[Adventure] Dive into Darkness (Judge: stonegod)

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"I can't see a dang thing, somebody turn the lights on." Stasi, slashes through the darkness where a guardian was just before and feels her blade hit moving rock. Feeling a rush induced by Euphie's actions, she forces her blade all the way through and hears the guardian crumble.

[sblock=Actions]
Bond of Retribution (1d20+10-5=23, 1d12+5=13)
vs. the square where the Guardian attacked me from before. J6

**Thats a hit, and you forgot to add in the bonus Euphie gave you. +3 more damage. The target is hit and dies.
[/sblock]

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Round 4

Init - Name - Grid Location, Distance from the Lower Room - HP - Status Effects - Acted/Pending

24 - Enemies - Acted
Stone Guardian 1 - @H5 0 ft - 44/56 - Cursed, Marked, hitting this enemy provides the attacker with 6 hp and a saving throw
Stone Guardian 2 - @?? (last seen @J4) 0 ft - 40/56
Stone Guardian 4 - @F6 0 ft - 11/56 - Bloodied, Marked
Stone Guardian 6 - @G7 0 ft - 19/56 - Marked, Bloodied
21 - Euphie - @I7 0 ft - 27/43 - Acted
21 - Filo - @J5 0 ft - 12/41 +6 thp - Acted
21 - Shanairra - @H8 0 ft - 18/42 - Bloodied - Acted
13 - Cairn - @G6 0 ft - 29/56 - Acted
6 - Elec-Squal - @I7 10 ft - 33/35, 6 tp -
3 - Stasi @I7 0 ft - 20/44 - Bloodied - Acted

Edward - @I7, 85 ft
Storm Pillar in P4

Stone Guardians: AC 20, F 20, R 16, Will 12

[sblock=Fighting in the Dark]To fight in the dark, you target a square you believe an enemy to be in. Ranged and melee attacks take -5 to the attack roll.

You grant combat advantage to those you can't see.

At the end of the enemies next turn they will make a stealth check. You will be able to make a perception check (minor action) against that to determine their position for the next round.[/sblock]

[sblock=Current Map]
DelveMain13-1.png
[/sblock]
 
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[sblock="OOC"] Hate to hurt my own benifits. But that radient damage isn't against whoever hits me, it's against the target that just died.[/sblock]
 


Elec-Squall places a thunderstorm above the former location of a statue, and then lights up his wand, trying to magically brighten the room.


[sblock=OOC]

Standard Storm Pillar at F6 (altitude 2), Range 10, Elec-Squall Conjures a pillar of Lightning in an unoccupied square within 10. The pillar occupies 1 square and lasts TE of Elec-Squall's NT. Each enemy that moves into a square adjacent to the pillar on it's turn takes 1d6+10 Lightning damage.

Minor Cast Light on wand and point it toward the darkness.
[/sblock]
 

OOC:
CaBaNa, put it above Cairn, there are three statues around him and none of PCs. If I understand correctly it doesnt do damage in it's own square. Only thing may be 'move into square' as opposed to start it's turn adjacent...

Scorpius: would Warden's Fury and/or Grasp trigger if statues move from cairn even in darkness? What about OA? Especially if his passive perception beats their stealth
 

OOC: I do intend to update this today. I'm not sure when exactly. If Cabanna has not responded by then I will use his actions as posted.

You are not blinded, you just cannot see. In game terms that means you can attack just at a penalty (if the targets succeed later at stealth, that is different). Waren's Grasp/Fury is based off you're mark which is a primal connection. I see no reason to disallow that or even OAs at this time.
 

OOC: I'm hesitant to put it above Cairn, as it makes him a less approachable target. The only way the power works, is if a creature "enters" a square adjacent, "during" their own turn. So leaving the squares adjacent to Cairn would be non-threatening, but entering them, would be threatening. It might work out well over Filo, but it would restrict his motion as well, because he is a creature.
 

Elec-Squall places a thunderstorm above the former location of a statue, and then lights up his wand, trying to magically brighten the room, but can't even seen the wand in his hand.

