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

Rujah was rather stunned at the wounds inflicted on Riardon following his defense of him, knocking the skull of the bandit clean off, despite his blow being intended for the ribcage. However, this warp of physics paled to his surprise at his fallen comrade, before his Draconic Wrath overtook him. The heat of the air around him swiftly paled in comparison with his emerald scales, his eyes burning hotly as he spotted the halfling across the field.

"Loreat!" He bellowed, halfheartedly swiping his hammer at the bandit near Fenwick as the Dragonborn charged the halfling that felled his ally, in all his Primal Fury, intent on smashing the skull of the little runt, as he approached, his maw opened in another bellow, this time accompanied by a gout of acid as he approached.

[sblock=Actions]
Standard: Second Wind [Rujah will have +5 AC instead of +2 Due to Earthstrength benefits]
Move: F24-> G25-> H26-> H27(Free Action:Mark Bandit at G26)-> H28->H29
Minor: Dragon Breath Close Blast 5 towards the Halfling
1d20+6=19, 1d6+3=4 19 Attack versus reflex. I'd also like to note that this acid would likely hit the door as well, and even possibly the table, damaging those... probably... so if the halfling tries to close the door, it'll break easier.[/sblock]

[sblock=Status]
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:26/34, Bloodied:17, Surge Value:11, Surges left:11/12
Action Points: 2
Powers:
Warden's Fury
Warden's Grasp
Thornstrike
Weight of Earth

Thunder Ram Assault
Dragon Breath (Expended)

Form of Winter's Herald

Conditions:
Full bio in signature[/sblock]

[sblock=OOC; Player tactics]
I hope Fenwick and Jin can handle that bandit if I take care of the bloody halfling. If they can't, Rujah will come to his senses and come back to help you all, but this Halfling has gotta go, and Rujah should be able to remove him promptly if he can get ahold of him.[/sblock]
 

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"Aargh! Expire, enemy!" Fenwick screams at the Bandit in front of him, swinging his axe in a long arc. As the massive blade digs through the foe's armor, Fenwick seems to draw strength from his enemy's pain.

[sblock=actions]Standard: Warrior's Surge vs. bandit in G26 (1d20+6=21, 1d12+4=11) and Fenwick gets to spend a healing surge.
Minor: nothing
Move: nothing, since shifting across a hard corner can't be done
[/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:20/31, Bloodied:15, Surge Value:7, Surges left:8/11
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: L4W:PC:Fenwick (BenBrown) - ENWiki [/sblock]
 


Dayna whines in her unconscious state as she struggles to hold onto life...

[sblock=Dayna Actions/Stat block]Start= Dying
Move=
Minor=
Standard=
End= Death Saving Throw (1d20=8) Failed 1 death saving throw!

[sblock=Dayna stat block] Dayna - Wolf Companion 1
Conditions: dying
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: -2/22, Bloodied: 11, Surge Value: 5, Surges left: 1/2
: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]
[sblock=OOC, HM ONLY!]Talon's wounds knit together a bit more, though he's still very bloody. He absently stuffs the scroll/map into his pocket in case it comes in handy later. Talon then shines his sunrod around, looking to see if he might have dropped down here through a trap door from above, or if he can see any other obvious way back to where the others are. Suddenly, he feels a pain in his head and hears a spectral howl in his mind and he immediately knows something has happened to...

"DAAYNAAAA!!!"
[sblock=Actions/Stat block]Start= Regeneration 2 while bloody, +2 damage for rest of encounter, heal from 3 to 5 current hp's.

Minor= Shove the scroll/map in his pocket

Move= Dungeoneering check vs DC12 (1d20+8=15) 2 successes/0 failures!

Standard=

End= Regeneration 2 while bloody and +2 damage for rest of encounter

OOC: Not sure if I can make a skill check as a move action or if it needs to be a standard. Asking now so I know for next round if I can do the last skill check and activate Second Wind in the same round.[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Conditions: Regeneration 2 while bloody, +2 damage for rest of encounter, -5 to attack rolls and grants CA till start of next turn
Passive Perception: +13, Passive Insight: +18, Initiative: +3
AC: 16, Fort: 14, Reflex: 14, Will: 13 -- Speed: 6
HP: 5/26, Bloodied: 13, Surge Value: 6, Surges left: 6/8
Action Points: 0, 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][/sblock]
 

[sblock=P8,Only]That's a good question. During combat, skill checks that require physical action, such as disabling a trap, are standard actions, while skill checks that simply require observation or concentration, such as stealth or athletics, are minor actions. Since you're not in combat, the DMG is vague on whether a skill check is a standard or minor action.

Here's my ruling: Your skill checks are minor actions, but you can only use one skill check per turn. Go ahead and use your SW in the same turn as a check either on your next turn or as your current turn (retcon your last post).

Rationale: You've had ample opportunity to catch your breath since there is no immediate threat. You cannot, however, spend more than one HS since you risk being discovered at any moment while you are actively engaged in a search for Dayna and your allies who are still fighting and dying.

If Ozy disagrees, I'll let him weigh in on this.[/sblock]
 

"You shall pay!" Jin spat, moving foward to engage the bandit, 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.

