Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

[sblock=Arcana]Right on all counts, except that Mervin comes to the realization that the alcohol container theory is more a product of his inebriated imagination than of reality. It is more likely that the necklace is some form of portkey that tends to open portals from time to time. The location is likely dependent on the location of the necklace. The illusion of the woman dressed in tight leather armor is likely a conjuration of the necklace as well, resembling its last owner or its maker. In light of that, Mervin speculates that the necklace itself might be sentient, but he, at the moment, does not have the resources with which to test his theory (meaning that Varquat took the neckalce before he could be sure).[/sblock][sblock=Appearances]To save everybody a little time, I'll continue with the appearances:

The dragonborn standing next to you: He's about 6'7" tall and 230lbs. All muscle. His scales are an iridescent blue-purple color (regardless of what the token shows. I'm workin' on it). He's wearing a loose-fitting tunic (known in RL as a 'chameleon', a tough hide overshirt thtat was designed more to withstand flying slag than swords, and another chameleon as pants. He is only weapon is a 16" long dagger of bluish steel.

The orc standing next to you:
He's big Orc with an unusually handsome face. He is armed with a large axe made, curiously, of a material similar to the dragonborn's dagger. Right now, the orc's 'handsome' face is marred by an expression of sheer anger, frustration, and violence directed at the man with the longbow directly in front of him. Two broken arrow shafts are protruding from bloody holes in the right shoulder-piece of his hide armor.

The archer standing next to you:
This guy, dressed in tight fitting leather armor, has all the look of a sharp marksman. His eyes are focused, though they betray more than a hint of fear. The expression is one more of, "Oh My! How did I let myself get backed into this corner." He's holding a longbow with an arrow nocked, and a large club dangles form his belt.

The bowman right behind him: This guy is dressed and armed similarly, with similar talants. In fact the two look so similar that one would think they've known each other and have worked together for quite some time.

Yon green dragonborn: The dragonborn standing by the wine racks on the other side of the archers is a powerfully built dragonborn. While not extraordinary for dragonborn who enter the fray in close, he is definitely on the upper end of average. His scales are a dark green, closely resembling that of a green dragon. There are a few scars on his uppor torso, but most are covered with the hides he uses to protect himself. Oddly enough, he also has a tail, a feature not common among dragonborn.

These are the only characters you can see at the moment, but you can hear cursing and scuffling around the corner of the wall to the north (up).[/sblock]
 

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[sblock=P8?]Still waiting on P8 to post for Talon and Dayna. If I don't hear from him by tomorrow night, I'll post moves for him.

How many of you are in college taking your finals about now?[/sblock]
 

[sblock=advance warning]Also, to let everyone know, I will be out of the country from about May 30 to June 12. I will likely have limited or no internet access at that time. HMG can feel free to NPC Mervin. Sorry in advance for jumping in and then having to step out in a few weeks![/sblock]
 

[sblock=P8]Sorry got to keep it moving.[/sblock]Talon, still wondering what just hit him, finds enough focus to connect with his quarry: one more blow toward felling the foul excuse for humanity. The move provides a moment of distraction from Dayna, but seeing nowhere more advantageous to go, she remains where she is.



The second thug, however, sees an opportunity. He breaks away from Dayna, narrowly avoiding her teeth, slips under the table and manages to hide from Talon long enough to catch him by surprise, slamming him in the hamstrings with a mace. The shifter howls in pain, but, in some sick way, finds himself thankful for the blow, because the pain in his leg is distracting him from his dizziness, allowing him to focus again.


The first thug moves around the wolf, hitting her hard enough to allow him better positioning for his next attack.



"What the..." The second archer nearly leaps out of his skin when Mervin shoots out of the barrel like a circus clown being shot from a cannon. Finding quarters too close to make his bow effective, he grabs the club at his belt and goes after Firebyrne who ducks out of the way.



His partner does the same, targeting Rujah who is not quite as lucky, but the damage is minimal.



"Brrrrrrr." The knife fighter reappears, slashing out at Riardon, then quickly stepping around the wine rack where he runs into Rujah. "What kind of devilry is this fog of cold." The aura of cold surrounding the dragonborn, however, proves too much for the rogue's dexterity, and, though not too bothered by the icy floor, his frozen grip causes him to miss both the warlord and the warden. Realizing that he must be more cautious around Rujah, he steps away to get better position.


