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

[sblock=OOC]I'll be posting Talon's Directing Strike MBA and the status update later tonight (GMT-5). I think Phoenix8008 is a little pre-occupied.[/sblock]
 

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Talon stabs at the bleeding rogue, attempting to finish him, but most of the blows are deftly blocked. The ruffian manages to catch a shaft blow to the head, though, which sends him into a careless frenzy. He lunges at the shifter, who is distracted by a simultaneous attack on Dayna, and drives his mace down, breaking the left collar bone and causing the ranger to howl in pain, “How’s that feel, dog-man!” the thief manages to cackle through blood-stained teeth.

Though suffering from the attack, Talon managed to avenge the damage inflicted on his companion, justice taking the form of a deep puncture wound in the assailant’s side.

The knife fighter is enraged by Jin’s attack. His first inclination is to make the blade-master pay, but he know’s that Rujah is watching his every move, “I’ll deal with you later,” he snarls at the ranger, “This one,” he nods in Rujah’s direction, “is just too tempting.” The rogue knife-master proves his skill. He cut’s deep into the warden with the speed and skill of a surgeon. Rujah collapses in a heapon the floor. The frozen aura fades, along with his strength. The knife fighter even has time to take a swipe at the ranger, but misses, surprised by his newly granted mobility.

Firebyrne attempts to skirt the fighter to help Talon, not realizing the damage done to Rujah. He swipes at the bloodied rogue, swearing to himself as he misses, realizing that he has left two companions exposed.

[sblock=Mechanics]Talon:
Standard: Directing Strike
Target: Ambusher 2
Attack: 1d20+7=23 for 1d10+4+1d6(HQ)+2(LTS)=11 damage

Knife Fighter:
Peerless Tumbler Recharge: 1d6=3
Standard: Dance of the Knife
Target 1: Rujah
Attack 1: 1d20+12=27 vs. AC for 1d6+6 = 9 damage
Effect: Can’t shift. He’s immobilized
Target 2: Rujah
Attack 2: 1d20+12=19 vs. AC for 1d6+6 = 8 damage
Effect: Can’t shift Roll Lookup for attacks and damage
AP: Dance of the Knife
Target 1: Rujah
Attack: 1d20+12=22 vs. AC for 1d6+6=10 damage
Effect: Can’t shift
Target 2: Jin
Attack: 1d20+12=14 vs. AC Miss
Effect: Still Can’t shift Roll Lookup for attacks and damage
Save vs. Immobilization: 1d20=20
Save vs. OG Acid: 1d20=1 Epic Fail

Ambusher 1:
Standard: Mace Attack
Target: Dayna
OA from Talon:
Attack: 1d20+7=25 vs. AC for 1d10+4+2(LTS) = 11 damage
Attack 1d20+12 =19 vs. AC for 1d8+4=9 damage

Ambusher 2:
Move: Shift to F4
Standard: Mace Attack
Target: Talon
Attack: 1d20+12=32 Critical Hit for 12 damage

Firebyrne:
Move: Shift to G4
Standard: Melee Basic
Target: Ambusher 2
Attack: 1d20+8=14 Miss

Rujah: Will save his turn for the end of the round in case healing allows him to take action.


[/sblock][sblock=Status]
Riardon H6 43/44HP 6/8HS 0/2IW 1AP
Talon F3 14(16)/36HP Bloodied6/8HS 1AP Second Wind Used
Dayna E3 12/38HP Bloodied 2/2HS Shares AP with Talon
Firebyrne G4 32/37HP 0/0HS 0AP
Fenwick M2 37/37HP 10/11HS 1AP
Rujah I4 -3/41HP Dying 12/12HS 1AP
Jin I3 23/32HP6/6HS 1AP
Mervin M8 25/31 HP 7/7HS 1AP

Ambusher 1 D3 49/77HP
Ambusher 2 F4 26/77HP Bloodied Talon’s quarry
Archer 1 I3 15/62HP Dead
Archer 2 N2 0/62HP Dead
Knife Fighter H4 88(83)/162 (Ongoing 5 acid damage)
[/sblock][sblock=Map]
BasementRound6-1.png
[/sblock][sblock=NPCs]Cs]
Firebyrne.png

Thugs.png

RogueArcher.png
Erkson.png
[/sblock]
 
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Riardon

Riardon quickly moves to Rujah, aiding the fallen dragonborn and attackin (missing) the knife fighter.

[sblock=OOC]

Causes the dying condition an encounter long power to stop?

Move: Move to J4
Standard: Aid the Injured on Rujah
AP: Steel Monsoon (1d20+10=13, 2d8+5=18) miss

-----

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: 0 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]
 
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[sblock=ooc]Ok, so since we're moving into the 4th round for which Mervin has been here (nearly 3 weeks of real time), and since taking total defense is both un-fun for me and really useless for everyone else, I'm going to just shatter the 4th wall here and list things that I thought of that would help get Mervin to fight with the group.

Things that will get him fighting immediately:
- DM has any enemy attack Mervin
- DM has any enemy specifically mention that they will attack Mervin
- DM has any enemy mention other not-too-nice things they will do to Mervin once this battle is over
- DM provides any other motivation/hint (the magical lady from the necklace gives a sign, some god points a finger and commands a smiting, Mervin has visions that the good guys are strawberry shortcakes and the bad guys are huge demons killing puppies, etc.)

