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Adv: A Night at the Opera; Judge TwoHeadsBarking

Qynn d'Cealis, Eladrin Swordmage 2

Feeling his life crushed out of his body, Qynn to get out of there...

[sblock=OOC]
I thought I had 33 Hp after spending my surge. -20 I should be at 13 HP.
Tele stand up: I can teleport upwards. According to the rules for falling, I land on my feet without damage, if I drop fewer than 10 ft. Thaks for letting me do this :)

Qynn is totally ouclassed and dead, if the next statue combo hits...

Move: Stand up. (no OA)
Standard to Move: Shift to R5
AP: Move to X5 if door open or can be opened as a free action (with a kick, if needed. (if not, stop before door and use Minor to open)

[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
Still has one healing potion

[/sblock][/sblock]
 

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[sblock=ooc]Ok, three things here.

First, the falling. I agree with your logic, thats way I granted you an extra save. If I think about what your saying it makes sense.

However, when you teleport, conditions move with you. Falling rules state that you become prone if you take damage, otherwise you may land on your feet but it assumes you weren't prone to begin with, which you were.

Regardless, you made the save and you were standing until the statue hit you again.

Second, we have Hit points.
You had 18, you regained 7 by activating your immediate reaction. Thats 25. You gained 8 from second wind. Thats 33. You lost 20. Thats 13. Yup, I was off by one. I'll edit.

Third, I'll let you barel through the doors. Those doors would open out. Fair warning though, because I saw your comment in the other thread. If you abandon the party all together, you don't xp for this fight.[/sblock]
 

[sblock=OOC]Everyone, keep in mind that my healing powers all have a range of 5. It's especially immportant for healer's mercy.

I'll keep trying to move toward the center, but try to gather around me or at least don't stray too far.
[/sblock]
 

[sblock=Mal]Vertically, I think Incarnation is within range. Not needed yet, though.[/sblock]Seeing Qynn pinned down, Incarnation calls distractedly, Away from the statue and to the motes! Or assist Dane!

Shaking his head in pain, and knowing again the feel of foes around him, Incarnation blasts a quick bolt of flame at the damaged mote, ignoring the orb's attacks. The fire sears the magical globe, but Incarnation cannot fight the mental distraction.[sblock=OOC]BTW: 'Mauros' is also cursed (I cursed him first).

Provoke OAs via using Hellish Rebuke on P6: Hit, 11 fire (16 if it has fire resistance) and 1d6+5 more (or +10 if it has resistance) if Incarnation takes damage. Save fail.[/sblock][sblock=Incarnation (Dazed, Filth Fever)]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: 34/47, 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]
 
Last edited:

Rurdev is reeling from the cherub, but still manages to lash out with both blades at the orb. His steel blade connects but the lighting blade nears the outside of the orb.

[sblock=Actions]
Standard: twin strike vs red orb and quarry dam (1d20+8=22, 1d20+9=16, 1d8+1=2, 1d8+1=6, 1d6=6) 8 damage if only the first attack hits. save vs dazed (1d20=4)[/sblock]

[sblock=Stats; Dazed(save ends)]
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]
 

[sblock=ooc]Ok, three things here.

First, the falling. I agree with your logic, thats way I granted you an extra save. If I think about what your saying it makes sense.

However, when you teleport, conditions move with you. Falling rules state that you become prone if you take damage, otherwise you may land on your feet but it assumes you weren't prone to begin with, which you were.

Regardless, you made the save and you were standing until the statue hit you again.

Second, we have Hit points.
You had 18, you regained 7 by activating your immediate reaction. Thats 25. You gained 8 from second wind. Thats 33. You lost 20. Thats 13. Yup, I was off by one. I'll edit.

Third, I'll let you barel through the doors. Those doors would open out. Fair warning though, because I saw your comment in the other thread. If you abandon the party all together, you don't xp for this fight.[/sblock]

[sblock=ooc]First, I don't want to discuss the stand up. I already thanked you for your ruling.

Second, my other L4W character fell down because of just 1 HP. So I'm a bit of a miser there ;)

If Qynn dies now, I would to have him resurrected, before I can re-tire him. The rules forbid to 'retire' a dead character who is below level 3.

My current plan is to cycling with Qynn around the building (drinking a potion while taking double moves, and help from the other side, because the statues are just to strong for him and another stroke would kill him. Maybe from the other side he can help fighting the spheres and keep the mark on the Mauros statue from far away.

I could bail out of the game, take the xp from the last encounter Qynn was in (getting enough XP for 3rd level and re-tire in peace. But I don't want to play out of character or sneaking out of a a game and potentially harm the other players.

