[Adventure] BH1: Merryl's Rescue (DM: Velmont, Judge: renau1g)

[sblock=OOC]'Strange sequences' tend to prove the randomness of the generator, not infirm it.

If every small block of 20 rolls was smoothly distributed, you'd know for sure that the generator isn't random.
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[sblock=Randomness]
Repeating same sequences means there is underlying non-random algorithm with groupings of same number sequences (or in tech speech: it's pseudo-random generator with too small repeating interval.

In one sequence I had as many as 3 sevens...but yes, it's random as far as I can tell without huge number of repetitions.
[/sblock]

On with the game!
 

[SBLOCK=OOC]Ghouls have Refl 20 (their high defence), but as the Ghouls are within Sherryl aura, they have 21 and both attack miss.[/SBLOCK]
 

Charina waits patiently for an opening and then pulls the trigger. The bolt flies true and strikes the Ghoul.

She then rolls away and jumps to cover near the stairs before anyonel can notice. A bolt, seemingly out of nowhere then flies in direction of Sherryl.

[sblock=Actions]
Sly Flourish
vs Ghoul 1 (-2 because prone) (1d20+11+2-2=25, 1d10+8+2d6=16)
I expect a +2 AC from cover, but that should hit anyway unless it has AC 24.
PLEASE say it'd dead!

Move: Standup

Minor: Reload

AP: Shadow Steel Roll
Effect: shift to L11, get a check to become hidden (Since I moved more than 3 square, I only need normal cover)
Stealth (1d20+15=29)
Vs Sherryl
1d20+11+2=19, 1d10+8=9

Since I was hidden when I made the attack, I stay hidden (Still an effect of Shadow Steel Roll)
[/sblock]
 


[SBLOCK=OOC]Recap up to now:
Taran:
Miss with Sacred Flame
Miss again with Sacred Flame

Charina:
Hit and kill ghoul
Hit Sherryl

Rhole
Need his action.

Martelai
Will act under domination
Will save against domination[/SBLOCK]
 

With Ikniqpalagaq back on her feet and one of the dreadclaws downed, Rhole turns his attention back to the sarcophagi-centered focus of the battle. He dashes back the route he came, offering a thumbs-up to the prisoners as he passes them and Charina.

The restless and intense theme that he’s been playing has now reached a feverish level, where dust is tearing loose from nearby tomb-walls and pebbles are skittering across the floor. The tunes literally swirl around Rhole, building up visibly to a vortex of resonating sound waves that propel out from the tip of the Great Ultra-Intense Thundering Audio Ripper… and straight towards Sherryl’s backside.

“You’re not the first delusional old hag to threaten my friends,” Rhole’s voice cuts through the crescendo. “… but you sure are the most clichéd!

“When I compose songs of our heroics against you, there won’t be any recurring-villain sequels!”


The wailing whirlpool of sound waves impacts squarely with the priestess, lambasting her mind, and knocking her senses around until she doesn’t know up from down. Mystical harmonics in the music drives inspiration deep in the hearts of Rhole’s allies, promising victory in seeing this evil scoundrel slapped around.

[sblock=Actions]
Minor: Sustain Song of Courage
Move: To J11
Standard: Stirring Shout at Sherryl hits Will 21 for 20 damage. Regardless of whether it hits, you all regain 5 hp whenever you hit her for the rest of the encounter.

Rhole’s Song of Courage now covers Bell, Charina, and Ikni.

In case the last dreadclaw intends to pursue Rhole, I’ll just point out that Ikni has it marked, Charina blocks L11, the prisoners take up the other half of the corridor, and what looks like a crate or small staircase is in the way.

Rhole – Gnome Bard 2
Passive Perception 16, Passive Insight 12
AC 18, Fort 12, Reflex 16, Will 17
Resist 5 fire
HP 17/29, Bloodied 14, Surge Value 7, Surges 8/8
Speed 5, Initiative +2
Action Points: 1, Second Wind
Powers: Cutting Words, Vicious Mockery;
Blunder, Majestic Word: 1/2, Words of Friendship; Fade Away, Ghost Sound;
Stirring Shout, Song of Courage
[/sblock]
 

"Keep that one far from me!" order Sherryl, pointing Ikni. Martelai throw a blast of light at Ikni, but she evades the blow. She then see Harold coming from her back and block Harold's attack to her legs.

