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[Adventure] Murder Most Foul! (Judge: EvolutionKB)

OOC: Right. Lets see how Hasofar gos for climbing: 14 and 3

[sblock=OOC]
I cannot tell where you are moving if you do not post the squares you are moving to. Are you trying to move to M12 followed by climbing the steep slope? With Thundering Roar not being usable in this encounter, I'm not sure what your intent here is.

Are you trying to climb the north slope? If so, each DC is 15 and Hasifar moves from J12 to M12 (2 squares), tries to climb to G12(?) (4 squares) needs a 15, but only rolls a 14 and just fails. He does not climb, but only missed by 1, so he does not fall either. He tries again (4 squares) with the 3 Climb roll and misses by 12. He falls the 20 feet, takes 12 points of damage, and is prone in M12. Hasifar can attempt a DC 20 Athletics check to stop from falling. If successful, he is in square H12 (the last safe square).

Are you trying to climb the easier east slope? If so, each DC is 10 and Hasifar moves from J12 to J15(?) (3 squares), tries to climb to J16(?) (2 squares) needs a 10, rolls a 14 and succeeds. He tries to climb to J17(?) (2 squares) needs a 10, rolls a 14 and misses by 12. He falls the 10 feet, takes 7 points of damage, and is prone in J15. Hasifar can attempt a DC 15 Athletics check to stop from falling and not take damage. If successful, he is in square J16 (the last safe square).


Let me know which path you took (exact squares) and we'll continue on.


If you have any questions on how this works, it's listed here:

Special Encounter Rules
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Hasifar moves towards the group to the east and tries to climb, but the slope is just too slippery for him. He rolls back down the slope and hits the ground hard.


The group to the north again target Boruuk. One misses by a lot, but the other's rock bounces off of Boruuks armor as he weaves back and forth a bit.

[sblock=OOC]
Hasifar falls and takes 7 damage.
E12 misses Boruuk.
E14 just barely misses Boruuk.

J6 (26), quarried, bloodied
Tirial 45/45
Artemus -4/39, bloodied, unconscious, prone, dying
South group: O13 (16), O15
East group: I21 (16), J21 (9), L20 (32), bloodied, M20
Hasifar 17/41, bloodied
North group: E12, E14
Boruuk 30/51, +2 defenses TSNT
Knoepf 26/40

PCs without low light vision cannot see I21 or J21.

It's Boruuk's turn.
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With everyone up Boruuk let's the rope drop from his hands and moves up the northern slope towards the skeletons there.

[sblock=OOC]
Free - drop rope
Move + standard- move to F13 - requires DC 15 & 4 squares of movement - he auto-succeeds on the roll
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[sblock=stat block]
Boruuk: Goliath Fighter 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +3 Passive Insight: 13 Passive Perception: 18
Senses: None
Saving Throws: N/A
HP 30/51
Bloodied 25
Surge Value 12; Surges Per-Day 9/13
AC =22 Fortitude 19 Reflex 14 Will 15 Speed 5
Action Point: Not Used
Second Wind: Used
Powers
At will:
Brash Strike
Reaping Strike
Pass Forward
Encounter:
Stone's Endurance
Punishing Charge
Sweeping Blow

Daily Standard:
Lasting Threat
Berserker's Fury
Dwarven Drakescale Armor +2[/sblock]
 
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[sblock=OOC]
Free - drop rope
Move - move to F13 - requires DC 15 & 4 squares of movement - he auto-succeeds on the roll
minor - draw axe
Standard - Sweeping Blow - vs ac (E12, E14); dmg (1d20+12=20, 1d20+12=16, 1d12+7=12)
Free - mark both foes
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[sblock=Boruuk]
Unfortunately, it is not 4 squares of movement. It's 4 squares of movement per 10 feet up. So Boruuk moves 1 square to H13, 4 squares to G13, 4 squares to F13 for a total of 9 squares, and he is finished. He's still climbing and will need 4 squares of movement to climb next round.

