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Adv: A Night at the Opera; Judge TwoHeadsBarking

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?

**It's only a 2 1/2 foot step. But there is a very pesky red velvet rope. Have you ever tried to step over one of those? They can be very tricky.

Let's say it costs an extra square of movement to enter if you don't use the stairs OR you can enter as part of a shift but you need to be trained in athletics or make a DC 15 athletics check.**
[/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]

The statue of Mauros quickly turns to it's next enemy and heads down the central aisle. It's stone orb smashes into Rurdev and he can't get his defenses up in time.

Meanwhile, Coppernail tries to do the same with Dane and dwarf continues to bat away the blows. It almost seems to be getting easier for him. Dane's muscles seems to tighten though as one of the Cherubs moves closer to him and blasts at his mind.

Above on the catwalk, Incarnation's mind is invaded by his own enemy. As he struggles to keep the invader's back his flames flare and the nearby mote seems to flare in response. The energy is too much for him to handle and the warforged falls with a responding metal clang.

[sblock=ooc]S.Mauros moves to O9/P10.
Attacks Rurdev. 18 vs Reflex. 13 damage.
Follow up. 11 vs AC, Miss

S.Coppernail attacks Dane. 16 vs Fort, Miss.

Cherub 1 attacks Incarnation. 20 vs Reflex, hit. 8 psychic damage, and dazed (save ends)

Cherub 2 moves to Q7. Attacks Dane. 19 vs Ref, hit. 9 psychic. Dazed (save ends)

Red Mote 1 moves to U6. Attacks Incarnation. 16 vs Reflex, Hits. 7 radiant damage. Incarnation falls unconscious.

Red Mote 3 attacks Rurdev. 14 vs Reflex, Miss.
[/sblock]

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

Initiative!

Round 5

17 - Rurdev - @Q11, 1st Floor - 15/46 - Prone, Bloodied - Acted
15 - Qynn - N16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - -2/47 - UNCONCIOUS, dazed (save ends) - Acted
9 - Enemies -
Statue of Mauros - @O9/P10, 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 - @Q7, 2nd Floor -
Red Energy Mote 1 - @T6, 3rd floor Floor - 3/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 30/37
Quarry, Bloodied
6 - Hadrak - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 34/48 hp - Dazed (save ends)
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]
Final1st13.png
[/sblock]

[sblock=2nd Floor]
Final2nd13.png
[/sblock]

[sblock=3rd Floor]
Final3rd13.png
[/sblock]
 

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Dane's jaw clinches down as he tries to shake off the resent mental assault. He tries to calm himself as he attempts to find a fault within the statue.

[sblock=Action Point] Mykonos Sanctuary background saving throw:
1d20=9
Probing Attack: Probing Attack vs Ref (1d20+9, 1d12+7=[14, 9], [4, 7])
23 vs Ref for 11 pod. +4 to attack until end of next turn. [/sblock]

Still trying to regain his mental functions, Dane takes an invigorating assault to try to regain momentium in the fight. The dwarf is distracted during his swing, yet he is able to shake off the cherub's affliction.

[sblock=Comeback Strike]
Comeback Strike vs AC (1d20+9, 2d12+7=[3, 9], [4, 3, 7]) I forgot to add the +4 so its a total of 16 vs AC, miss. Reliable. Still marking Coppernail.

Saving Throw (1d20=16) Saved [/sblock]
 

-''I call on Eefaystos!'' Hadrak says boldly. ''Get up, people!''

Incarnation and an Rurdev's wound immediately close and they can move back into the fight.

[sblock=OOC]
Standard:Healer's Mercy
Minor: Sustain Astral condemnation


Incarnation and Rurdev spends a healing surge +5 hp

Oh, and Coppernail is ridiculous. What's the point of me reducing its damage by 7 if that stupid statue always misses?
[/sblock]
 
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At the statue of Mauros steps close and strikes at him, the shifter counters with his own weapon, though he misses.

