• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adv: A Night at the Opera; Judge TwoHeadsBarking


log in or register to remove this ad

Hadrak wants to heal Incarnation but can't pass the opportunity to blast three enemies at the same time. He extend his hands and engulf the two statues and a mote in a wave of light. It's less effective than he hoped for, only delivering weak damage on Maros' statues.

But it's not in vain; Rurdev is blessed by Eefaystos.

-''Time to cut loose, Rurdev!''

[sblock=Rurdev]You have +2 to all attacks on your next turn. Being a ranger, I would recommand using an AP and performing up to 4 attacks to maximize this opportunity![/sblock]

[sblock=Incarnation]I really wanted to heal Incarnation but I was out of range (by 1 square!) and I need to sustain Astral condemnation (even though the stupid statue has missed every attack so far!). Stay alive one more round![/sblock]

[sblock=Actions]
Minor: Sustain Astral Condemnation
Standard: Divine Glow, Close Blast 3, P11:R9
vs Reflex 1:Mote at P11 2:Coppernail 3:Maros (1d20+8=9, 1d20+8=11, 1d20+8=25, 1d8+7=8) Argh, miss eveyone but Maros.

Effect: Rurdev has +2 to every attack on his next turn, Hadrak has +1 to all defenses TENT (armor, I forget it one round out of two!)

Move: U10
[/sblock]
 

ARG! Just like n' elf ta flee when rock mit stone. I hope dis statue ain't dwaf'n made.

Dane carefully slides around the Coppernail construct while trying to chop it down at the ankles.

[sblock=Actions]
Move: Shift to S7.
Standard: Basic Attack (1d20+9, 1d12+7=[15, 9], [8, 7])

Hit AC 26 for 15 pod.[/sblock]

Hadrak wants to heal Incarnation but can't pass the opportunity to blast three enemies at the same time. He extend his hands and engulf the two statues and a mote in a wave of light. It's less effective than he hoped for, only delivering weak damage on Maros' statues.

But it's not in vain; Rurdev is blessed by Eefaystos.

-''Time to cut loose, Rurdev!''

[sblock=Actions]
Minor: Sustain Astral Condemnation
Standard: Divine Glow, Close Blast 3, P11:R9
vs Reflex 1:Mote at P11 2:Coppernail 3:Maros (1d20+8=9, 1d20+8=11, 1d20+8=25, 1d8+7=8) Argh, miss eveyone but Maros.

Effect: Rurdev has +2 to every attack on his next turn, Hadrak has +1 to all defenses TENT (armor, I forget it one round out of two!)

Move: U10
[/sblock]

The crowd continues to pile out of the theatre, but with none of the patrons being attacked directly, panic lessens slightly. As people see the Eladrin whip around the corner, sword out, they refrain from blocking his immediate path.

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

Initiative!

Round 5

17 - Rurdev - @Q11, 1st Floor - 26/46 - dazed (save ends), +2 to every attack on his next turn -
15 - Qynn - V19, 1st Floor - 13/35 - Bloodied -
13 - Incarnation - @O6, 3rd Floor - 12/47 +1 thp - Bloodied - Acted
9 - Enemies - Acted
Statue of Mauros - @O8/P9, 1st/2nd Floor - -33 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -67 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 - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 43/48 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]
Final1st11.png
[/sblock]

[sblock=2nd Floor]
Final2nd11.png
[/sblock]

[sblock=3rd Floor]
Final3rd11.png
[/sblock]
 
Last edited:

Incarnation took another step back and then blasted the cursed mote again with infernal power. Most of it is blown away, but a spark still survives. [sblock=OOC]Shift to V6; EB Mote Hit, 13 pts[/sblock]
 

Qynn d'Cealis, Eladrin Swordmage 2

After drinking the potion, Qynn re-enters the opera, trying to find a way through the crowd.

[sblock=OOC]
The Mauros statue is still be marked by Qynn in your post

Minor: Drink healing potion.
Move: Move to to P 19
Standard to Move: Move to N16


[sblock=Mini stat block]
Qynn
Perception: 18 Insight: 13 Low-light Vision
AC 21 Fortitude 13 Reflex 15 Will 16
Hit Points: 23 / 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: 7 / 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]
 

Incarnation took another step back and then blasted the cursed mote again with infernal power. Most of it is blown away, but a spark still survives. [sblock=OOC]Shift to V6; EB Mote Hit, 13 pts[/sblock]

After drinking the potion, Qynn re-enters the opera, trying to find a way through the crowd.

[sblock=OOC]
The Mauros statue is still be marked by Qynn in your post

**By the love of Pete. I would have sworn I fixed this twice. Third times the charm.**

Minor: Drink healing potion.
Move: Move to to P 19
Standard to Move: Move to N16
[/sblock]


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

Initiative!

Round 5

17 - Rurdev - @Q11, 1st Floor - 26/46 - dazed (save ends), +2 to every attack on his next turn -
15 - Qynn - N16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - 12/47 +1 thp - Bloodied - Acted
9 - Enemies -
Statue of Mauros - @O8/P9, 1st/2nd Floor - -33 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -67 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 - 3/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 37/37
Quarry, Bloodied
6 - Hadrak - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 43/48 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]
Final1st12.png
[/sblock]

[sblock=2nd Floor]
Final2nd12.png
[/sblock]

[sblock=3rd Floor]
Final3rd12.png
[/sblock]
 

[sblock=Mal]

Mal said:
You have +2 to all attacks on your next turn. Being a ranger, I would recommand using an AP and performing up to 4 attacks to maximize this opportunity!

I would love to, but unfortunately I'm dazed....:rant:[/sblock]

Rurdev turns to the orb that tried to hurt him and slashes out with both blades at the abberant creature. The shifter's elbow strikes a seat next to him, spoiling one blow. The second blade hits the orb, cleaving off a portion of it's essence. The blessing of Hadrak gives him hope and he is finally able to shake of malady that gripped his limbs and mind.

[sblock=ooc]What kind of action is it to get the orchestra pit?[/sblock]

[sblock=Actions]
Twin strike orb. twin strike vs red orb (1d20+10=11, 1d20+11=29, 1d8+1=2, 1d8+1=7) One hit for 7 damage...grrrr. save vs dazed (1d20=10)Finally!
[/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: 26/46, 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]
 

[sblock=OOC]I have just discovered the greatest threat to Hadrak's survival yet; the Rune Priest!

I kinda want a defender for my 3rd PC and I am leaning toward a battlemind. If so, I may have to retire Hadrak for a runepriest.

Of course, I could keep Hadrak and get a runepriest for 3rd PC.

Decision, decision, decision... It's hard because I like Hadrak.

Well, I got until the end of the adventure to make up my mind.
[/sblock]
 


[sblock=OOC]I have just discovered the greatest threat to Hadrak's survival yet; the Rune Priest!

I kinda want a defender for my 3rd PC and I am leaning toward a battlemind. If so, I may have to retire Hadrak for a runepriest.

Of course, I could keep Hadrak and get a runepriest for 3rd PC.

Decision, decision, decision... It's hard because I like Hadrak.

Well, I got until the end of the adventure to make up my mind.
[/sblock]

[sblock=OOC] I dunno if you were planning on continuing onto the next part of this story (if we surive), Dane definatly would like to quest with a fellow dwarf-brother. All these new weird races coming into town start to worry him. :) He's already adjusting to a warforge & shifter :angel:. [/sblock]
 

Into the Woods

Remove ads

Top