Rujha, however gives him no quarter. The dragonborn leaps toward the knife fighter, cutting deep while ice rises from the frozen floor, encasing the rogue's ankles, and rooting him to the spot where he stands, "No devilry. Just good old fashioned Mother Nature."



[sblock=Mechanics]Talon:
Standard: Circling Strike
Target: Ambusher2 (@F3)
Attack: 1d20+7 = 22 vs. AC for 1d10+4+1d8(HQ)= 12 damage
Dayna does not shift


Ambusher2:
Move: to ? under the table
OA from Dayna: 1d20+7=20 Miss
Stealth: 1d20+11=27 beats all passive perception by 8
A2 is hidden
Standard: Mace
Target: Talon
Attack: 1d20+12+2(CA) = 22 vs. AC for 1d8+4+1d6 = 15 damage
A2 is now exposed and prone under the table at F5. Cover makes up for CA. Net bonus/penalty is 0
Talon is now no longer dazed.

Ambusher2:
Move: Shift to E3
Standard: Mace Attack
Target: Dayna
OA from Talon: 1d20+7= 24 vs. AC for 1d10+4 = 12 damage
Attack: 1d20+12 = 25 vs. AC for 1d8+5=12 damage
Effect: A1 shifts to D3

Archer1:
Free: Drop bow
Minor: Draw club
Standard: Melee Basic
Target: Rujah
Attack: 1d20+12 = 27 vs. AC for 1d6+2 = 3 damage

Archer2:
Free: Drop bow
Minor: Draw club
Standard: Melee Basic
Target: Firebyrne
Attack: 1d20+12 = 16 vs. AC Miss

Knife Fighter:
Recharge Peerless Tumbler: 1d6 = 4 Fail
Move: to L3
Standard: Dance of the Knife
First Target: Riardon
Attack: 1d20+12+2(CA)=19 vs. AC Miss
Effect: Shift to J3
Second Target: Rujah
Attack: 1d20+12 = 15 vs. AC Miss
Effect: Shift to H4

Rujah:
Move: Shift to I4
Free: Mark all adjacent
Standard: Form of Winter’s Herald Attack
Target: Knife Fighter
Attack: 1d20+8 = 24 vs. AC for 1d10+5 = 11 damage
Knife Fighter is immobilized (save ends)

Firebyrne:
Standard: Melee Basic
Target: Archer 1
Attack: 1d20+8 = 23 vs. AC for 1d6+4 = 5 damage
[/sblock][sblock=Status] Riardon M4 43/44HP 6/8HS 1AP
Talon E5 13(15)/36HP Bloodied 8/8HS 1AP
Dayna E4 26/38HP 2/2HS Shares AP with Talon
Firebyrne H2 37/37HP 0/0HS 0AP
Fenwick J2 37/37HP 10/11HS 1AP
Rujah I4 24/41HP 12/12HS 1AP
Jin K1 23/32HP 6/6HS 1AP
Mervin 31/31 HP 7/7HS 1AP

Ambusher 1 D3 60/77HP
Ambusher 2 F5 37/77HP BloodiedTalon’s quarry
Archer 1 I3 15/62HP Bloodied Marked by Rujah
Archer 2 I2 41/62HP
Knife Fighter H4 145/162 Immobilized (se) & Marked by Rujah [/sblock][sblock=Map]
BasementRound4.png
[/sblock][sblock=Enemies]]
Firebyrne.png

Thugs.png

RogueArcher.png
Erkson.png
[/sblock]
 
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Riardon

Riardon advances toward the archers. "Talon! Hold on, we are coming!"
Somehow the ice is hindering his aim, as he misses the wounded archer.

[sblock=OOC]
The archer1 was at 20 Hp, before Fenwick hit him for 9 dam. Did he got healed in between?

Move: Move to J4
Minor: I Word for Talon (1d6+3=8) +9 fo hid HS, he should be at 30(32)
Standard: Basic Attack (1d20+10=15, 1d8+5=9) :mad:

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 43 / 44 Bloodied: 22
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 0
Healing Surge:11 Surges per day: 6 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 0/2, Aid the Injured, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition:

[/sblock][/sblock]
 

[sblock=ooc]Mervin has just been waiting for others to post because how they move will influence what he'll do... I expect he'll go close to last.