I have just the feeling, Swordmage isn't the right class for me...:([/sblock]
 

[sblock=walkingdad]Not saying your doing anything wrong, but, the tactics I've heard about with swordmages is to mark a creature with your aegis and move on to another foe. It's hard to judge though since you are so much lower level than some of us.[/sblock]
 

[sblock=walkingdad]Not saying your doing anything wrong, but, the tactics I've heard about with swordmages is to mark a creature with your aegis and move on to another foe. It's hard to judge though since you are so much lower level than some of us.[/sblock]
[sblock=EvolutionKB]That is just the problem. There are only 2 enemies in melee reach (the sphere is flying above). And both can hammer Qynn into negative XP with relative ease in one round. He was just lucky the follow up attack missed both times... So I still mark one of them and try a saver way to reach the (for my lower level) more manageable foes.

I did the tactic you suggested the other fight... Marking one rat and moved in position to hit two others with a burst.
[/sblock]
 

[sblock=ooc]Reposting due to update.[/sblock]

Essam pushes forward, taking a sapping blow from one of the motes as he does. He dives into the trapdoor and you hear a crash.

"I'm ok! I have the Lady!"

Feeling his life crushed out of his body, Qynn knows he needs to get out of there. He quickly jumps to his feet, takes a moment to back up defensively, then makes for the side door, kicking them open as he goes.

[sblock=OOC]

Move: Stand up. (no OA)
Standard to Move: Shift to R5
AP: Move to X5 if door open or can be opened as a free action (with a kick, if needed. [/sblock]

Shaking his head in pain, and knowing again the feel of foes around him, Incarnation blasts a quick bolt of flame at the damaged mote, ignoring the orb's attacks. The fire sears the magical globe, but Incarnation cannot fight the mental distraction.

[sblock=OOC]
Provoke OAs via using Hellish Rebuke on P6

OAs: 20 and 26, both hit. 8 and 13 radiant damage.

Hellish Rebuke: Hit, 11 fire (16 if it has fire resistance) and 1d6+5 more (or +10 if it has resistance) if Incarnation takes damage. Save fail.[/sblock]

Rurdev is reeling from the cherub, but still manages to lash out with both blades at the orb. His steel blade connects but the lighting blade nears the outside of the orb.

[sblock=Actions]
Standard: twin strike vs red orb and quarry dam (1d20+8=22, 1d20+9=16, 1d8+1=2, 1d8+1=6, 1d6=6) 8 damage if only the first attack hits. **both hit** save vs dazed (1d20=4)[/sblock]

The statue of Mauros seems content with the Eladrin's fleeing but at least does not pursue. Instead the giant stone menace turns toward the audience, and quickly makes the distance to the edge of the stage. His stone orb slams into the huddled masses and you hear a man's screams get cut short.

Coppernail's giant stone sword comes crashing down on Dane, but its movement seemed slow to the readies dwarf. Dane's shield is up and with a force that seems greater that his frame he forces the blow away.

The cherub's move past their now dazed targets and reposition themselves for new havok. A woman in the audience falls, seemingly lifeless and the hobgoblin on stage visibly tightens his muscles as if stuck.

The motes above continue to envelope Incarnation in radiant light and he struggles to resist. Below the other orbs move forward as well. Rurdev avoid's its the strike but a civilian is less likely.

[sblock=ooc]
S.Mauros moves to L8/M9 and attacks Patrons.

S.Coppernail attacks Dane. 14 vs Fort, Miss

Cherub 1 moves to N9, 10 feet. Attacks Patron

Cherub 2 dazes the hobgoblin guard.

Mote 1 attacks Incarantion. 9 Miss.

Mote 2 Attacks Incarantion. 15 vs Reflex, hits. 8. damage.

Mote 2 takes 9 damage, from Hellish Rebuke.

Mote 3 moves to m11. Attacks patron.

Mote 4 attacks Rurdev. 13 vs Ref, Miss[/sblock]

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

Initiative!

Round 3

17 - Rurdev - @Q11, 1st Floor - 31/46 - dazed (save ends) - Acted
15 - Qynn - X5, 1st Floor - 13/35 - Bloodied - Acted
13 - Incarnation - @O6, 3rd Floor - 13/47 - dazed (save ends), Bloodied - Acted
9 - Enemies - Acted
Statue of Mauros - @L8/M9, 1st/2nd Floor - -25 hp - Cursed
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -48 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 2 - @P6, 3rd Floor - 10/37 hp - Cursed, Bloodied
Red Energy Mote 3 - @M11, 1st Floor - 37/37
Red Energy Mote 4 - @R10, 1st Floor - 6/37 hp - Quarry, Bloodied
6 - Hadrak - @S13, 1st Floor -
5 - Dane - @T8, 1st Floor -
2 - Hobgoblin Guard - @Q8, 1st Floor -
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.[/QUOTE]

[sblock=1st Floor]
Final1st07.png
[/sblock]

[sblock=2nd Floor]
Final2nd07.png
[/sblock]

[sblock=3rd Floor]
Final3rd07.png
[/sblock]
 


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