Adventure: Just Before Nightfall (DM:johnmeier1, Judge:Ozymandias79)

Shorrin's fury begins to build as his eyesight keeps fading in and out. He swings wildly at the strange lady that has moved toward him. Enraged by his lack of effectiveness, he exhales a blast of his acid breath, hoping to at least cause some pain.

[sblock=Action]

Standard Action: Knockdown Assault on H101d20+9=16 (didn't add the modifier for being blind) vs. Fort.

Minor Action: Dragon Breath at H10 1d20+7=16, 1d6+3=5 vs. reflex

Free Action: Activate Frost Warhammer, making it cold damage. Mark the target at H10. [/sblock]
 

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His vision gone, Murphy hacks out blindly at the foe in front of him, but his blow is wild. The assassin knows he's in a difficult spot and steps away from the men.

[sblock=ooc]
Murphy's got resist 5 necrotic, so no damage
Free: Shroud on female
Minor: n/a
Standard: Army of Night on pale guy at G9 - vs will; dmg (1d20 5=8, 1d10 5=10) Grrr....
Move: Shift to E7
[/sblock]

[sblock=ministats]Murphy Tang Male Human Assassin 4
Initiative: +6, Passive Perception: 17, Passive Insight: 14, Senses: Normal
AC:20, Fort:16, Reflex:18, Will:19
HP:32/37, Bloodied:18, Surge Value:9, Surges left:7/8
Action Points: 0
Powers:
Inescapable Blade
Shadow Storm
Assassin's Shroud
Shadow Step
Changeling Disguise

Shadow Darts
Army of the Night
Sneak Attack
Changeling's Trick
Shade Form

Targeted for Death
Lurking Shadow
Talon Amulet
Deathcut Leather Armour


Conditions:

Important Stuff: When Murphy kills with a melee attack, gains 5 thp.
When attacking with CA, add +1 damage (Talon Amulet)

Full sheet: [/sblock]
 
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Tonk swings at the nearest pale male and hits.

[Standard Action: Disheartening Strike -- 1d20+8 (base) +2 (prey bonus) +2 (CA) -2 (concealment)=21 for 1d8+9+1 (two hands) +2 (prey) +2d6 (sneak attack)=25 damage; target also suffers -2 to all attacks until Tonk's EONT.]

//If it's possible to ready a move action after an attack, Tonk will move backwards if an opponent approaches him or the female extends her aura into his space.//


[sblock=Tonk's Stats]Tonk - Half-Orc Rogue 2
Passive Perception 18, Passive Insight 18
AC 17, Fort 16, Reflex 18, Will 14
HP 29/29 + 4 THP, Bloodied 14, Surge Value 7, Surges 3/8
Speed 6 (+2 on charge), Initiative +8
Action Points: 0, Second Wind
At-Will Powers: Clever Strike, Disheartening Strike
Encounter Powers: Furious Assault, King's Castle, Tumble
Daily Powers: Handspring Assault, Vanguard Mace +1
[/sblock]
 




[sblock="OOC"]Sorry didn't know I was being waited on, I got confused on who had went[/sblock]

Larinza thrusts with her glaive but misses.

[sblock=Actions]
Hammer and Anvil, -2 concealment +2 CA, Shorrin makes free MBA with +3 damage (1d20+7=8, 2d4+5=7)
[/sblock]

[sblock=Larinza stat block]Larinza Tsani- Female Human Warlord 2
Passive Perception: 12, Passive Insight: 12
AC:17, Fort:16, Ref:14, Will:16 -- Speed: 5
HP:29/34, Bloodied:17, Surge Value:7, Surges Per-Day 8/8
Initiative +3 Action Points: 1, Second Wind: not used
Powers:
Furious Smash
Opening Shove
Wolf Pack Tactics

Inspiring Word Inspiring Word
Hammer and Anvil
Warlord's Strike

Bastion of Defense

Aid the Injured

Flesh Seeker Glaive +1(Enc)
[/sblock]
 

After Tonk slays one of the men, the other disappears from sight. He reappears only slightly further away, next to the woman and strikes Shorrin again, keeping the dragonborn's sight lost in shadow and causing him a minor wound.

[sblock=mechanics] Tonk does kill one, then some misses. Pale male turns invisible, moves to H9 and attacks with Greatsword 1d20+13=23 for 1d10+3=7 damage.

At the beginning of their turn, those in the shadow take 5 necrotic and it is difficult terrain. The enemies have concealment and it is difficult terrain. Janus still does not have line of sight unless within 2 squares. Shorrin is blinded until next turn.
[/sblock]

[sblock=status]
Pale Male H9
Dextyr G8 in Deep Shadow 17/33 <-- your turn
Janus B8 sight limited (save ends) 22/30 <-- your turn
Pale Woman H10
Murphy E7 29/37
Tonk E10 24/24
Shorrin G10 Blind until end Pale Male, in Deep Shadow 22/43
Larinza E8 29/34
[/sblock]
[sblock=map]
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[/sblock]
 

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As Tonk Drops the Pale man he feels temporarily revitalized.
Dextyr swings at the pale man in front of him and then takes a measured step back out of the stinging shadows.

[sblock=OOC]
Dextyrs bloodied now, so if Larinza could spare an inspiring word that would be fantastic. I could use my own healing on myself, but that just feels wrong.
[/sblock]

[sblock=Mechanics]
Free Action = Virtue of Valor; Tonk receives 4 Temp Hit Points
Standard Action = War song strike vs pale man; 1d20+6 (vs AC)=24, damage; 1d8+4=8 & next ally to hit pale man before the end of Dextyrs next turn gets 3 Temp Hit Points.
Move Action = Shift to F7
Minor Action = none
[/sblock]
[sblock=Stat Block]

Dextyr M’rgan- Male Half-Elf Bard 2
Current Conditions: none
Passive Insight: 18 Passive Perception: 12; Senses: Low-light
Temp Hit Points: 0
HP [33]: 12 Bloodied: 16 Surge Value: 8; Surges Per-Day [10]: 9
AC: 18 Fortitude: 15 Reflex: 15 Will: 17
*Cloak of Distortion: Ranged attacks over 5 squares (-1 attack).*
Speed: 5 (w/ heavy armor) Size: Medium
Action Points: [1]
Second Wind: available
Powers
Virtue of Valor (1/round, ally within 5 squares bloodies or kills enemy, grant 4 temp hit points)
War Song Strike
Vicious Mockery
Majestic Word [2] - used 1
Words of Friendship
Shout of Triumph - used
Eldritch Blast
Stirring Shout
Inspiring Word
Song of Courage
Group Diplomacy: All allies within 10 squares of Dextyr gain a +1 bonus to Diplomacy checks.
[/sblock]
 
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Janus moves forward cursing his eyes. "I can hardly make out where my hand is, wait a minute" Janus states then continues in arcane tounges. Suddenly the orb he is carrying burst forth in bright light. "Maybe this will banish the darkness."

[sblock=ooc]

Move Action: Move to D7
Standard Action: Cast Light.
Save: 1d20=15 Yay
[/sblock]
[sblock=Janus stat block]
Janus Reinhardt - Male Human Wizard 3
Passive Perception: 14, Passive Insight: 19
AC: 18, Fort: 13, Reflex: 16, Will: 17 -- Speed: 6
HP: 22/30, Bloodied: 15, Surge Value: 7, Surges left: 6/7
Initiative: +4
Action Points: 0, Second Wind: Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep(Memorized/Used),
Expeditious Retreat (Memorized/Used), Feather Fall (Not Memorized)
[/sblock]
 

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