• 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

[sblock=Stand Your Ground] Stand your Ground (1d20=14) Save vs Prone

**Tricksy dwarveses . . . .**[/sblock]

Dane goes down to one knee and immediatly regains his battle stance. He attempts an uppercut swing against the stone hobgoblin to try to regain the advantage.

[sblock=Actions]
Comeback Strike vs AC (1d20+15, 2d12+7=[6, 15], [7, 12, 7])
AC 21 (thank god), for 26 pod. Dane will use Amulet of Life to spend 2 healing surges for 24 hps. Still Marking[/sblock]
After Dane cracks into the statue's thigh, he wipes the blood away from his nose, "Bah, just allergies!"

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

Initiative!

Round 6

17 - Rurdev - @Q11, 1st Floor - 22/46 - Bloodied - Acted
15 - Qynn - S16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - 11/47 +7 thp - Bloodied, dazed (save ends), Prone - Acted
9 - Enemies -
Statue of Mauros - @)P8/Q9, 1st/2nd Floor - 137/170 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - 57/170 hp - -7 to damage rolls TEHNT, Marked, Quarry, Bloodied
Cherub 1 - @U8, 5 ft up -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 3 - @Q11, 1st Floor - 30/37 -
6 - Hadrak - @U10, 1st Floor - 40/47 hp - +1 to all defenses TENT, dazed (Save ends) -
5 - Dane - @S7, 1st Floor - 45/48 hp - Acted
1 - Patrons, Guards, and everyone else

Statues: AC 21, R18
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]
Final1st15.png
[/sblock]

[sblock=2nd Floor]
Final2nd15.png
[/sblock]

[sblock=3rd Floor]
Final3rd15.png
[/sblock]
 

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Hadrak is reeling from the mote'S attack and can't shake off the effect. He starts shooting a barrage of radiant energy at Coppernail to compensate, to some success.

[sblock=Actions]

Standard: Lance of Faith vs Coppernail
Action Point: Daunting Light vs Coppernail

Lance of Faith vs Ref, AP:Daunting Light vs Reflex vs Ref (1d20+8=25, 1d6+7=12, 1d20+8=14, 2d10+7=17)

Lance of faith hit, Hadrak keeps the +1 to defenses TENT, 12 pod, Rurdev gains +4 Temporary hp

I doubt that daunting light hits, if it does it grants Combat advantage to Dane against Coppernail TENT

I didn't sustain Astral condemnation (damn dazed condition)

Save
save (1d20=9)
fail
[/sblock]
 

Hadrak is reeling from the mote'S attack and can't shake off the effect. He starts shooting a barrage of radiant energy at Coppernail to compensate, to some success.

[sblock=Actions]

Standard: Lance of Faith vs Coppernail
Action Point: Daunting Light vs Coppernail

Lance of Faith vs Ref, AP:Daunting Light vs Reflex vs Ref (1d20+8=25, 1d6+7=12, 1d20+8=14, 2d10+7=17)

Lance of faith hit, Hadrak keeps the +1 to defenses TENT, 12 pod, Rurdev gains +4 Temporary hp

I doubt that daunting light hits, if it does it grants Combat advantage to Dane against Coppernail TENT **Nope, it doesn't hit**

I didn't sustain Astral condemnation (damn dazed condition)

Save
save (1d20=9)
fail

***Mwuhahahahahahahaha***
[/sblock]

The patrons clear out more slowly now, with groups forming at the doorways to watch the fighting.


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

Initiative!

Round 7

17 - Rurdev - @Q11, 1st Floor - 22/46 - Bloodied -
15 - Qynn - S16, 1st Floor - 23/35 -
13 - Incarnation - @V6, 3rd Floor - 11/47 +7 thp - Bloodied, dazed (save ends), Prone -
9 - Enemies -
Statue of Mauros - @)P8/Q9, 1st/2nd Floor - 137/170 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - 45/170 hp - COLOR="Sienna"]Marked[/COLOR], Quarry, Bloodied
Cherub 1 - @U8, 5 ft up -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 3 - @Q11, 1st Floor - 30/37 -
6 - Hadrak - @U10, 1st Floor - 40/47 hp - +1 to all defenses TENT, dazed (Save ends) -
5 - Dane - @S7, 1st Floor - 45/48 hp -
1 - Patrons, Guards, and everyone else

Statues: AC 21, R18
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]
Final1st16.png
[/sblock]

[sblock=2nd Floor]
Final2nd16.png
[/sblock]

[sblock=3rd Floor]
Final3rd16.png
[/sblock]
 

[sblock=OOC]Does the attack from the mote that dazed Hadrak have the psychic key word? If so I would get a free save from the AP because of my background (nice catch, Nebten!)[/sblock]
 




Qynn d'Cealis, Eladrin Swordmage 2

A bit of his magic still attached to the statue, Qynn tries to reach the last mote with his frigid blade.

[sblock=OOC]

Immediate Interrupt: If Qynn is in 10 sq, prevent 7 dam fromthe first hit of the Mauros statue attacking anyone but Qynn.

Move: Move (right, 2xup, jump to r12 Athletics (1d20+7=16)
if Athletics success: Standard: Frigid Blade (1d20+9=14, 1d8+5=11) against mote. miss
if Athletics failure: Standard to move to r12

[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]
 

[sblock=ooc]I'm going to wait till tomorrow before autoing Incarantion and Rurdev. 2 out of five is allot of people and EvolutionKB made it clear in another thread that life had suddenly overwhelmed him a bit. [/sblock]
 

OOC: Apologies. PH3 and FF13 are terrible monkeys.

The warforged takes a moment to gauge his enemies. He could do little help against the statues now, but his prone position did give him a bead on the accursed cherub constructs. Dark energy shot from his twisting hand with unerring accuracy. The attack cleared his mind, but for how long?[sblock=Actions]EB vs. closest Cherub (with prone penalty): Ref 25, 12 damage. Saves[/sblock][sblock=Incarnation (Bloodied, Filth Fever, Prone)]Incarnation—Male Warforged Infernal Warlock 4
Initiative: +1, Passive Perception: 15, Passive Insight: 10
AC: 16, Fort: 17, Reflex: 15, Will: 15 — Speed: 6
HP: 11+7/47, Bloodied: 23, Surge: 11, Surges left: 9/11
+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]
 

Into the Woods

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