[sblock=Interrupt]Use disruptive strike to try and prevent the hit. disruptive strike vs mauros statue to prevent hit on me. (1d20+9=17, 1d8+5=8)Probably a miss.[/sblock]

The ranger jumps into the orchestra pit and slashes at the statue of Coppernail inflicting just a minor wound.

[sblock=Actions]
Shift to R10.
Quarry coppernail
Attack with twin strike: twin strike vs coppernail and quarry (1d20+8=22, 1d20+9=11, 1d8+1=3, 1d8+1=2, 1d6=6)So 9 damage to coppernail.[/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: 31/46, Bloodied: 23, Surge: 11, Surges left:7/8
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]
 

Dane's jaw clinches down as he tries to shake off the resent mental assault. He tries to calm himself as he attempts to find a fault within the statue.

[sblock=Action Point] Mykonos Sanctuary background saving throw:
1d20=9
Probing Attack: Probing Attack vs Ref (1d20+9, 1d12+7=[14, 9], [4, 7])
23 vs Ref for 11 pod. +4 to attack until end of next turn.

**[/sblock]

Still trying to regain his mental functions, Dane takes an invigorating assault to try to regain momentium in the fight. The dwarf is distracted during his swing, yet he is able to shake off the cherub's affliction.

[sblock=Comeback Strike]
Comeback Strike vs AC (1d20+9, 2d12+7=[3, 9], [4, 3, 7]) I forgot to add the +4 so its a total of 16 vs AC, miss. Reliable. Still marking Coppernail.

Saving Throw (1d20=16) Saved [/sblock]

-''I call on Eefaystos!'' Hadrak says boldly. ''Get up, people!''

Incarnation and an Rurdev's wounds immediately close and they can move back into the fight.

[sblock=OOC]
Standard:Healer's Mercy
Minor: Sustain Astral condemnation


Incarnation and Rurdev spends a healing surge +5 hp

Oh, and Coppernail is ridiculous. What's the point of me reducing its damage by 7 if that stupid statue always misses?

**And yet Mauros doesn't seem to have this issue. Hurray for IC?**
[/sblock]

The crowd continues to move out of the theatre, though with some distance between them and the theatre some are slowing down as they continuously turn to view what's happening. In the center aisle, the crowd has enough composure to make way for Qynn.

At the statue of Mauros steps close and strikes at him, the shifter counters with his own weapon, though he misses.


[sblock=Interrupt]Use disruptive strike to try and prevent the hit. disruptive strike vs mauros statue to prevent hit on me. (1d20+9=17, 1d8+5=8)Probably a miss. **Yup.**[/sblock]

The ranger jumps into the orchestra pit and slashes at the statue of Coppernail inflicting just a minor wound. It's enough to cause a turning point however, and chips begins to crumble from the statue.

[sblock=Actions]
Shift to R10.
Quarry coppernail
Attack with twin strike: twin strike vs coppernail and quarry (1d20+8=22, 1d20+9=11, 1d8+1=3, 1d8+1=2, 1d6=6)So 9 damage to coppernail.[/sblock]


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

Initiative!

Round 6

17 - Rurdev - @Q11, 1st Floor - 31/46 - Acted
15 - Qynn - N16, 1st Floor - 23/35 -
13 - Incarnation - @V6, 3rd Floor - 16/47 - Bloodied, dazed (save ends), Prone -
9 - Enemies -
Statue of Mauros - @O9/P10, 1st/2nd Floor - 137/170 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - 83/170 hp - -7 to damage rolls TEHNT, Marked, Quarry, Bloodied
Cherub 1 - @T6, 3rd Floor -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 1 - @T6, 3rd floor Floor - 3/37 - Cursed, Bloodied
Red Energy Mote 3 - @P11, 1st Floor - 30/37 -
6 - Hadrak - @U10, 1st Floor - +1 to all defenses TENT -
5 - Dane - @S7, 1st Floor - 34/48 hp - +4 to attack until end of next turn.
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]
Final1st14.png
[/sblock]

