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

Larinza comes back from her domination and although still dazed she takes an angry look on her face, a sense of rage comes over her.

"STAY OUT OF MY HEAD!"

She sets her glaive and charges.

[sblock=Actions]

Standard Action: Charge, Move to K20 and Melee Basic Attack (1d20+7=21, 2d4+5=10) 22 actually I forgot the +1 for charge.
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Continuing to Sing the Battle Hymn, Dextyr steps forward and tries to unleash a blast of raw arcane energy at the vampire, but nothing but a fizzle and a puff of some are conjured.

[sblock=Mechanics]
Minor - sustain zone
Move - walk to J16
Standard - Eldritch Blast vs Vampire; 1d20+5 (Eldritch Blast)=6
Free Action - Bang head against my desk.......
[/sblock]
 


Tonk howls in frustration, slamming his mace into the vampire spawn. //1d20+8=14 Forgot the +1, so it's 15. Probably still a miss.//

Tonk shifts back behind a pillar and attempts to vanish. //Tumble to G24. Stealth: 1d20+11-5=26 Yay! Natural 20!//
 

With friendlies in the blast zone Janus falls back to old faithfull as he makes his way forward to get a better angle, still keeping a column in front of him.

[sblock=ooc]
Move Action: L16
Standard Action: MM vs Vamp: 1d20=6 vs Ref=8; DMG: 2d4+5=8 Yikes!
[/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: 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)
[/sblock]
 

The vampire takes many hits from Murphy and Larinza's vengence. His eyes gleam and the points at Murphy. That is the one I want, get him my pets! He slams two fists into Shorrin, knocking the dragonborn back and to the ground. Moving past the still dazed Larinza along with his minion, he stands before Murphy and hisses. From above the rogue comes an answering hiss as well as from behind on another column. All three of the spawn charge Murphy with claws raised as the vampire bites at him. After the flurry of action, the vampire lord stands tall his wounds almost healing the bloodlust in his eyes fading. But the claws of his soldiers, though they tore Murphy's clothing, did not penetrate his armor. What is this!? the lord rages.

[sblock=mechanics] The vampire lord does a 1-2 slam on Shorrin, hitting with both pushing him and knocking him prone for 1d10+4=14 and 1d10+4=5 He moves to Murphy and spends an action point to ready an action. When the other vampires move in, he uses Blood Drain and they all attack (but Murphy's resist necrotic prevents all damage from claws) still taking 1d12+2=6 and the vampire heals again (plus regeneration)

All PCs can go again! I see 3 of our PCs seem reluctant to use their AP so far, and they each have 2 :)
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[sblock=status]
Name Init Pos HP HS AP
Tonk 21 G24 4/29 1/8 0 bloodied, Hidden
Larinza 18 K20 34/34 6/8 2
Vampire Spawn 12 L18
Vampire Spawn 12 N17
Vampire Spawn 12 M16
Vampire 12 N18 used Dom Gaze, used Blood Drain, used 1 AP, -16hp
Janus 11 L16 27/30 3/7 2
Shorrin 9 I19 43/43 6/13 2
Murphy 8 M17 31/37 6/8 0
Dextyr 8 J16 29/33 6/10 0 burst 5 +1 attack to allies

Girl hostage J22 (on altar of stone, tied down with rope on each limb)
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[sblock=map]
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Shorrin leaps to his feet and sprints toward the vampires. He unleashes a fury only a dragonborn could be proud of... until he realizes that his blows don't come close to landing.

[sblock=WARNING: this is a cluster f@#$]

Okay.... if u look at the rolls and wonder why they are out of order...

I forgot I was prone. I had to rearrange my order of operations, but it turned out to not really effect anything since I can't hit the broad side of a freaking barn. Maybe I need a bigger weapon. If I can't charge, then I will double move, then use the AP to use my daily.... The rest of this crap can be done next round.


THIS ROUND:

Move Action: Stand up

Standard Action: Charge (using Knockdown Assault) to M19 and attack the fella at M18 (this doesn't make sense to me, but I don't believe the book says you have to charge someone that is straight ahead of you...) 1d20+9=17 vs. Fort I forgot the +1 for charging ... do I get the +2 for combat advantage? Would that even matter? lol

IF it hits: 4 dmg and the target is knocked prone.


Minor: Shield Slam (target is prone if it hit... which doesn't matter cuz this missed too lol) a freakin 14....

Action Point: Standard: 1d20+9=14, 2d10+5=21 vs AC on the vampire at M18 (wasted a freakin daily there lol.) Forgot combat advantage not that it helped.

Hit: gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against that target until the end of the encounter.
Miss: Gain +1 power bonus to attack rolls and a +2 power bonus to damage rolls against that target until the end of the encounter. [/sblock]
 

As Murphy is surounded and hammered from all sides Janus see's the moment he has been waiting for begin to form. The tendrils of fate have woven his enemies movements to his advantage, grouping them together.

"Murphy, get out of there! I'm going to blast them all. Everyone STAND CLEAR"

[sblock=ooc]
In Vampires turn.
Free Action: Yell to Murphy to get clear of the area.

Shorrin might want to wait to :)

Delay till after Murphy.

Move Action: Shift to K17
Standard Action: TW vs. Fort
Vampire M18: 1d20+6+1=15 push to O20
Vampire Spawn N17: 1d20+6+1=8 push to O18
Vampire Spawn M16: 1d20+6+1=8 push to 017
Vampire Spawn L18: 1d20+6+1=20 push to O19

Damage: 1d6+5=9; thunder damage, push target

I dont think I hit with any of those?

Action Point: CS vs. Will
Vampire M18: 1d20+6+1=27
Vampire Spawn N17: 1d20+6+1=26
Vampire Spawn M16: 1d20+6+1=21
Vampire Spawn L18: 1d20+6+1=14

Damage: 1d6+5=9; radiant damage and the target is dazed untill EONT

[/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: 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)
[/sblock]
 

[sblock=OOC] I can resolve the turn in any order, but it is best if I hear from renau1g first. Since thunderwave only hits one of them, I think Janus and Shorrin don't conflict if the wizard goes first. See below, you may want Shorrin to go before other melee attackers. Also since the attack will Daze the vampire, Shorrin would still have combat advantage if Murphy moves FYI.

Murphy can act first but I forgot to note that Blood Drain Weakens him TENT.

Shorrin, your charge is okay, you just need to move closer with each step, so you can sidestep the vampire spawn. That attack hits Fort (barely with 21 total since you also forgot the +1 from Dextyr) Your next attack misses, even with +2 for melee against prone targets and the +1 from Dextyr and Combat Advantage (19 total). You still get that bonus until end of encounter. Note the vampire is prone for all following attacks.

What do you think, renau1g?
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[sblock=ooc]

I'm sorry about the cluster I caused. Surprised that it made enough sense for people to follow lol. I'm fine with the order u suggest. [/sblock]
 

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