Also, I apologize in advance for not helping more, but I really can't come up with any reason he'd take sides in this battle just yet. I mean, if you were just walking along and suddenly trapped in a room with two guys fighting, would you just jump in? Or would you try to get the hell out of there? Frankly the closest thing I can even think of to a motive is that he might trust the humans a little more than the orcs and dragonborn and stuff, but that doesn't really bode well for the party. Ultimately, right now all I can think of is that he'd probably just help whichever side wins. :)[/sblock]
 

Fenwick swings his axe wildly, missing again.
"Aaargh! Fenwick more capable than this!" he shouts in frustration.

[sblock=actions]Standard: Howling Strike vs. Archer #2 (1d20+8+2=11). That's two ones rolled in a row. [/sblock][sblock=Fenwick stat block]Fenwick Male Orc Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:17, Fort:17, Reflex:13, Will:14
HP:37/37, Bloodied:18, Surge Value:9, Surges left:10/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Warrior's Surge, Roar of Triumph,
Vault the Fallen, Shrug It Off,
Swift Panther Rage, Vanguard Execution Axe

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.
[/sblock][sblock=hm]you've still got Fenwick listed at 20/37 HP, but he got a heal from Riardon after the first round and is back up to max.[/sblock]
 


[sblock=OOC]No problem on the NPCing. Sorry I've been away. Lightning storm a week or two ago fried our connection some and it just got repaired a couple days ago. Trying to catch up with everything. :o[/sblock]
Talon barks an order to Dayna, who moves forward and tries to bite the ambusher stuck in the corner. This gives Talon the chance to shift toward the cellar door and stab at the cornered man as well. Somehow, the man manages to dodge both attacks even in the confined space. Talon calls on his reserves, knowing that this is going to be a hard fight even if Riardon or any of the others can make it over to help him soon. But he and Dayna were used to being on their own and would stand or fall as the Goddess DAYNA chose.

[sblock=Actions/Stat block]Start= Talon 13(15)/36hp; Dayna 26/38hp; Bloodied, Longtooth shifting: regeneration 2 while bloodied (heals him up to 15hps) and +2 to damage rolls till end of encounter.

Move= Dayna shifts to E3

Minor= n/a

Standard= Partnered Savaging vs. Ambusher 2 AC21 (1d20+7=12, 2d8+2=15) AC12 for 15 dmg=Dayna misses Ambusher 2.

Effect: Talon shifts (up to 3 sq) to F3 and makes a Basic melee atk vs. Ambusher 2 AC21 w/ +1d6 Hunters quarry damage + 2 Longtooth shifting damage (1d20+7=9, 1d10+4+1d6+2=18)
Talon misses as well. :rant::rant::rant:

Action Point/Standard Action= Second Wind: Use 1 surge to heal 9 hps (up to 24) and gain +2 to all defenses till start of his next turn.

End= Talon 24/36hp; Dayna 26/38hp; Longtooth shifting: regeneration 2 while bloodied and +2 to damage rolls till end of encounter; +2 to all defenses till start of his next turn.
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 3
Passive Perception: +14, Passive Insight: +19, Initiative: +4
AC: 17, Fort: 15, Reflex: 15, Will: 14 -- Speed: 6
HP: 24/36, Bloodied: 18, Surge Value: 9, Surges left: 7/8
Action Points: 0, Second Wind: used
:bmelee: Basic Attack: +7 vs AC - +1 Longspear 1d10+4
:bmelee: Basic Attack: +7 vs AC (with reach 3) - +1 Longspear 1d10+4 lightning
:bmelee: Basic Attack: +4 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +6 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape, Reach 3 basic attack
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend, Paired Predators
Daily: Partnered Savaging, Longspear Push[/sblock]Note: Any attack on Dayna triggers an OA basic attack from Talon[sblock=Wolf Companion stat block]Dayna - Wolf Companion 3
Passive Perception: +17, Passive Insight: +12
AC: 17, Fort: 15, Reflex: 15, Will: 16 -- Speed: 7
HP: 26/38, Bloodied: 19, Surge Value: 9, Surges left: 2/2
:bmelee: Basic Attack: Bite, +7 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 

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