"No... No!" The forman yelled as the opening attacks drew blood on the man. As if deluded by his injuries, the near-dead man stumbled toward the adventurers, stopping in the middle of the room, surrounded by enemies.
"You cannot beat us!" he shouted, sending a psychic blast radiating out which hit Wil, Carolina, and Kane.
"Bastard! Get in here!" he called toward the new tunnel.
The Ambusher got to his feet and attacked Kruk, but the dwarf easily deflected the blow.
The two digger zombies repositioned themselves around kane, using their shovels to kick up dirt at the barbarian. Kane easily turned away from the first cheap shot, but unfortunately, he turned into the second one. Debris from the floor blinded Kane, and he felt it bite at his face.
More enemies approached from the west tunnel, lead by a screaming human. The Berserker's hair and bread were long and unkempt; he carried himself like he was drunk. With an angry war cry, he lunged at Kane with his great axe, and the followed up with a second great blow. The attacks were vicious, cutting a huge gash in the bugbear's shoulder, pouring buckets of blood.
"Aaarrrrrhhhhhh! Death to intruders!!!"
The other miners and guards remained in the newly carved tunnel, approaching with caution.
[sblock=Mechanics]
Forman
Move: to K17
Standard: Wracking Word vs Fort
Attack Hergunna:
1d20+10=12 Miss
Attack Wil:
1d20+10=21 Hit
Attack Carolina:
1d20+10=26 Hit
Attack Kruk:
1d20+10=12 Miss
Attack Kane:
1d20+10=21 Hit
Damage:
2d8+3=8 psychic damage
Effect: Wil, Carolina, and Kane are Dazed (save ends); After-effect (after you make the save), -2 to attack rolls (save ends).
Effect: As a result of the skill challenge, players automatically beat the enemy initiative roll. All players act first.
Effect: falls prone?
Ambusher K14
Move: Get up
Standard: Mace attack vs Kruk (AC)
Attack:
1d20+12=15
Damage: 1d8+4=0
Zombie Digger I15
Move: Shift to J15
Standard: Dirt in the eye vs Kane (Ref)
Attack:
1d20+10=13 Miss
Zombie Digger J13
Move: Shift to I14
Standard: Dirt in the eye vs Kane (Ref) w/CA
Attack:
1d20+10=21 +2= 23 Hit
Effect: Kane is Blinded and takes 5 ongoing necrotic damage (save ends both)
Berserker
Move: to J13
Standard: Greataxe vs Kane (AC) w/CA
Attack:
1d20+11=31 +2= 33 CRIT!
Damage:
1d12+6=5 +18= 23 (I used the 1d20 roll for the extra 1W)
AP: Greataxe vs Kane (AC) w/CA
Attack:
1d20+11=30 +2= 32
Damage:
1d12+6=11
[/sblock][sblock=Status]
Wil Rando: M18
42/50 HS 10/10 AP 1 MW 2/2,
Dazed(after:-2 atk),
+1 AC/Ref-TENT
Hergunna: K20
56/56 HS 9/9 AP 1,
Kane: J14
23/65 THP
0/5 HS 11/11 AP 1,
Bloodied,
Dazed(after:-2 atk),
Blinded+5 ongoing necro
Kruk: L15
67/67 THP
0/9 HS 12/12 AP 1,
Carolina: M17
41/49 HS 7/7 AP 1,
Dazed(after:-2 atk)
Charina: R19
44/44 HS 7/7 AP 1,
Enemies:
Forman: K17
21/90, Jinxed-TENT-Wil,
Bloodied
Zombie Digger: J15
95/95,
Zombie Digger: I14
95/95
Human Ambusher: K14
60/77,
Berserker Savage: J13
212/212 AP 0/1
Human Ambusher: H10
70/77,
Zombie Digger: H11
95/95
Zombie Digger: G10
95/95
???
