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


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

[sblock=OOC;HMG only]
Yeah, sorry about that, had like 38 messages in my inbox when my CSA expired, meaning I needed to delete a mess of messages, still haven't cleared them all out. Anyways, I was debating whether we'd be better off with me holding off the drakes and saving my encounter powers, or if we'd be better off with me focusing on the rats. Obviously you think I should deal with the rats. I'll do that shortly. [/sblock]
 

[sblock=Theroc]I just figured your character is better suited for it. That being said, Talon's last actions change things slightly, so make sure that you do what YOU think you ought to.[/sblock]
 


[sblock=OOC]
I must have missed an important detail here. Is every square in this region difficult terrain? I thought it was only the pit that was difficult terrain.[/sblock]
 

[sblock=OOC]
I must have missed an important detail here. Is every square in this region difficult terrain? I thought it was only the pit that was difficult terrain

Actually, you got it backwards. Every square but the pit is difficult terrain. But it takes two squares to get into the pit and two squares to get otu of the pit. So really, the only normal terrain is between K16 and J16 (oh yeah - the stairs are also normal terrain). Hope this clears things up.[/sblock]
 

[sblock=OA Roll for Jin]
Roll to hit: 1d20+6 = 15
I think that means the OA missed, since my AC is 15 (15 before Shield of Blades bonus). If not, Damage was 8.

I wish I would roll damage like that for myself.
[/sblock]
 

Talon runs to the back of the room, and barely has time to look to his right, and what he sees does not encourage him. The two drakes are waiting on the stairs, and from behind them, their handler is charging up the stairs, swinging a wicked-looking mace.

Dayna, protectively pounces to protect her companion, taking a gash out of the assailant’s left arm. Jerked off balance by Dayna’s interruption the bandit only barely connects, the mace doing only enough damage to allow the bandit to retreat down the stairs behind his pets.

Talon stairs after the retreating beast-handler, wondering how he allowed himself to be attacked like that and taking time to be thankful to his companion for her protection. As he continues looking, he can barely make out the shapes of other figures moving around beyond the bottom of the stairs.

[sblock=OOC]
I know. I know. Rujah still has a turn. This isn't the bad guys' turn. BTW. You have Talon to blame ;). A human bandit readied a charge on his last turn from G22 to any creature entering his range from G20 (that would be G17 or G18). Talon just happened to trigger it, and it took me a while to set it up.

Rujah still gets a turn before I get mine back. BTW. Jin. Yes. That's a miss.[/sblock]
[sblock=Mechanics]Human Bandit Actions (Readied from last turn):
Minor: None
Standard: Charge from G22 in a straight line to G18
Target: Talon
Attack: 1d20+4+1=21 Hit

Damage: 1d8+1=5
Effect: No shift possible
Move: Back to G20 in straight line.

Dayna’s Action:
OA: Bite
Attack: 1d20+5=25 Critical!
Damage: 1d8+2=10

Talon’s Action:
OA: Longspear
Attack: 1d20+5=11 Miss[/sblock][sblock=Status]Rujah (9): J18 30/34 HS 12/12 AP 1
Jin (9): I15 27/27 HS 6/6 AP 1
Riardon (6): K17 25/34 HS 8/8 AP 1
Fenwick (13): K18 15/31 Bloodied HS 11/11 AP 1
Talon (11): G17 21/26 HS 7/8 AP 1
Dayna (10): H18 21(18)/22HS 1/2 AP Uses Talon's

Rats (15): J17 11/36 Bloodied
Spiretop Drake 1 (15): G20 29/29
Spiretop Drake 2 (15): G21 29/29
Human Banddit (15): G22 27/37[/sblock][sblock=The Map]
OpenCaskReadiedAttack.jpg
[/sblock]
[sblock=Enemies]Rat Swarm (Lvl 2)
Size: Medium
Perception: +6, Vision: Low LightSwarm
Aura 1: The rat swarm makes a basic attack as a free action against each enemy that begins its turn in the arua (Jin and Rujah: You are in the aura).
HP: 36; Bloodied: 18
AC: 16; Fort: 11; Ref: 14; Will: 11
Resist: Half damage from melee and ranged attacks
Vulnerable: 5 damage from close and area attacks
Speed: 6, Climb: 2

:bmelee: Swarm of Teeth (at-will; standard) +6 vs AC: 1d6+3 damage, and ongoing 3 damage (save ends)

Spiretop Drake (Lvl 1)
Size: Small
Perception: +3
HP: 29; Bloodied: 14
AC: 16; Fort: 11; Ref: 14; Will: 13
Speed: 4; fly: 8 (hover)

:bmelee: Bite (Standard, at-will): +6 vs Armor Class; 1d6+4 damage.

