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

Tirial shivers against the cold as she draws her bow and steps out of the reach of the enemy. She fires two quick shots at the zombie closest to her and Knoepf. The first finds the line between the bars, the second is also fairly accurate.

[sblock=ooc]
Start of turn take 5 damage.
Minor: Draw bow
Move: Shift to E11 (am I out of aura there? I'm hoping the stone blocks it)
Standard: Twin Strike Zombie 1 - vs ac; dmg (incl.-5 to hit) (1d20+7=26, 1d12+3=5, 1d20+7=18, 1d12+3=9) one should hit for 5, second might hit for 9


[/sblock]

[sblock=stat block]
Tirial - Female Eladrin Ranger 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +7 Passive Insight: 17 Passive Perception: 20
Senses: Low Light Vision
HP 45/50
Bloodied 25
Surge Value 12; 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
Rebounding Greatbow +2

Daily:
Hunter Bear's Trap
Spitting Cobra Stance
Cloak of Resistance +1
Arrows: 66/120
[/sblock]
 

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[sblock=ooc]
Start of turn take 5 damage.
Minor: Draw bow
Move: Shift to E11 (am I out of aura there? I'm hoping the stone blocks it)
Standard: Twin Strike Zombie 1 - vs ac; dmg (incl.-5 to hit) (1d20+7=26, 1d12+3=5, 1d20+7=18, 1d12+3=9) one should hit for 5, second might hit for 9
[/sblock]

[sblock=OOC]
I assume that Tirial already has her bow out, just like the other PCs have their weapons out.

So, she can quarry the Zombie if she wants.

With regard to the aura, a single shift will not get her out of range of the aura. Superior cover does not block auras, only blocking terrain will do so.

Moving, on the other hand, will get her out of range of the aura, but it will also provoke an Opportunity Attack (at -5 to hit for the zombie), but the zombies appear to immobilize on a hit, so that is risky.
[/sblock]
 

"Hey, what is this? Where they come from?" Boruuk growls as the goliath reaches down and with a tremendous effort grabs onto the porticullis and heaves it with all his might. The goliath's muscles are taut and his veins bulge as he struggles to lift the heavy device. "Hurry...friends...Boruuk hold up for you" he says (assuming it succeeds)

[sblock=OOC]
Minor (or move?): Lift gates (oh..man, what's my bend bars/lift gates % ;)) athletics (1d20+15=32) or if its just raw Strength, the total roll is 21 still. Hope that's enough.
Move (or minor): Stone's Endurance - resist 5 damage TENT
Standard: Total Defense

[/sblock]

[sblock=stat block]
Boruuk: Goliath Fighter 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +3 Passive Insight: 13 Passive Perception: 18
Senses: None
Saving Throws: N/A
HP 57/62
Bloodied 25
Surge Value 12; Surges Per-Day 11/13
AC =22 Fortitude 19 Reflex 14 Will 15 Speed 5
Action Point: 0
Second Wind: Not 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
Rain of Steel
Dwarven Drakescale Armor +2[/sblock]
 

"Hey, what is this? Where they come from?" Boruuk growls as the goliath reaches down and with a tremendous effort grabs onto the porticullis and heaves it with all his might. The goliath's muscles are taut and his veins bulge as he struggles to lift the heavy device. "Hurry...friends...Boruuk hold up for you" he says (assuming it succeeds)

Borruk lifts the portcullis ever so slightly, maybe Hasifar or Knoepf can squeeze through at the bottom if they were not frozen in place.


Tirial shivers against the cold as she draws her bow and steps out of the reach of the enemy. She fires two quick shots at the zombie closest to her and Knoepf. The first finds the line between the bars, the second is also fairly accurate.


Two more zombies come out of the outer alcoves. But, these zombies seem to be a different type and are using Scimitars. The first misses Artemus, but the second connects Tirial solidly in the chest.

[sblock=OOC]
Any PC within 2 squares of Zombie 1 or Zombie 2 takes 5 cold damage at the start of their turn. I won't add it to your PC's total until after your turn unless it will knock you unconscious, so please add it to your stat block when your turn is over.

Note: Unlike most auras, these auras do stack. So, a PC within 2 of both of these zombies takes an automatic 10 damage at the start of their turn.