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Forman (Reskinned: Ghalerath)
Medium natural humanoid, human
Initiative +7 Senses Perception +6
Aberrant Endurance aura 3; each ally within the aura gains a +2 bonus to saving throws.
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 19, Will 21
Speed 6
Withering Touch (standard, at-will) Necrotic
+12 vs Fortitude; 1d8+7 necrotic damage, and the target is weakened until the end of its next turn.
Dire Radiance (standard, at-will) Psychic, Radiant
Ranged 10; +11 vs Fortitude; 2d6+4 radiant damage, and if the target ends its next turn within 3 squares of Ghalerath it takes 10 psychic damage.
Wracking Word (standard, encounter) Psychic
Close burst 3; targets enemies; +10 vs Fortitude; 2d8+3 psychic damage, and the target is dazed (save ends). Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Human Ambusher
Medium natural beast, human
Initiative +8 Senses Perception +3
HP 77; Bloodied 38
AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6
Mace (standard, at-will) Weapon
+12 vs AC; 1d8+4 damage, and the human ambusher shifts 1 square.
Dagger (standard, at-will) Weapon
Ranged 5/10; +14 vs AC; 1d4+4 damage.
Dazing Strike (standard; requires mace, encounter) Weapon
+12 vs AC; 1d8+4 damage, the target is dazed until the end of the human ambusher's next turn, and the human ambusher shifts 1 square.
Combat Advantage
The human ambusher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Equipment: dagger x4, leather armor , mace .
Berserker Savage
Medium shadow humanoid
Initiative +5 Senses Perception +4
HP 212; Bloodied 106
Regeneration 5
AC 19; Fortitude 22, Reflex 18, Will 18
Saving Throws +2
Speed 5
Action Points 1
Greataxe (standard, at-will) Weapon
+11 vs AC; 1d12+6 damage (crit 1d12+18).
Handaxe (standard, at-will)
Ranged 5/10; +9 vs AC; 1d6+5 damage.
Battle Fury (free, when first bloodied, encounter)
The berserker savage makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
Murderous Frenzy
The berserker savage gains 1 action point the first time it reduces a foe to 0 hit points in an encounter.
Savage Rebuke (immediate reaction, when hit by a melee attack; recharge 5,6)
The berserker savage makes a basic melee attack.
Equipment: greataxe , handaxe x2, hide armor .
Zombie Grave Digger (Improved)
Medium natural animate (undead)
Initiative +2 Senses Perception +2; darkvision
HP 95; Bloodied 47
AC 19; Fortitude 21, Reflex 17, Will 17
Speed 4
Shovel (standard, at-will) Weapon
+12 vs AC; 2d8+5 damage.
Dirt in the Eye (standard, encounter) Necrotic
+10 vs Reflex; the target is blinded and takes ongoing 5 necrotic damage (save ends both).
[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship
Wind's Will captained by
Captain Levenbrech, and mated by
Porse and
Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (
link to the leads gathered).
4. Went to the temple of Netari, where the new priest,
Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about
Hellview (
background reference for players).
5. Dealing a mortal blow to the Priest, he says
Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "
will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of
Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers.
[/sblock][sblock=John]Does Fox's Cunning trigger before or after the enemies's attack is resolved?
Also, for your interrupts, can you include in your action block a section for when you want me to use them? Since they are encounter/daily, I don't want to assume when you would choose to use them, but at the same time retconning makes things tricky as well. Something like:
Fox's Cunning Trigger: the first enemy that attacks me with melee
VS
Fox's Cunning Trigger: the first enemy that attacks me while bloodied
Something like that, I think would be the fairest way to do it PBP. The other sensible option would be they always trigger when first able to trigger no matter what, but then I'd need to remember how they work, which if I'm being honest, I think I would forget.
[/sblock][sblock=Jinx Shot]Question... so he used a burst power. Some hit, some missed. I'm not sure if Jinx triggers or not. He missed some of the attack rolls, but technically the power hit (partially). [/sblock]