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

"No worry, lady! I help!" shouts Tonk, charging from the shadows. [Move: Move to I15 to I20. Minor: Assign Prey Status to Vampire (Tonk gets +2 to attacks and damage until EONT. Standard: Charge Vampire Mace+CA+Prey+Charge v. AC 1d20+8+2+2+1=30; Damage+Sneak Attack+Furious Assault+Vanguard Mace+Versatile 1d8+5+2d6+1d8+1d8+1=28 --Whoops! Forgot damage bonus for prey. Damage is 30. ]

The half-orc follows up with another brutal blow. [Action Point: Disheartening Strike -- Mace v. AC + CA + Prey 1d20+8+2+2=25; Damage + Prey + Versatile 1d8+9+2+1=13 & target suffers -2 to attack rolls until Tonk's EONT]

[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, Bloodied 14, Surge Value 7, Surges 1/8
Speed 6 (+2 on charge), Initiative +8
Action Points: 1, Second Wind
At-Will Powers: Clever Strike, Disheartening Strike
Encounter Powers: Furious Assault, King's Castle, Tumble
Daily Powers: Handspring Assault, Vanguard Mace +1
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Tonk's furious assault knocks the man's head to the right and then left. It stays there at an unnatural angle for a moment before he lifts one hand and snaps it back into place. More mortals messing around with things they don't understand. He reaches back and slams a fist into Tonk, inhuman strength tossing the half-orc backwards. He steps forward, eyes meeting Larinza's defiant gaze. Do you even know what you are dealing with? His eyes flash as her shoulders slump and face goes slack. The nasty wounds that Tonk made seem to knit back together slowly.

[sblock=mechanics] Tonk hits with both and does 43 damage. The man slams him back 1d20+10=17 vs AC for 1d10+4=14 and 1d20+10=19 vs AC for 1d10+4=11 total of 25 and pushes him 2, knocking him prone. He moves to K21 and Dominates Larinza 1d20+9=23 vs Will.
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[sblock=status]
Name Init Pos HP HS AP
Tonk 21 G22 4/29 1/8 0 bloodied, prone
Larinza 18 K16 34/34 6/8 2 dominated (dazed)
Vampire 12 K21 -38 hp
Janus 11 L9 27/30 3/7 2 <- you are up!
Vampire Spawn 9 (see previous post)
Shorrin 9 K10 43/43 6/13 2
Murphy 8 N11 37/37 6/8 1 Hidden
Dextyr 8 J6 29/33 6/10 1
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[sblock=map]
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Janus creeps forward towards the next pillar mumbling arcane incantations, the floor near the Vampire turns to ice but quickly dissipates as Janus fumbles the scribing of the sigils.

[sblock=ooc]
Move Action: Move to L11
Standard Action: Icy Terrain @K20 (Area burst 1) 1d20+6 vs Ref=12; Dmg 1d6+5=8 cold damage and the target is knocked prone.
Minor Action: End difficult terrain effect.
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[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: 30/30, Bloodied: 15, Surge Value: 7, Surges left: 3/7
Initiative: +4
Action Points: 1, 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)
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The vampire spawn move slowly down the columns, trying to hide their movements.

[sblock=OOC] Thanks KenHood, one of the slams missed Tonk so he only took 11 damage and he is only pushed 1 to H22 and is not prone. Gaze still hits Larinza, will put the vampire lords stats below for my reference (and if you want to check a hit)

All the other PCs can go now!

[sblock=spoiler]
AC:20 Fortitude:21 Reflex:20 Will:18
Immune disease, poison
Resist 5 necrotic
Vulnerable 5 radiant
Saving Throws +2 Speed 6
Regeneration 5 (not in sunlight)
Slam +10 vs AC
Blood Drain (Melee) +9 vs Fortitude
Dominating Gaze (Ranged 5) Charm +9 vs Will.
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[sblock=status]
Name Init Pos HP HS AP
Tonk 21 H22 18/29 1/8 0 <- you are up!
Larinza 18 K16 34/34 6/8 2 Dominated TENT
Vampire 12 K21 -38 hp
Janus 11 L9 27/30 3/7 2
Vampire Spawn 9 (Perception 20 to get positions)
Shorrin 9 K10 43/43 6/13 2 <- you are up!
Murphy 8 N11 37/37 6/8 1 Hidden <- you are up!
Dextyr 8 J6 29/33 6/10 1 <- you are up!
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[sblock=Perception Check 20] The vampire spawn are 10 feet above the floor in the same squares they were, readied actions[/sblock]
 
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Despite the gloom, Murphy spots his target, the shadows doing little to protect from one who lives amongst them. The assassin creeps forward and carefully takes aim at the enemy. With the creature clearly in his sights, Murphy takes aim, but slips on a bit of loose rubble and his shot goes wide.

[sblock=ooc]
Minor: Perception on enemies - perception (1d20 7=26)
Move: to N13 - maintaining Stealthstealth (1d20 13=31) sure 18 & 19... my attack roll better not suck
Free: shade on K21 vampire
Standard: RBA against K21 vs ac; dmg; sneak attack; shroud (1d20 10=17, 1d8 4=6, 2d6=7, 1d6=2) Fudge.... damage should actually be 11+7+2 = 21, but it doesn't matter. Stupid dice.
Free: throw the useless weapon to the ground...again...
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[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:37/37, Bloodied:18, Surge Value:9, Surges left:6/8
Action Points: 1
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]
 

Shorrin moves forward slowly, his shield covering his front. He throws his hammer... straight into the ground.
[sblock=actions]


Standard: Throw his throwing hammer... natural 1 for both dmg and to hit... a new record of suckiness.

Move: Forward to K15 (he's gonna charge if he can next round).

Minor: Laugh at his crappy luck.

1d20+6=7, 1d6+4=5

1d20+3=11 perception[/sblock]
 

Dextyr hears the fight begin and makes his way around the corner. Once he sees the horror which they face he quickens his pace and gets with range for an attack and begins to sing an melodic battle hymn.

"You will NOT harm that girl you abomination, and you shall perish this night. By sword and by spell my friends and I will be your demise" Dextyr shouts, his words seeming not to have any effect on the creature, but stirring the hearts of his comrades.

[sblock=Mechanics]
Double move = to J14
Minor Action = Song of Courage (Burst 5, allies in zone get +1 to attack rolls)
Action Point = Stirring Shout vs Vampire (K21); 1d20+5 (vs Will, Stirring Shout)=7 = MISS....But, until the end of the encounter any ally who hits the target regains 4 hit points.
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[sblock=OOC] Only Tonk to go. Song of Courage isn't on Dextyr's sheet DMDanW, but I see that it lasts TENT, but you can sustain Minor. BTW, it isn't quite close enough to help allies in melee with the K21 vampire (I will wait to update the map until Tonk goes)
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