[Adventure] Murder Most Foul! Part 2 (Judge: EvolutionKB)


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[sblock=Garrick]

Eladrin 2 does not recover force blast.

2

Eladrin 2 runs away from Garrick.

Garrick is at N-1, Eladrin is at N-2, Garrick gets an Opportunity Attack at +2.

Depending on whether Garrick hits will determine the rest of the Eladrin's actions.

47/56 Garrick, 2 temp hit points
35/61 Vex
-9/62 Malehan, prone, Bloodied, unconscious, dying
Eladrin 2, 16, Oathed by Malehan
30/56 Acre
30/50 Knoepf
[/sblock]

OOC: [MENTION=10309]Otakkun[/MENTION]?
 
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Garrick quickly slices at the Eladrin, biting deep into the archers flesh.

[sblock=Combat Stats]Garrick d'Orien, Human Warlock|Swordmage 6
Speaks in RoyalBlue
HP 47/57 Temp HP 2
Initiative +4
AC 23, Fort 19, Reflex 19, Will 17
AP 1, Surges 11/11
Second Wind [ ]
Diabolic Grasp [ ]
Channeling Shield [ ]
Dimensional Vortex [ ]
Fey Switch [ ]
Vestige of Baatar [X]
Frost Backlash [ ]

Special
+2 bonus to defenses when shadow walk is activated (concealment)
+2 item bonus to all defenses against enemies under his warlock curse.
+2 temp HP every time Garrick hits with an arcane power an enemy marked by him.
When an enemy Garrick has hit with an at will arcane attack power attacks Garrick before
the start of his next turn, that enemy takes 4 damage (same type of Garrick's attack).
Darkvision until next extended rest
[/sblock]
 

The Archer picks up a burst of speed and runs down the stairs. Garrick is not able to stay up with him and hears him continuing to run away.

[sblock=OOC]
Ok, this encounter has been going on for over 3 months now. That's long enough. Sorry for letting this drag out and not ending it sooner. I waited for Otakkun's response this time because he could have slid the archer back to the group with his OA. Since he didn't, the archer gets away.

Malehan needs a death saving throw. He has already failed 1 of them.

Note: I couldn't find a stat block for Knoepf for this entire encounter, so I don't know how much healing he has remaining. It looks like Acre is out of healing. Until someone can help Malehan, he will continue to need death saving throws.


47/56 Garrick, 2 temp hit points, still at square N-1
35/61 Vex
-9/62 Malehan, prone, Bloodied, unconscious, dying
Eladrin 2, 30, Oathed by Malehan, Bloodied, fled
30/56 Acre
30/50 Knoepf

It's the party's turn.
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[sblock=ooc]
Since this encounter knoepf has used Bastion of Health, Second Wind, and both Healing Words...he also double moved 10 times...
[/sblock]


Knoepf moves foward, then slides down the ramp to reach his comrade. Maleham, I hope I've reached you in time friend. Knoep closes his eyes and mumbles a silent prayer. He then reaches down and touches Maleham. Immediately, the healing warmth of the silver flame spreads through his body. Maleham's eyes open. Knoepf, on the other hand, grimaces in pain and is forced to sit down. Turning to his now conscious friend Knoepf states: Rise now friend. Let's put an end to this fell sorcerer once-and-for-all.

[sblock=actions]
movement: move to Maleham...should get there in one movement if Knoepf slides down the ramp...correct?
minor: none
Life transference on Maleham: Knoepf takes 11 points damage and heals Maleham for 23.
[/sblock]
 

[sblock=ooc]
Since this encounter knoepf has used Bastion of Health, Second Wind, and both Healing Words...he also double moved 10 times...
[/sblock]

[sblock=OOC]
He should have run instead of double moved. He would have gotten 14 squares instead of 10 each time and gotten a few more other actions in. ;)
[/sblock]

[sblock=actions]
movement: move to Maleham...should get there in one movement if Knoepf slides down the ramp...correct?
[/sblock]

[sblock=OOC]
Actually, he cannot get there in one move action by sliding down the ramp. The distance is too far.

On the bright side, though, he doesn't take 2d6 damage from the acidic black liquid on the ramp for doing so.

He can only get to Malehan with a single move action by hopping down off of the floor and into the pit at square R7. The Acrobatics check is DC 15.

If he makes it, he's not prone and takes no damage. If he fails, he takes 1d10 damage and is prone if he fails his saving throw, but he is adjacent to Malehan which allows him to heal him this round.
[/sblock]
 

[sblock=OOC]He can only get to Malehan with a single move action by hopping down off of the floor and into the pit at square R7. The Acrobatics check is DC 15.

If he makes it, he's not prone and takes no damage. If he fails, he takes 1d10 damage and is prone if he fails his saving throw, but he is adjacent to Malehan which allows him to heal him this round.
[/sblock]


ooc: let's go with the jump option. 1d20 = fail :)

Seeing that Malehan's situation is dire Knoep leaps off the ledge. As he does so his foot slips a bit causing him to belly flop onto the floor next to his fallen comrade. Ugghh. The cleric takes a moment to catch his breath, ignoring the searing pain from the fall. Reaching out from his prone position he touches Malehan. The soothing flow of healing spreads throughout Malehan's body while the action causes the cleric even more pain. Stand now friend. Let's put an end to the foul evil in this place.
 

Vex leaned around the corner, just in time to see the eladrin making his escape. She cursed again, emphatically, but didn't bother to give chase. "As much as I hate letting him go, we didn't come to fight him, after all," she said in a much calmer tone, to no one in particular. Then she headed back over to knoepf and Malehan. "Are you both all right?"

[sblock= OOC]
>Free= speak
>Move= to Q4 (top of stairs)
[/sblock]
 

OOC: Ok, posting has been a bit sporadic recently. Let's get everyone back up to a once every day or two posting rate. The light is at the end of the tunnel for this adventure. I assume that everyone is ok with the group taking a short rest. Take multiple short rests to get everyone healed up, calculate how many heals that needs to be (roll as appropriate), and we'll move on. [MENTION=79956]dimsdale[/MENTION], [MENTION=74526]nerdytenor[/MENTION], [MENTION=10309]Otakkun[/MENTION], [MENTION=48394]pathfinderq1[/MENTION], [MENTION=13739]Velmont[/MENTION]


The group checks out the two bodies, but except for a few weapons, there is nothing to be found on them.

Picking up the sunrod and checking out the massive doors at the far end, the team finds that they are locked. The doors are 8 foot tall, 5 foot wide, and have iron bands on them similar to the door that the group broke through earlier.


Note: Who will be carrying the sunrod, or will you be putting it away? If so, what will you be using for light?

[sblock=Knoepf]
Knoepf takes 6 damage jumping into the pit.

6
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