Even if he were to get to F13 with his movement, his foes are still 10 feet up and he cannot reach them yet. E12 and E14 are 10 feet away. He would need a reach weapon to affect them from F13. He could use an Action Point this round to auto-climb up the last 10 feet if he wants, but he still would not get an attack in.

Or, he could Fast Climb with 3 climb rolls and end up in square E13. The DC is 20, so he would need to make the rolls. The movement in that case would be 7 (1+2+2+2), so he couldn't attack in this case unless he wanted to use an Action Point.

Also, a reminder to everyone that if you have an implement or weapon or other object in hand, then the DC to climb increases by 2. I assume Boruuk is not yet pulling out his axe until he gets up the 30 total feet.

Farce, let me know if you want Boruuk to do a Fast Climb or not, and if he does, if he wants to use an Action Point to attack.
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[sblock=ooc]
Updated actions. Sorry about that KarinsDad, my brain hasn't been working well with this terrain. I sure wish I bought some javelins[/sblock]
 

Knoepf shakes off the the hurt of the last rock and rushes foward to aide his fellow comrades. "Hang in the Hasifar, I must help Artemus first." With all of his might he jumps upward, and just makes the first ledge. Regrouping he points his staff towards Artemus. "By the power of the silver flame, stand up my friend and fight." A bolt of silver flame bursts onto Artemus, revitalizing him once more. He turns back to the others and says "Someone got to help him!"

[sblock=ooc]
1st movement: move to I15
2nd movement: Move 2 squares to J16 as a climb move action: 1d20+1=10

AP:

minor: Healing word on Artemus: 2d6+11 = 15 (great roll...NOT!) and Artemus gets to spend a healing surge.

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With everyone up Boruuk let's the rope drop from his hands and moves up the northern slope towards the skeletons there.


Knoepf shakes off the the hurt of the last rock and rushes foward to aide his fellow comrades. "Hang in the Hasifar, I must help Artemus first." With all of his might he jumps upward, and just makes the first ledge. Regrouping he points his staff towards Artemus. "By the power of the silver flame, stand up my friend and fight." A bolt of silver flame bursts onto Artemus, revitalizing him once more. He turns back to the others and says "Someone got to help him!"


The skeleton to the west walks away towards the south.


[sblock=OOC]
Boruuk climbs part way up the north slope.
Knoepf climbs a small way up the east slope and heals Artemus for 24 total.
J6 walks away to the south.

J6 (26), quarried, bloodied
Tirial 45/45
Artemus 24/39, prone
South group: O13 (16), O15
East group: I21 (16), J21 (9), L20 (32), bloodied, M20
Hasifar 17/41, bloodied
North group: E12, E14
Boruuk 30/51
Knoepf 26/40

PCs without low light vision cannot see I21 or J21.

It's Tirial's turn.
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Tirial moves towards the southern group, seeing Boruuk covering the north and the rest covering the east. She focuses on the injured foe and fires off a couple of quick wild arrows before dropping back down.

"C'mon Hasifar, get up, I could use some help" she calls over to the prone sorcerer.

[sblock=ooc]
Move - to K13
Minor: Quarry O13
Standard - Twin Strike quarried foe - vs AC; dmg; HQ dmg (1d20 12=15, 1d12 3=4, 1d20 12=20, 1d12 3=11, 1d6=5) *includes +1 from Prime Shot. Hits AC 12 for 16 damage on O13
Free: Drop Prone
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[sblock=stat block]
Tirial - Female Eladrin Ranger 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +7 Passive Insight: 17 Passive Perception: 20
Senses: Low Light Vision
HP 45/45
Bloodied 22
Surge Value 11; Surges Per-Day 6/9
AC =21 Fortitude 15 Reflex 19 Will 17 Speed 6
Action Points: 1
Second Wind: Not Used
Powers
At will:
Nimble Strike
Twin Strike

[Encounter:
Fey Step
Two-Fanged Strike
Disruptive Strike
Yield Ground
Rebounding Greatbow +2

Daily:
Hunter Bear's Trap
Cloak of Resistance +1
Arrows: 86/120
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Into the Woods

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