[SBLOCK=Mechanic]Martelai
Dire Radiance vs Refl on Ikni (1d20+5=16, 1d6+4=6) Miss, thanks to Second Wind.

Harold
Move: Walk to M11
Standard: Claw vs AC on Ikni (1d20+9=18, 2d6+4=11) Miss[/SBLOCK]

[SBLOCK=Status]Sarcophagus are difficult movement square and give cover to anyone who is prone.

Initiative:
27: Ghouls - Acted
23: Charina
23: Derien
21: Rhole
19: Martelai
17: Dreadclaws
11: Bell
7: Sherryl
3: Ikni

Heroes
Bell: 9/30, Bloodied, Song of Defence (sustain Minor), +2 to all defenses UEoNT
Charina: 29/34, 1AP, Hidden
Derien: 7/36, 1AP, Bloodied, Prone, Immobilized (save ends)
Ikni: 25/43, 1AP, Bloodied, +2 def UEoNT
Martelai: 2/33, 1AP, Bloodied, Prone
Rhole: 17/29, 1AP, Song of Courage (sustain Minor)

Enemies
Harold: -0, Marked by Ikni
Ghoul2: -19, Cursed
Sherryl: -44, Anyone who hit Sherryl regain 5 hp

Sherryl Aura 5: Any creature within her aura cannot regain hit points and undead have +1 att, dam and def[/SBLOCK]

[sblock=Map]
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Bell's breathe becomes heavy as she finally will's the ghouls poison from her body. She quickly checks her joints to be sure she is free and then stares down the drow before her.

Rhole's song was becoming more wild, and therefore more difficult for Bell to change and reverberate. I should take upon myself some formal study. . . when we get out of this. Still she found it encouraging and continued to focus a portion of her mind toward pushing it out through her sword protectively.

Sheryl had now split the group however, leaving Bell toward the middle. If I stay where I am, I will surely fall, for her presence creeps over my wounds. If I move, I must choose which allies to protect and which to leave of their own devices.

"Oh the choices of heroes!" Bell called out to herself, before running quickly onto the raised platform. She kept her eyes on Sheryl however and once she was in position she twisted the streams around her in a curse on the drow.

"May your foul presence fold back unto you, keeping you from the task at hand." Her words took a tone of pity, as if sadened by her own actions.

[sblock=ooc]
Minor: Sustain Song of Defense (Covers Rhole, Charina, and Ikni)
Move: to M8, out of Sheryl's Aura
Standard: Malevolent Mischief, 12 vs Reflex I assume it misses. 22 damage on a hit (and 5 hp for Bell), 11 on a miss.
Effect (hit or Miss): Sheryl is affected by ill luck (save ends). While affected by ill luck, Sheryl is slowed till the end of her next turn whenever you or an ally hits the target with an attack.
[/sblock]

[sblock=Quick Stats]
Bell's Full Sheet - (Bloodied)
Shadar-Kai Bard (Virtue of Cunning), level 2
Passive Insight 11 Passive Perception 15; Senses low-light vision
HP: 9/30; Surge Value: 7; 7/8
AC: 19, F: 13, R: 17, W: 15
Saving Throws +2 Racial bonus against the unconscious condition; +2 to all death saving throws
AP: 0

Feats Ritual Caster, Blade Initiate, Linguist
Skills Arcana +10, Bluff +9, History +10, Perception +5, Streetwise +9
Languages Allarian, Imperia, Tsugo, Magari, Draconic

Misdirected Mark, Guiding Strike
Focussed Sound, Shadow Jaunt, Words of Friendship, Majestic Word 1/2, Second Wind
Malevolent Mischief, Song of Defense, Swordmage Warding, Harsh Songblade
[/sblock]
 

Scorpius, Bell recovers 5hp from stirring shout
Velmont, Martelai is prone, that would miss even without second wind. And if status is incorrect tell me, I'm trying to see how I can move away from her while prone and not seeing it without eating OA.
 

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