Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)

[sblock=OOC]
[sblock=OOC]
Something like this would have worked in 3.5, but in 4E, a shift is a move action. If you don't plan on attacking, just getting in position, you could do it. I'm pretty sure the rats would get an OA out of it, though.
[/sblock]

Actually, that doesn't work in 3.5 either, as a 5' step precludes any other movement. I thought 4E was different from 3.5 in the regard, but it is not, from what you are saying. Though, my dad gave me a hilarious idea. "Why don't you grab a Wyvern by the foot and hold him near the rats? He'll probably flail around and maybe hit you guys, but he'd also probably hit a few rats..." I dunno if there's any way this can work within the rules, but at the very least it's an entertaining image. [/sblock]
 

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[sblock=BB,Theroc] Just remember that shifting is nearly impossible in difficult terrain, so just about any time you move, any creature (even the rat swarm) provokes an OA when they move. The only way to shift on DT is if you have a power that allows you to shift two or more squares.[/sblock]
 

Riardon

Riardon moves forward, trying to jump over the pit... on the other side he swings his glowing sword into the swarm and calls: "Talon, hit it there!"
"And get your wolf up, or is it weaker than rats?"

[sblock=OOC]
Move:
Athletics to jump
Athletics (1d20+10=23)
Standard: Warlord's Favor (1d20+9=28, 2d8+5=11), Talpn gains +4 to hit.
Minor: Inspiring Word for Animal Companion

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Has still to be approved to 2nd level (needs one more approval).
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 16 Reflex 15 Will 14
Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 1/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition: -
[/sblock][/sblock]
 

[sblock=WD]I'm assuming Riardon jumps to K17. Rats get an OA. I'll roll this when I post their actions.[/sblock]

[sblock=Theroc]You need to clean out your private message box[/sblock]
 

[sblock=OOC,WD,HM]I assume that WD is moving to K17. However, if he really wanted to move somewhere else, I'll take K17.[/sblock]

"Not so fast," Jin said, moving to intercept.

Jin stabed quickly with his main hand, leaving his off-hand weapon free to block attacks.

[sblock=Action Block, Mini-Stats]
Move, minor for the heal check (fail), shield of blades standard.

[sblock=Action Block]
Move: to K16, J16, I16.
Minor: Heal Check 1d20+6 = 7 epic fail.
Standard: Shield of Blades
[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 1
Initiative: +3, Passive Perception: +19, Passive Insight: +13
Defenses:
AC: 15, Fort: 15, Reflex: 15, Will: 13 -- Speed: 6

Vitality:
HP: 27/27, Bloodied: 13, Surge Value: 6, Surges left: 6/6
Action Points: 1, Second Wind: not used
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Katana 1d10+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike
Daily: Jaws of the Wolf

Weapons:
2 Katanas (Bastard Sword Stats)
[/sblock] I'm getting hosed on damage, but at least I am getting hits...Still hate rats though.
[/sblock]
 

[sblock=Tenchuu, WD]Rats get an OA on Jin too. I've got an idea. If you do a move that provokes an OA, since it's an immediate interrupt, go ahead and roll the OA for the bad guy in your post. That way we don't have to wait to know the result. Thanks.

If you forget or if you don't know you're provoking an OA, don't worry. I'll remind you.[/sblock]
 

Riardon

[sblock=OOC]
swarm of teeth (1d20+6=24, 1d6+3=9)

Never let me roll for enemies again! :mad: (;))

Is this for the moment or for the begin of my next round?
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Has still to be approved to 2nd level (needs one more approval).
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 16 Reflex 15 Will 14
Hit Points: 25 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 1/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition: -
[/sblock][/sblock]
 

[sblock=OOC,WD]Don't provoke opportunity attacks ;). No, but seriously... Ouch!:([/sblock]

[sblock=Theroc][sblock=No. Really. Only Theroc]Theroc. Since you're a little rusty on 4E tactics, I'll give you some advice. You are the most dangerous enemy that these rats have. You have several area attacks to which these rats are vulnerable (i.e.: Breath Weapon and Thundering Ram Assault). With that in mind, here's my suggestion:


  • Standard: Thundering Ram Assault and push the rats against the wall at J16. This will do somewhere between 2 and 7 damage
  • Move: Move into J17 to ensure that none of your allies get caught in the...
  • Free: Thundering Ram Assault Secondary attack on the rats, which will do somewhere between 6 and 11 points of damage. this combo could, potentially, kill the rats.
  • Minor: If any of these miss, or if the rats aren't dead yet, you can follow up with your breath weapon for 9-17 points of damage.
Dude. You're a rat killing machine, and your allies need you. You think this is all I have to throw at you :devil:?[/sblock][/sblock]
 
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[sblock=OOC]HMG, the location markers in your Status block for the PC's weren't updated with our new positions. ;)

Along with people rolling their own OA's, they can do the rolls for things like the Inspiring Word that Riardon did. Not that I want a different roll for it than mine this time, but that's 'cause I rolled max healing! :cool:[/sblock]Talon smiles apreciatively as Riardon's words give Dayna the strength to ignore her wounds and fight on despite the rodents clinging to her by their teeth. Talon sends an encouraging growl her way also in an attempt to help her further. Then he stabs with his spear at the spot Riardon pointed out. But the swarm of rats break around his spear tip like a river around a boulder. He hits nothing and curses the rats in Goblin. Deciding that he'd rather hunt the bigger targets, Talon moves toward the far end of the room to block the doorway from the flying pests. Luckily, he manages to avoid getting bitten by the rats as he moves away.
[sblock=Actions/Stat block]On Riardon's turn= Inspiring Word bonus + surge (1d6+5=11) Dayna heals 11hp (now at 19/22 total)
Start= Dayna ongoing 3 damage (now 16/22 total)
Minor= Talon spends his healing surge to have Dayna heal 5 hps (21/22 now).
Standard= Can't shift Dayna with Circling Strike due to difficult terrain. :mad:
Circling Strike (+5) w/ Warlords Favor(+4) and flanking/combat advantage(+2) vs. Rat Swarm AC16 (1d20+5+4+2=12) Rolled a 1. :rant:
Move= Talon move to H17, G17; Dayna move to H18
Rat Swarm OA at Talon AC16 (1d20+6=14) missed Talon with OA.
End= Dayna save vs. Ongoing damage (1d20=6) Failed save for Dayna ongoing dmg.

:confused::eek::-S:.-( IC hates me! At least it missed on the OA roll as well though. :erm:
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Passive Perception: +13, Passive Insight: +18, Initiative: +3
AC: 16, Fort: 14, Reflex: 14, Will: 13 -- Speed: 6
HP: 26/26, Bloodied: 13, Surge Value: 6, Surges left: 7/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +5 vs AC - Longspear 1d10+3
:bmelee: Basic Attack: +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +5 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging[/sblock][sblock=Dayna stat block] Dayna - Wolf Companion 1 - Conditions= ongoing 3 damage
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: 21/22, Bloodied: 11, Surge Value: 5, Surges left: 2/2
:bmelee: Basic Attack: Bite, +5 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 
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