn
Perception: 18 Insight: 13 Low-light Vision
AC 21 Fortitude 13 Reflex 15 Will 16
Hit Points: 13 / 35 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 2 Second Wind: 0
Healing Surge:8 Surges per day: 8 / 10
At-Will Powers: Aegis of Shielding, Sword Burst, Frigid Blade
Encounter Powers: Feystep, Channeling Shield, Chilling Blow
Daily Powers: Sweeping Frostblade

Condition: -

Gold received: 320gp, 16sp

[/sblock][/sblock]
 

Qynn run's to circle the opera, drawing his potion on the way.

[sblock=OOC]
The Mauros statue should still be marked by Qynn. He hadn't used his marking power since. **I agree. Must have removed it by accident. Fixed.**

Move: Run to X 13
Standard to Move: Run to V 19
Minor: Draw healing potion

[/sblock]

As the the statue of Coppernail slams its sword again into the dwarf's shield, trying to wear him down, the stone Mauros moves across the stage and takes the hobgoblin from the back. Stone crunches bone and the guards falls to the floor.

The cherubs reorganize but our heroes have firm mindsets in battle. Both Incarnation and Hadrak resists their efforts.

Incarantion, however, can't avoid the more on the upper walkways. It closes the distance and burns away some of his newfound vitality. The remaining mote switches it's attention to Rurdev, but the shifter manages to keep put of harm's way.

[sblock=ooc]S.Mauros moves to O8/P9. Attacks Hobgoblin Guard. Hobgoblin Guard falls.

S.Coppernail attacks Dane. 14 vs Dane's Fort. Miss.

Cherub 1 moves to R7, 3rd Floor. Attacks Incarnation. 14 vs Reflex, Miss

Cherub 2 targets Hadrak. 8 vs Reflex, Miss.[/url]

Red Mote 1 moves to T6. Attacks Incarnation. 24 vs Reflex, 6 radiant damage.

Red Mote 3 moves to P11. Attacks Rurdev. 10 vs Reflex. Miss.[/sblock]

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

Initiative!

Round 4

17 - Rurdev - @Q11, 1st Floor - 26/46 - dazed (save ends) - Acted
15 - Qynn - V19, 1st Floor - 13/35 - Bloodied - Acted
13 - Incarnation - @O6, 3rd Floor - 12/47 +1 thp - Bloodied - Acted
9 - Enemies - Acted
Statue of Mauros - @O8/P9, 1st/2nd Floor - -25 hp - Cursed
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -52 hp - -7 to damage rolls TEHNT, Marked
Cherub 1 - @T6, 3rd Floor -
Cherub 2 - @Q9, 2nd Floor -
Red Energy Mote 1 - @T6, 3rd floor Floor - 16/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 37/37
Quarry, Bloodied
6 - Hadrak - @R12, 1st Floor -
5 - Dane - @T8, 1st Floor - -5 hp
1 - Patrons, Guards, and everyone else

Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: AC 16 R 15 W 15

MAPS!

Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.

The blue highlight represent fleeing masses. They are difficult terrain.

The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.

There is no guard fail on the stairs or between H7 and I7.

Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.

[sblock=1st Floor]
Final1st09-1.png
[/sblock]

[sblock=2nd Floor]
Final2nd09-1.png
[/sblock]

[sblock=3rd Floor]
Final3rd09-1.png
[/sblock]
 

Into the Woods

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