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Living Worlds
Living 4th Edition
Adventure: A paladin in need (DM:Someone, judge: THB)
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<blockquote data-quote="Someone" data-source="post: 5534990" data-attributes="member: 5656"><p>The mud monsters finally give up, as not even their mutable bodies are a match against the power of your weapons and magic. Their remains stain the newly raised walls and your clothes; their only effective counterattack is another large iron spike directed against Joy, but even that is slowed by the tangible protection Brenwar has conjured around you. </p><p></p><p>You’re more worried about the room itself. New sections sink all around you, and the floor under your very feet tremble and shake.</p><p></p><p>[sblock=actions]</p><p>Brenwar saves against Immobilized using Divine Mettle, shifts and deals 31 damage to Mud Lasher 2. Everyone gets 8 THP</p><p>Joy moves, hits with Demoralizing Strike.</p><p>Porphyria shifts to current position, deals lots of damage with a lucky string of Chaos Bolts, killing #2 (I think) in the process</p><p>Halleck attacks #3 with Brash Assault. The counterattack doesn’t happen since he dealt just enough damage to kill his target.</p><p>Mud Lasher 4 moves away and throws a mud ball at Halleck, who dodges out of the way.</p><p>Impaler 1 recharges <em>barbed spike</em>, but does not use it and instead just shoots at Halleck. Bad roll, hits only AC 20 so fails.</p><p>Impaler 2 does the same against Joy, since she still grants CA. This one hits AC 25 for 12 damage, and causes Joy to grant combat advantage.</p><p></p><p>Battlefield changes. Darkened blocks are raised or lowered floor (high enough to block line of sight, lowered is 10 feet low), squares highlighted in white are trembling. I hope is clear what sections are up and what down; I can color code them if you find it confusing.</p><p>[/sblock]</p><p>[sblock=status]</p><p>Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent,.</p><p>Halleck= 4 damage, 8 THP, 3 HS spent</p><p>Porphyria: 15 damage, ongoing 5 damage, 8 THP, 4 HS spent.</p><p>Joy: 17 damage, grants combat advantage, 3 HS spent</p><p>Impaler 1: 14 damage</p><p>Impaler 2:</p><p>Mud monster 1: Dead.</p><p>Mud monster 2: Dead</p><p>Mud monster 3: Dead</p><p>Mud monster 4: 37 damage, Bloodied</p><p> [/sblock]</p><p></p><p>[sblock=stats]</p><p>Mud Lasher: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage </p><p></p><p>Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock]</p><p></p><p>[sblock=map]</p><p><img src="http://i118.photobucket.com/albums/o116/rowenstin/paladin2-4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> [/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5534990, member: 5656"] The mud monsters finally give up, as not even their mutable bodies are a match against the power of your weapons and magic. Their remains stain the newly raised walls and your clothes; their only effective counterattack is another large iron spike directed against Joy, but even that is slowed by the tangible protection Brenwar has conjured around you. You’re more worried about the room itself. New sections sink all around you, and the floor under your very feet tremble and shake. [sblock=actions] Brenwar saves against Immobilized using Divine Mettle, shifts and deals 31 damage to Mud Lasher 2. Everyone gets 8 THP Joy moves, hits with Demoralizing Strike. Porphyria shifts to current position, deals lots of damage with a lucky string of Chaos Bolts, killing #2 (I think) in the process Halleck attacks #3 with Brash Assault. The counterattack doesn’t happen since he dealt just enough damage to kill his target. Mud Lasher 4 moves away and throws a mud ball at Halleck, who dodges out of the way. Impaler 1 recharges [i]barbed spike[/i], but does not use it and instead just shoots at Halleck. Bad roll, hits only AC 20 so fails. Impaler 2 does the same against Joy, since she still grants CA. This one hits AC 25 for 12 damage, and causes Joy to grant combat advantage. Battlefield changes. Darkened blocks are raised or lowered floor (high enough to block line of sight, lowered is 10 feet low), squares highlighted in white are trembling. I hope is clear what sections are up and what down; I can color code them if you find it confusing. [/sblock] [sblock=status] Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent,. Halleck= 4 damage, 8 THP, 3 HS spent Porphyria: 15 damage, ongoing 5 damage, 8 THP, 4 HS spent. Joy: 17 damage, grants combat advantage, 3 HS spent Impaler 1: 14 damage Impaler 2: Mud monster 1: Dead. Mud monster 2: Dead Mud monster 3: Dead Mud monster 4: 37 damage, Bloodied [/sblock] [sblock=stats] Mud Lasher: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock] [sblock=map] [IMG]http://i118.photobucket.com/albums/o116/rowenstin/paladin2-4.jpg[/IMG] [/sblock] [/QUOTE]
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Adventure: A paladin in need (DM:Someone, judge: THB)
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