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

[sblock=Tehnchu]Yes. I'll post the rest of it later tonight. As for your other question, at this point in the fight it's hard to tell. Give me an insight check, DC 15. But if you do, it'll have to be a minor action at the beginning of your next turn.[/sblock]
 

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[sblock=OOC]It's now 1:50am GMT -5. I'm going to bed. I've got to go to work in 3 hours. I edited my last status update with the rest of the narrative. Take the time to read this, digest it and hit me with a flurry of questions. I'll repost the existing enemy stats in this block at a later time.

Hope the chair your sitting in is comfortable ;).[/sblock]
 

[sblock=HM]
In the status, please update the coordinates (they seemed to have changed on the new map),
[/sblock]

"You will not best me again," Jin mutters, pulling back his blades and letting loose with two drawing-style attacks, looking to decapitate or blind his foe. One blow landed, but neither had the desired effect.

"Be careful. I think there is yet one more hidden foe. And Rujah, that slinger will return. He left his purse behind."

[sblock=Action Block, Mini-Stats]
Twin strike, Hit, Miss

[sblock=Action Block]
Minor: Hunters Quarry on Bandit in front of me
Standard: Twin Strike

Move: N/A
[/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: 22/27, 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] Crap. Yet another miss. At least I got one hit... if only the damage was better. I have an extra minor left, if there is some way for me to use that to try and heal someone (I doubt it though).
[/sblock]
 


[sblock=OOC, HM Only!]Not posting an action quite yet, but just confirming that as per the companion rules in Martial Power Dayna can now act with a standard/move/and minor action each round while seperated from Talon and still in combat while Talon does all his own actions also. So I'll post Dayna's actions in public with her stat block while posting Talons actions and statblock for you only. Hopefully I'll get around to it this morning. I gotta go do some DM stuff in Redblade's Riches first though.

Also, does the encounter power reboot apply to Talon as well even though he disappeared?[/sblock][sblock=OOC, tactics]Well, Dayna is still here helping you all in the fight at least. We need to concentrate fire and try to take out their injured people ASAP. Like Bandit #1 first, then maybe Bandit 2 or the Spiretop Drake. Gotta reduce their numbers or we're dead.[/sblock]
 
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[sblock=OOC,P8 Only]Not only are you correct, but it is for that reason that I chose you, and not Fenwick (even though he is only at 2hp now) to be transported away. This way it doesn't bereave the party of a 5th attack every round.

It also makes the logistics easier because Dayna, in character, would no doubt fill Talon in on what transpired in his absence as soon as he returns. This is is an enabling mechanic for you not to have to worry about reading what goes on with the rest of the party while your character is somewhere else.

There is, however, the matter of your needing to end every turn closer to Dayna. I will waive this until after the skill challenge. [/sblock]
 

[sblock=ooc/tactics]I agree. We need to focus on one enemy at a time. I'm mad I didn't slay the first enemy. But if I can get first hit on an enemy (probably save for the knife man or the money-bag dude), I am going to drop a minor off hand strike, major dual strike, and action point wolf daily. As long as I don't miss, it should be a world of hurt.[/sblock]
 

[sblock=ooc/tactics]I agree. We need to focus on one enemy at a time. I'm mad I didn't slay the first enemy. But if I can get first hit on an enemy (probably save for the knife man or the money-bag dude), I am going to drop a minor off hand strike, major dual strike, and action point wolf daily. As long as I don't miss, it should be a world of hurt.[/sblock]

[sblock=Tactics]
Well, Rujah could shift away from the bandit(minor action, right?), then use his Second Wind(standard), then Action point pull the bandit out of flanking or something.[/sblock]
 

[sblock=ooc]
As long as I don't miss

Well, that's the tough part, now isn't it?

Also, owie owie owie. Any healing-type powers directed Fenwick's way would be most helpful.

Does the restored encounter powers include second wind, or does that not count as a power?

I suppose I can try to take out this one flanked bandit, and at least get one off the table, but I don't know what I can do if I don't take him out. If I do, I can shift into his space, and at least avoid OAs.


Another alternative, I can attack the flanked bandit, with vault the fallen, shift to attack the knife fighter as part of that, then shift away from him as my move action. Probably more effective, but will leave me with two hp.


I say we take off and nuke the whole site from orbit. It's the only way to be sure.
[/sblock]
 
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Fenwick smashes his axe down on the bandit in front of him, then, screaming bloody murder, glides his way gracefully past his enemies guards, into the corner, where he takes another great whack at the knife fighter before pausing to catch his breath.

[sblock=actions]
Standard: Vault The Fallen, against Bandit in H23 1d20+6+2=27 damage: 1d12+1d6+4=19 and Knife Fighter in F25 1d20+6=25 damage: 1d12+1d6+4=16 with shift from G23 to F26.

Move: No action

Note: since Fenwick bloodied the knife fighter, the next attack against said knife fighter is at +3
[/sblock]

[sblock=Fenwick stat block]Fenwick Male Orc Barbarian 1
Initiative: +1, Passive Perception: 10, Passive Insight: 10, Senses: Low-light
AC:15, Fort:15, Reflex:12, Will:13
HP:2/31, Bloodied:15, Surge Value:7, Surges left:10/11
Action Points: 1
Powers:
Howling Strike
Recuperating Strike

Warrior's Surge
Roar of Triumph
Vault the Fallen
Second Wind

Swift Panther Rage

Important Stuff:
Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack roll.

Conditions:

Full sheet: http://www.enworld.org/wiki/index.php/L4W:PC:Fenwick_(BenBrown) [/sblock]
 
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