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

[sblock=Action Block]
Move: I23 to I24 to I25 to H26
Minor: Hunters quarry on bandit
Standard: Twin Strike

  • Target: Bandit in front of me
  • Attack1: 1d20+6=13 miss
  • Damage1: N/a
  • Attack2: 1d20+6=19 hit
  • Damage2: 8
[/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] I'll save you yet Ray, but I don't want to get mauled by this bandit in the process. You won't die this round, right? (If so, I can re-do. Rather, if a failed save would make him dead, I give the players/DM allowance to re-do my turn. I just got a foster child placed, and I don't know how soon I will be back online. Hopefully this time tomorrow, but not positive.)
[/sblock]
 

[sblock=OOC]Riardon tossed two saving throws last turn, but only needed to throw 1. I'll take them in order. The first save passed, so he's got a minimum of three more rounds before he dies.[/sblock]
 

Rujah ignores the bandit and lumbers over to the halfling skulking behind the door at the back of the room. The bandit swings for him, but misses. Acid spews from Rujah’s mouth, coating the table and the doorways. Some of it manages to find its way to the halfling, striking him in the abdomen and buring into his skin.

As the bandit trails Rujah to protect the halfling, Fenwick and Jin strike out at the bandit to protect Rujah. From somewhere down the hallway to the left, a familiar voice shouts, “Let’em have it Smoc!” Rujah's eyes follow the sound to his left to see the face of the handsome man duck through and open door at the end of the hall.

Stones fly at the orc. None find a mark, but they do their job. Fenwick’s blow falls short of the bandit, distracted by the fray of bullets. Jin, however, has better luck, slashing solidly into the bandit’s shoulderblade. The bandit screams in agony as the blade tears at the muscles on his back, but he ignores Jin, taking out his frustration on the dragonborn. Rujah, however is ready. He spins around and plants his hammer under the falling mace, stopping it just before it comes down on his head.

From behind him, the halfling shouts and lets fly another bullet, but the rock strikes the table, and flips harmlessly, end over end into the wall to Rujah’s left. Cursing, he opens a door to his right and slips out of sight.

The drake, once more, attempts to fly in and bite the dragonborn, but proves no match for the fuming warden. Realizing the futility of its effort, the drake flees, again, into the shadows.[sblock=Mechanics]Bandit 3
OA on Rujah 1d20+4=18 Miss
I’m assuming Jin was supposed to be moved to H25 since Tenchuu rolled without CA, and H26 from I25 is illegal.
Move: G28
OA from Fenwick: 1d20+6=8 Miss
OA from Jin: 1d20+6=19 Hit
Damage from Jin’s OA: 1d10+3=5
Standard: Charge with Mace Attack
Target: Rujah
Attack: 1d20+4+1(Charge)=10 Miss

Human Noble
Standard: Inspirational Authority
Target: Halfling Slinger
Effect: The Halfling Slinger uses an Stone Rain as a free action.
Attack: 3X1d20+4-2(Cover)=11;4;7 All Miss

Halfling Slinger
Stone Rain Recharge: 1d6=1 Stone Rain Doesn’t Recharge
Standard: Sling Attack
Target: Rujah
Attack: 1d20+6=22 Miss
Minor: Open door at G33
Move: H33, G33, Out of sight.

Spiretop Drake 2
Attack: Flyby Attack with Bite
Target: Rujah
Attack: A30, B31, C31, D31, E31, F31, G30, 1d20+6=19 Miss, F31
Move: E31, D31, C31, B31, A30 Out of sight.[/sblock][sblock=Status]Rujah (9): H29 26/34 HS 12/12 AP 2
Jin (9): H25 22/27 HS 6/6 AP 2
Riardon (6): H24 0/34 Dying 0 Saves Missed HS 8/8 AP 2
Fenwick (13): G23 20/31HS 9/11 AP 1
Dayna (10): F24 -2/22 Dying 1 Save Missed HS 1/2 AP Uses Talon's

Spiretop Drake 2 (15): LKL A31 20/29
Human Bandit 1 (15): H23 -1/37 Dead
Human Bandit 2 (15): G24 -4/37 Dead

Human Bandit 3 (15): G28 13/37 Bloodied
Human Noble (15): LKL A32 60/60
Halfling Slinger (15): LKL G3318/22
Human Knife Fighter (15): F25 -9/30 Dead

LKL = Last Known Location. Actual location is unknown.[/sblock][sblock=Map]
TheHideoutRound4.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.

Halfling Slinger
HalflingSlinger.jpg
Stealth +9[/sblock][sblock=OOC]OK guys. Enjoy your bye. IC, and Rujah's Second Wind were on your side this round.

For your benefit, I revealed the hard corners of the room on the map without giving too much awyay.

Theroc. I remembered your +5 to AC, but unfortunately, the bad guys didn't:erm:.[/sblock][sblock=P8,Only]Dungeoneering Success: Upon inspection of the river and the cavern walls, you learn the following information:


  • The river is a natural underground river, carved over time out of sandstone. It is, however, without a doubt used as the sewage system for an urban environment. The water is laden with trash, excrement, and silt. Terracotta pipes, some as small as a human arm, others so large that a halfling could walk through them upright, line holes in the cave walls from which spew rain runoff and city sewage alike into the river.
  • Between your spiritual link with Dayna and your sense of direction, you arrive at the conclusion that you are east (right on the map) of the hideout location from which you were transported.
  • You find old tracks (little under a day old) in the gravel that lead south(down on the map) along the edge of the river, and it becomes clear that the river must have a source above ground in that direction.
  • The gravel around the coin purse, however, is disturbed much more recently. You find it curious that these tracks do not enter or leave the area from either the south or the north along the path.
  • The boat is not designed to row upstream. It's as if it was floated down here and moored to keep it from being carried away to the north by the current. Once the mooring line is cut, the boat could not return.
Conclusion: Whoever made the tracks came neither by boat, nor by the path, either from the north or the south.

Status: 2 Successes, 0 Failures, 5(8)/26 HS 6/8 AP 1[/sblock]
 
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