Boruuk moves over and lifts the portcullis slightly.
Tirial hits Zombie 1 and then misses Zombie 1.
Zombie 3 misses Artemus.
Zombie 4 hits Tirial for 9 damage.

Artemus 41/44
Hasifar 27/46, immobilizied (save ends)
Knoepf 25/45, immobilizied (save ends)
Zombie 1, 9
Zombie 2, 17
Boruuk 56/62, resist 5 damage TENT
Tirial 31/50
Zombie 3
Zombie 4

It's Artemus' turn.

The two portcullises are made of strong metal and are located between E7 and E8, and between E9 and E10. Any attacks through them result in a +2 cover bonus for the target. Nobody can move through the portcullises. An attack through both portcullises results in a +5 total cover bonus for the target. An attack through a portcullis at a target inside of an alcove results in a +5 total cover bonus.

Players can attempt to come up with ways to bypass the portcullises. Describe what you are attempting to do and I will let you know what type of roll is required.


The little blue and white squares on the map are side effects of Maptools that I could not remove. Please ignore them.


Note: I assume that Artemus is allowing Boruuk to move past him to attempt to lift the portcullis. If not, let me know Velmont and Boruuk will need to try something else.

Note: I rolled 4 points of quarry damage against Zombie 1 for Tirial to move the game along.

Note: If Knoepf or Hasifar can manage to take and make a saving throw before the end of their turn, they can attempt an Escape action. However, they will need to remain prone in the square once they shift since two PCs cannot share a square standing up.
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[SBLOCK=OOC]How did I switch place with Boruuk?[/SBLOCK]

[sblock=OOC]
The game doesn't technically allow for it (turn based sequences are poorly designed for this type of thing). Since you had move left over and he wanted to try to lift the portcullis, I just considered you moving into his square (as part of your turn) and he moving into yours in order for him to make the attempt.

Like I said, if you don't want to switch places with him, you don't have to and Farce will need to pick a different action. Your choice.
[/sblock]
 

[SBLOCK=OOC]Well, those chillborn are killers. The cumulative aura and the death burst does a lot of damage. The goal is to take them down as fast as possible, while holding good against the other two. Holding is a defender job, quickly taking someone down is striker job. Also, alone against that zombie, I won't have an easy time to get my sneak, which make my attack.

Also, as I suggested to Boruuk, he should have move forward, now, even with the gate open, even if Hasifar and Knoepf are no more immobilized, we have no way to move as we are all stuck.

We need to concentrate our damage on a single chillborn and kill him before his aura kill us. Hasifar and Artemus are Strikers and that's there job. Boruuk should take care of the other zombie and try to give us some space if possible.

So nope, Artemus doesn't want to switch place as he want that chillborn out and thinks he can do it more easily than Boruuk.[/SBLOCK]
 

[SBLOCK=OOC]Well, those chillborn are killers. The cumulative aura and the death burst does a lot of damage. The goal is to take them down as fast as possible, while holding good against the other two. Holding is a defender job, quickly taking someone down is striker job. Also, alone against that zombie, I won't have an easy time to get my sneak, which make my attack.

Also, as I suggested to Boruuk, he should have move forward, now, even with the gate open, even if Hasifar and Knoepf are no more immobilized, we have no way to move as we are all stuck.

We need to concentrate our damage on a single chillborn and kill him before his aura kill us. Hasifar and Artemus are Strikers and that's there job. Boruuk should take care of the other zombie and try to give us some space if possible.

So nope, Artemus doesn't want to switch place as he want that chillborn out and thinks he can do it more easily than Boruuk.[/SBLOCK]

[sblock=OOC]
Actually, Artemus' job is to get the portcullis open so that the PCs can be in a line without two chillborn getting to aura four PCs at a time. Attempting to kill a zombie with Artemus being -5 to hit is suicidal.

Farce, you need to pick a new action for last round for Boruuk. Note: On Boruuk's turn, Zombie 3 has not yet come out of the alcove, so Boruuk can move towards it to give more room for the other PCs.
[/sblock]
 

[sblock=Farce]
You need to pick a new set of actions for Boruuk last round since technically, Boruuk couldn't move to the portcullis in order to open it (see side messages above).
[/sblock]
 


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