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


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Riardon

"Uaah..., thanks Fenwick. Did we won or are still some around?" Riardon asks as he regains consciousness, then he tries to get up and re-ready his equipment.


[sblock=OOC]
Thanks for getting me back to action :)

Standard: Second Wind (+2 on all defenses, regain 8 HP)
other actions, getting up, ready shield and weapon

-----

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: 18 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 0
Healing Surge:8 Surges per day: 6 / 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:

Info: lost one healing potion
[/sblock][/sblock]
 


Riardon

"Uaah..., thanks Fenwick. Did we won or are still some around?" Riardon asks as he regains consciousness, then he tries to get up and re-ready his equipment.

"Fenwick cognizant of four antagonists," the orc says. "Three move around in back chambers. One still up over there."
He points at the bandit Jin has just hit.
 


Rujah turned his wrath on the bandit who pursued him savagely swinging his hammer towards the man, who deftly ducked under a blow which otherwise would have almost surely sealed his fate. His anger unappeased, he chose to pursue the Halfling who attacked with cowardice, breaking his engagement with the bandit.

[sblock=Actions]
Standard: Attack bandit with Weight of Earth 1d20+6=10, 1d10+4=11 (I hate crappy attack rolls with good damage rolls.)
Move: Shift to I30
Minor: None[/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: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;HM]
Rujah's second wind still uses a healing surge, last I checked. That puts him at 11/12.[/sblock]
 



Dayna whimpers pitifully as the blood flows out of her wounds and her breath begins to catch in her throat...

OOC: Any chance anybody can spare a healing skill check to stabilize Dayna at least? One more failed death save and I'm gonna have to raise her! :( Although that could be fun emotional fodder for Talon RPing wise.[sblock=Dayna Actions/Stat block]Start= Dying
Move=
Minor=
Standard=
End= 2nd death save (1d20=6) Failed 2nd 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 continue to close as he quickly pockets the bag of coins from beside the boat. Having looked with his eyes at the situation, he now closes them and listens with his whole body as he studies the feel and nature of the place, hoping to discern the best way back to the others.

OOC: Does he see any other rocks or anything upstream from here (against the current)? He's pretty sure he was teleported here and has a nasty idea to try and tie the other end of the boat up so that it's not in this same spot. Then if a bad guy was to teleport to where his boat was supposed to be, he might get a nice soaking. :) Or Talon could just unmoor the boat and let it float away if he doesn't need it to get back.
[sblock=Actions/Stat block]Start= Regeneration 2 while bloody, +2 damage for rest of encounter, heal from 5 to 7 current hp's.

Move= Grab the bag of coins next to the boat.

Standard= Second Wind: spend a surge to gain 6 hp (now 13 total) and get +2 bonus to defenses till SONT.

Minor= Nature check DC12 (1d20+8=24) 3rd successful skill check! No failures!

End= Regeneration 2 while bloody and +2 damage for rest of encounter
[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: 13/26, Bloodied: 13, Surge Value: 6, Surges left: 5/8
Action Points: 0, Second Wind: 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]
 

Jin slides to gain his footing and suffers an unexpected blow to the gut from the bandit’s mace. Taking advantage of jin’s winded condition, the bandit slips away from the melee and runs down the hall to regroup with his companions.

As if by some magic, the halfling slinger emerges from behind a double-door at the far end of the hall down which the bandit ran. Three stones fly at Rujah and one finds its mark, raising a bleeding welt on Rujah’s scaly head.

From behind the halfling, the thief-lord’s words inspire one more shot from the halfling, but it flies wide, “Told you so, you overgrown windbag!”
Cursing, the halfling disappears behind the double-door.

Once more, the barrage of attacks is concluded by a feeble attempt from the drake who can seem to penetrate neither Rujah’s armor nor the reach of his hammer. When it finally flaps out of sight, the room is eerily quiet, exposing the low and weak breaths coming from Dayna, who lies on the verge of death.[sblock=Mechanics]Human Bandit
Standard: Mace Attack
Target: Jin
Attack: 1d20+4=21 Hit
Damage: 1d8+1=4
Effect: Shift to F29
Move: E30, E31, D31, C31, B31, B30
Stealth: 1d20+9=10 Bandit 3 is not hidden, but not visible.

Halfing Slinger:
Stone Rain Recharge: 1d6=6 Stone Rain recharges
Stealth: 1d20+9=28 Halfling Slinger is hidden
Move: to A32
Standard: Stone Rain
Target: Rujah
Attack: 3X1d20+4+2(CA)=8;11;25 One Hit
Damage: 1d6+4+1d6(CA) = 11

Human Noble:
Standard: Appoint Champion
Target: Halfling Slinger
Attack Target: Rujah
Attack: 1d20+6=16 Miss
Effect: Shift out of doorway.
Stealth: 1d20+9=25 Halfling Slinger is hidden
Move (Human Noble): A32
Minor (Human Noble): Close Door.

Spiretop Drake:
Standard: Flyby Attack
Target: Rujah
Attack: B31, C31, D31, E31, F31, G31, 1d20+4=17 Miss, F31, E31
Move: D31, C31, B31, A32, Out of sight.
Stealth: 1d20+4=24 Spiretop Drake is hidden[/sblock][sblock=Status]Rujah (9): H30 15/34 Bloodied HS 11/12 AP 2
Jin (9): G27 18/27 HS 6/6 AP 2
Riardon (6): G25 18/34 HS 8/8 AP 2
Fenwick (13): F24 20/31HS 9/11 AP 1
Dayna (10): E23 -2/22 Dying 2 saves failed HS 1/2 AP Uses Talon's

Spiretop Drake 2 (15): LKL A32 20/29
Human Bandit 1 (15): H23 -1/37 Dead
Human Bandit 2 (15): G24 -4/37 Dead

Human Bandit 3 (15): B30 13/37 Bloodied
Human Noble (15): LKL A32 60/60
Halfling Slinger (15): LKL A32 18/22
Human Knife Fighter (15): F25 -9/30 Dead[/sblock][sblock=Map]
TheHideoutRound5.jpg
[/sblock][sblock=Enemies][/sblock][sblock=P8,Only]Nature wears a thin veneer in this rancid, subterranean tributary. Along the walkway to the south is a large pipe, belching excrement and rain runoff into the river. A ladder extends over the pipe, and beyond is a stairway, scaffolded over crumbling sandstone and up into the ceiling of the tunnel wall.

To the north, just beyond the boat, you notice something that eluded your eye before. The sandstone wall is slightly discolored for a ten-foot section. It appears that someone plastered over the wall with brown mortar, mixed with pyrite, made to look like the wall, but to your trained eye, it would only pass for sandstone in the dark. Your sunrod reflects garishly off the pyrite exposing the façade.

It takes no strength at all to push the false door open exposing a forking passage beyond, cut into the wall of the tunnel. The sparkle of metal catches your eye in the space beyond the passage entry to the right. The path to the left disappears around a corner not twenty feet in.

There is no secure place (besides, perhaps the sewer pipe) to re-moor the boat. It seems, however, that the boat was moored here as a means of escape in the event of discovery.

Inside the coin purse is one gold piece, two silver piece, and one coin marked with a sheaf of wheat standing in a field of cotton. It's made out of solid platinum.[sblock=Map]
TheboatRound3.jpg
[/sblock][sblock=Status]Success! Skill Challenge Completed!
Talon (11): Unknown 13(15)/26 Bloodied HS 6/8 AP 1 [/sblock][/sblock]
 
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