[sblock=OOC]

Standard Storm Pillar at F6 (altitude 2), Range 10, Elec-Squall Conjures a pillar of Lightning in an unoccupied square within 10. The pillar occupies 1 square and lasts TE of Elec-Squall's NT. Each enemy that moves into a square adjacent to the pillar on it's turn takes 1d6+10 Lightning damage.

Minor Cast Light on wand and point it toward the darkness. **No effect**
[/sblock]

With the lights out the statues again begin to rearrange themselves, and some are more quiet than others. Cairn and Filo get knocked back. Euphie feels a sowrd narrowly miss her.

[sblock=ooc]Everyone is aware that guardian 1 shifts noisily to G5.

13 from Pillar.

Guardian 1 attacks Cairn. 23 vs AC, 8 damage and push Cairn to H6.

Guardian 2 attacks Filo, ]27 vs AC, 8 damage. Push to H4.

Guardian 6 attacks Euphie. 16 vs AC, Miss

Triggers Warden's Grasp. Cairn, you may Slide 1 square. slowed and cannot shift TENT
[/sblock]

[sblock=Perception 13]Guardian 2, moves to I2[/sblock]

[sblock=Perception 16]
Guardian 4 stays attempts to shift to G6, gets attacked by the Storm Pillar and crumbles.[/sblock]

[sblock=Perception 16 and/or Cairn]Guardian 6, shifts to H8. [/sblock]

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Round 5

Init - Name - Grid Location, Distance from the Lower Room - HP - Status Effects - Acted/Pending

24 - Enemies - Acted
Stone Guardian 1 - @G5 0 ft - 31/56 - Cursed, Marked, hitting this enemy provides the attacker with 6 hp and a saving throw
Stone Guardian 2 - @?? (last seen @J4) 0 ft - 40/56
Stone Guardian 6 - @?? (last seen @G7) 0 ft - 19/56 - Marked, Bloodied, slowed and cannot shift TENT
21 - Euphie - @I8 0 ft - 27/43 -
21 - Filo - @J5 0 ft - 10/41 - Bloodied
21 - Shanairra - @H8 0 ft - 18/42 - Bloodied -
13 - Cairn - @H6 0 ft - 21/56 - Bloodied
6 - Elec-Squal - @I7 10 ft - 33/35, 6 tp -
3 - Stasi @I7 0 ft - 20/44 - Bloodied -

Edward - @I7, 85 ft
Storm Pillar in F6, 5 ft

Stone Guardians: AC 20, F 20, R 16, Will 12

[sblock=Fighting in the Dark]To fight in the dark, you target a square you believe an enemy to be in. Ranged and melee attacks take -5 to the attack roll.

You grant combat advantage to those you can't see.

At the end of the enemies next turn they will make a stealth check. You will be able to make a perception check (minor action) against that to determine their position for the next round.[/sblock]

[sblock=Current Map]
DelveMain13-1.png
[/sblock]
 
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Euphie Makes a swing in the dark but misses. Stasi and Shanairra weapons glow red after Euphie's attack. Not that they can see it in the dark, but they'll feel a slight warmth.

[sblock=Actions]
Minor Action: Active perception check
Standard action: Magic Weapon on Stone Guardian 6

1d20+9=23, 1d20+6=11, 1d12+5=11

Miss but Shanairra and Stasi gain a +1 to hit and a +3 damage TENT.

OCC: Well it wasn't a 1... At least I know where they are... [/sblock]
[sblock=stat block]
Initiative: +2, Passive Perception: 19, Passive Insight: 14
AC: 19{20 TENT}, Fort: 19, Reflex: 19, Will: 18 - Speed: 6
HP: 40/43, Bloodied: 21, Surge Value: 10, Surges left:6/9
Action Points: 0

Powers:
1/1 Second wind
0/1 Scouring Weapon
1/1 Repulsion Strike
1/1 Icebound Sigil
2/2 Healing Infusion/Restoritive Infusion
1/1 Shockweave Armor (encounter)
1/1 Shockweave Armor (daily)
[/sblock]
 
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