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

[sblock=OOC] Fair enough; Guess I shouldn't have tried negotiating. Any chance I can reuse my perception roll, now that my action has changed? Don't want that 20 to go to waste.

Please? :)
[/sblock]
 

log in or register to remove this ad

[sblock=Player tactics]
Hm... Tempted to move Rujah over to E24, but I'd draw an extra AoO that way, but could mark that knife-fighter and the guard and the noble this round. Opinions?[/sblock]
 

[sblock=OOC,All Big D'oh!]Dang! I forgot! Tenchuu raises a good point. Oh well. A perception roll is a perception roll regardless of what you intended to use it for, and Since you rolled a Nat20, I'll give you the location the bandits ahead of time. I'll also give you the option of continuing your first move action from G22, but keep in mind:


  1. You'll be blinded if you stop in that square: -5 to attacks.
  2. You still can't charge or bullrush the bandits unless you move to G23 (hard corner), thus provoking an OA.
  3. First post - First served!
[sblock=Jin Only]As you move through the barricade, you notice the presence of 3 (that's not a typo) creatures in the room, for two of whom you can discern their location[/sblock]

Shouldda given this to you a while ago. Thanks for reminding me ;). Unfortunately, this means a huge retcon. I'm going to start all of you at G22 instead of G23, and I'll retcon my post, so you're going to want to read it again.

That's it. I need moves and actons.[/sblock]
 

Rujah noticed the two bandits on either side, brandishing his hammer as he challenged them, stepping boldly forward to guard his allies. "Come then, let us test your mettle!" Rujah challenges, walking past the two unconcernedly despite the danger as he attempted to lure them away.

[sblock=Actions]
Free action: Mark the two visible enemies(F23 and H23)
Continue moving: G23, G24, F25, E24
Free action: Hope that he doesn't get zerged totally![/sblock]

[sblock=Statblock]
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=Theroc]F25-E24 is illegal. That's a hard corner. If you want to get to E24, you need to go through F24. Sorry. Repost your move. The bandits are marked.[/sblock]
 

[sblock=Theroc]F25-E24 is illegal. That's a hard corner. If you want to get to E24, you need to go through F24. Sorry. Repost your move. The bandits are marked.[/sblock]

[sblock=OOC]
So... can I see where these corners are so I don't keep making illegal moves? >.> Not trying to be an annoyance, but I'm starting to get a bit frustrated wandering 'in the dark' not knowing where I can move. Can you reveal that portion that Rujah would be seeing when moving in that direction, or something?[/sblock]
 

[sblock=Map once inside]
OpenCaskRound8Thehideout-2.jpg
[/sblock][sblock=Enemies]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)
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.

Human Noble (Lvl 5)
Perception:
+3
HP: 60; Bloodied: 30
AC: 19; Fort: 17, Ref: 17, Will: 18
Speed: 5

:bmelee: Longsword (Standard, at-will) Weapon: +10 vs Armor Class; 1d8+3 damage.

Appoint Champion (Standard, at-will): Close burst 10; targets one ally; the target makes a basic attack as a free action and shifts 1 square before or after the attack.

Inspirational Authority (Standard, encounter): Close burst 10; targets one ally; the target uses an at-will, encounter, or recharge attack power as a free action.

Urge hesitation (Standard, encounter) Charm: Close burst 5; targets enemies; +9 vs Will; the target cannot use a standard action during its next turn.

Protected: A human noble gains a +2 bonus to all defenses while an ally is adjacent to it.


Human Knife Fighter (custom leveled down; link to original)[sblock=Token]
Jin.png
[/sblock]Perception: +9
HP: 30; Bloodied: 15
AC: 15; Fort: 13; Ref: 13; Will: 12
Speed: 6

:bmelee: Wounding Dagger (at-will; standard) Weapon:
+6 vs. AC; 1d6+4 damage (crit 1d6) and ongoing 5 damage (save ends)

:melee: Dance of the Knife (at-will; standard) Weapon:
+6 vs. AC; 1d6+4 damage (crit 1d6). Effect: The human knife fighter shifts 2 squares after the attack and makes one more attack against the same target or a different one. The knife fighter then shifts 2 squares.

Peerless Tumbler (recharge
:5: :6:; move): The human knife fighter shifts 4 squares, ignoring difficult terrain.

Combat Advantage: A human knife fighter deals 1d6 extra damage against any target granting combat advantage to it.

Stealth +7
[/sblock]
 
Last edited:

[sblock=Revised move]
Decided better of moving into easy smack range of three enemies at once, and decided to make the bandits either come closer or suffer the consequences.

G23->G24->G25->G26[/sblock]

Edit: Thanks for the map HM, I get too easily confused unless I can look at each square.
 

[sblock=HM]One last question. Do I still have a standard action for this round, or is the perception roll my standard action?
[/sblock]
 

[sblock=Tenchuu]Perception checks during combat are minor actions PHB1 p281 "Targeting What You Can't See." So far you have expended a Minor and a partial Move. Once you complete your move, you have a choice of one left: Move, Minor, or Standard.[/sblock]
 

Pets & Sidekicks

Remove ads

Top