:bmelee: Snatch (Standard, at-will): +4 vs Reflex; 1 damage, and the spiretop drake steals a small object from the target, such as a vial, scroll, or coin.

Flyby Attack (Standard, at-will): The spiretop drake flies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack.


Human Bandit (Lvl 2)
[sblock=Token]
AN_HM_Monk_C.png
[/sblock]
Size: Medium
Perception: +1
HP: 37; Bloodied: 18
AC: 16; Fort: 12; Ref: 14; Will: 12
Speed: 6

:bmelee: Mace (Standard, at-will) Weapon:+4 vs Armor Class; 1d8+1 damage, and the human bandit shifts 1 square.

:branged: Dagger (Standard, at-will) Weapon: Ranged 5/10; +6 vs Armor Class; 1d4+3 damage.

Dazing Strike (Standard, encounter) Weapon: Requires mace; +4 vs Armor Class; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.

Combat Advantage: The human bandit deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
[/sblock]
 
Last edited:

[sblock=Swarm attack]
1d20+6=16, 1d6+3=6
Misses again[/sblock]

Rujah snarled angrily at the continued harassment of the rats, slamming his large hammer downwards towards the creatures. "Begone!" He bellows, the mighty winds of the Primal Spirits blasting forth, ripping the rats from the floor, slamming them against the wall, before allowing them to fall back into the pit from which they came. He then advances towards the creatures, looming over the miniature chasm as he took a deep breath, leaning downwards as he blasted his breath into it, attempting to strike the rats.

[sblock=Actions]
Free Action to Mark the rat swarm. -2 to any attack not including Rujah, and Rujah has special options should the rats attempt to attack anyone within 5 squares who isn't him.
Standard Action:
Thunder Ram Assault first strike:
1d20+6=21, 1d10+4=7 21 to hit versus AC 16, 7 damage divided by two=3.5, rounded down=3 thunder damage
Move Action: If possible, I'd like to use my move action to press forward to J17 before making my follow-up secondary attack: 1d20+6=8, 1d6=3 (I forgot the +2 bonus from the rats being treated prone, not that it matters [It's 10 vs fort], it won't hit anyone either way... so move action following the attack)
Minor: Dragon Breath Close Blast 3 against the Rat swarm:1d20+8=21, 1d6+3=9 21 vs Ref, 9 Acid damage +5 due to vulnerability
[/sblock]

[sblock=Ministatblock]
Rujah Neth Male Dragonborn Warden 1
Initiative: +0, Passive Perception: 10, Passive Insight: 10, Senses: Normal
AC:18, Fort:15, Reflex:12, Will:13
HP:30/34, Bloodied:17, Surge Value:11, Surges left:12/12
Action Points: 1
Powers:
Warden's Fury
Warden's Grasp
Thornstrike
Weight of Earth

Thunder Ram Assault(Used)
Dragon Breath(Used)

Form of Winter's Herald

Conditions:
Full bio in signature[/sblock]

[sblock=OOC]
Well, not optimal, the Blast from my Thunder Ram Assault missed(Unless I missed ANY bonus somewhere), but I did manage to deal 17 damage to the swarm and move it away from the majority of you guys, making it easier for you all to manuever.[/sblock]
 

[sblock=OOC]If you dealt 19 damage, I think it's dead. Good job!

Okay GM, no peaking here, player strategy only:
[sblock=players only]
[sblock=Seriously no peaking, HM]
So, if they do a hit and run again next turn, we may need to prime some move actions to trap some of them in. Not sure if the drakes can fly over enemies or not. I'll have to read up on that.
[/sblock]
[/sblock]Keep on Keeping on guys!
[/sblock]
 

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