[sblock=2nd Floor]
Final2nd14.png
[/sblock]

[sblock=3rd Floor]
Final3rd14.png
[/sblock]
 

[sblock=OOC/Mal] . . . and Dane is OK with this. His shield on the other hand will probably need some repairs.
Good lord that thing is finally "rubblely." [/sblock]
 

The warforged's eyes flare back with dark intent, and from the floor his focuses his ill will on the minion before him. He ducks aside the retaliation of the spark, and with a primal yell disintegrates the enemy. Dark and light power mix as it falls; however, it is not enough to shake the curse on his mind.[sblock=Actions]EB from Prone. OA (approximate) Ref 12 misses (no CA on attacking prone targets ranged). Incarnation Hits and kills it. Death explosion likely hits, 5 radiant to Incarnation (but he gains 7 thp when it drops). Fail save.[/sblock][sblock=Incarnation (Bloodied, Dazed, 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]
 

Qynn d'Cealis, Eladrin Swordmage 2

As the statue threatens to crush the shifter, Qynn summons his magic again, a cold shroud cushions the blow. Then he moves again, ready to strike, if needed.

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

Immediate Interrupt: Qynn is in 10 sq, so he can use his aegis of shielding interrupt to prevent 7 dam from Rurdev.

Move: Move to to S16
Standard: Prepare Chilling Blow against first enemy that enters reach.


[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]
 

The warforged's eyes flare back with dark intent, and from the floor his focuses his ill will on the minion before him. He ducks aside the retaliation of the spark, and with a primal yell disintegrates the enemy. Dark and light power mix as it falls; however, it is not enough to shake the curse on his mind.

[sblock=Actions]EB from Prone. OA (approximate) Ref 12 misses (no CA on attacking prone targets ranged). **The red motes use melee a melee attack. Still doesnt hit**

Incarnation Hits and kills it. Death explosion likely hits, 5 radiant to Incarnation (but he gains 7 thp when it drops). Fail save.[/sblock]

As the statue threatens to crush the shifter, Qynn summons his magic again, a cold shroud cushions the blow. Then he moves again, ready to strike, if needed.

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

**This is just because you forgot to remove it right? You can see the mark, and it should still be there?**

Immediate Interrupt: Qynn is in 10 sq, so he can use his aegis of shielding interrupt to prevent 7 dam from Rurdev.

Move: Move to to S16
Standard: Prepare Chilling Blow against first enemy that enters reach.

**Did you really mean S16? I've placed you there. You're not really near any enemies.**
[/sblock]

The statue of Mauros moves back onto the stage, reaching down into the pit after the shifter. Rurdev is hit but manages to stay on his feet. Dane is not so lucky and a serious smash from Coppernail causes him to cough blood. In spite of his injuries he still forces away the follow up blow and evades the mental onslaught of one of the cherubs.

His fellow dwarf is less likely, as the other cherub swoops from the rafters into the seats and invades his mind.

The remaining mote presses on against Rurdev, and his radiant swoop proves effective.

[sblock=ooc]S.Mauros moves to P8/Q9.
Attacks Rurdev. 24 vs AC. 9 damage. Rurdev is not knocked prone, because the DM selected the wrong ability for a reason unknown to the DM. I wouldn't take it back in live game, I'm not gonna do so here.

Qynn's Aegis does not go off again as it is an interrupt.

S.Coppernail vs Dane. Crit! 13 damage due to Astral Condemnation and Dane is knocked prone.

Follow up 16 vs AC, does not hit

Cherub 1 moves to U8, 5 ft up. This puts it in potential melee.
Attacks Hadrak. 25 vs Reflex, Hit. 7 psychic damage. Dazed (save ends)

Cherub 2 misses Dane 7 vs Reflex

Mote moves to Q11. Attacks Rurdev 23 vs Refelex, hit. 7 radiant damage. [/sblock]

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

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 - 83/170 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 - 21/48 hp - +4 to attack until end of next turn, Bloodied, Prone
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]
 

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

Into the Woods

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