Things that will start a dialog that will likely get him helping:
- Anyone mentions anything about where they are, where they are from, or why they are here - especially including the following KEY words: The Hanged Man tavern, Wayne, Wayne's necklace
- Anyone talking about being teleported to this basement before (it honestly seems like a topic that should come up!)

And for reference, things that will not get Mervin to help:
- Talking about which side is right or wrong (very little ability to prove that)
- Offering to pay Mervin (he's more interested in surviving than taking money from someone who may lose)
- Threatening Mervin (see "things that will get him fighting immediately")

I'm sure there are other things that would work, too - these are just a few things off the top of my head that I thought of as soon as Mervin got here. I've already said that I think it would be extremely poor role-playing for Mervin to just jump into the fray for no reason: please feel free to help so that he can![/sblock]
 


[sblock=ooc]Ok, so since we're moving into the 4th round for which Mervin has been here (nearly 3 weeks of real time), and since taking total defense is both un-fun for me and really useless for everyone else, I'm going to just shatter the 4th wall here and list things that I thought of that would help get Mervin to fight with the group.

Things that will get him fighting immediately:
- DM has any enemy attack Mervin
- DM has any enemy specifically mention that they will attack Mervin
- DM has any enemy mention other not-too-nice things they will do to Mervin once this battle is over
- DM provides any other motivation/hint (the magical lady from the necklace gives a sign, some god points a finger and commands a smiting, Mervin has visions that the good guys are strawberry shortcakes and the bad guys are huge demons killing puppies, etc.)

Things that will start a dialog that will likely get him helping:
- Anyone mentions anything about where they are, where they are from, or why they are here - especially including the following KEY words: The Hanged Man tavern, Wayne, Wayne's necklace
- Anyone talking about being teleported to this basement before (it honestly seems like a topic that should come up!)

And for reference, things that will not get Mervin to help:
- Talking about which side is right or wrong (very little ability to prove that)
- Offering to pay Mervin (he's more interested in surviving than taking money from someone who may lose)
- Threatening Mervin (see "things that will get him fighting immediately")

I'm sure there are other things that would work, too - these are just a few things off the top of my head that I thought of as soon as Mervin got here. I've already said that I think it would be extremely poor role-playing for Mervin to just jump into the fray for no reason: please feel free to help so that he can![/sblock]
[sblock=OOC]Thanks for the kick. I admit, I've been moving a little more slowly than usual. I was kind of waiting for you to try the stairs since you were headed in that direction. I'm sorry if I'm boring you, but up til now, I have to admit I've been entertained by Mervin's attempt to skirt the battle and escape. If this is isolating from your point of view as a player, I'll see what I can do to step up the action.

From an in-character point of view, the only ones who really noticed Mervin up to now were the PCs and the archers, and the archers are dead (BTW, one of them did OA Mervin).

Despite the dialogue between Mervin and the PCs, the knife fighter is only vaguely aware of Mervin's existence at the moment. That guy was hiding in the wine racks when Mervin appeared, and since he's been glued to the floor and surrounded up til now, he's had little opportunity to track you visually. Now that he's mobile, he'll be taking more notice.

The ambusher's surely aren't aware of Mervin, even now. They're preoccupied with Talon and Dayna (and Firebyrne now).

Not to worry though. I'm slow, but I'll deliver.[/sblock]
[sblock=Unbalancing Parry]
Can I use unbalancing parry to send the knife fighter to J3? If so, I plan to do it.
[/sblock]
[sblock=OOC]NP. Assume that this was done right after the KF missed Jin. KF is at J3 as of the beginning of this round. I'll doublecheck to see if that botches anything up, but I don't think it will.[/sblock][sblock=All]I'm going to enforce the 48 hour clock from my status update. If I update on a Thursday or later, I'll hold out until Monday night to post an update (this is to accommodate WD who cannot post on Weekends). Exceptions will be made, of course, upon advance notice.

I hope this isn't a punitive move. Just a way to keep the story moving.

Next update: Thursday night (GMT -5).[/sblock]
 
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[sblock=OOC]NP. Assume that this was done right after the KF missed Jin. KF is at J3 as of the beginning of this round. I'll doublecheck to see if that botches anything up, but I don't think it will.[/sblock]

[sblock=ooc]Let us know as soon as you can. Fenwick's next move depends entirely on this.[/sblock]
 


Fenwick steps to his right, wheels, and charges at the knife fighter that his friend Jin has so kindly moved into position.

"For glory of ethnic group and of friends who explore basement again!" he yells, triumphantly as the axe strikes true. "Everyone hit now!"

[sblock=actions]Move: to M3
Standard:Charge! to K3, Howling Strike vs. Knife Fighter (Charging, Flanked, with Vanguard Execution Axe). (1d20+8+2+1=28, 1d12.minroll(3)+1d6+1d8+5=18)

Feral Might (Thaneborn Triumph): Since this bloodies the knife fighter, the next attack against him is at +3 to hit.[/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.

Conditions:
[/sblock]
 


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