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

http://invisiblecastle.com/roller/view/2906119/Knoepf, on the verge of death, looks within to aide his comrades one more time. Mumbling a silent prayer Knoepf taps into his last reserves. He then provides healing warmth to Vex. Keep going comrades. The Lady will provide strength and vigor to see us through!

[sblock=actions]
minor: healing word on self: HS + 2d6+11 = 20 for a total of 32 hp and saving throw

save vs -2 to hit: 1d20 = crit save Wow...how about that roll when using the halo of consequence on Sloane last round :)

action: bastion of health to Vex: HS +3

movement: slide to n8

[/sblock]

[sblock=statblock]

Knoepf: Dwarf Cleric 6

Advantageous Conditions:
Adverse Conditions: none
Initiative: +1 Passive Insight: 22 Passive Perception: 17
Senses: Low Light Vision
Saving Throws: +5 vs poison
HP 50 33
Bloodied 25
Surge Value 12; Surges Per-Day 8 2 left
AC =20 Fortitude 15 Reflex 14 Will 21 Speed 5
Action Point: USED
Second Wind:
Powers
At will:
Astral Seal
Sacred Flame
Floating Lantern
Encounter:
Divine Fortune
Healer's Mercy
Healing Word 2 (1 USED)
Bastion of Health USED[/COLOR
Bane
Hymm of Resurgence:
Daily Standard:
Life Transference USED
Beacon of Hope USED
Symbol of Perservence
Halo of Consequence
[/sblock]
 

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As Malehan wakes up, he quickly stands up and stare at Sloane. "Come here!" As she he brought nearer, Malehan slash at her but seems to have difficulty to hit her.

[SBLOCK=OOC]Malehan should be at 35hp [19 (Healing Word) + 16 (Healing Surge Value)]

Minor: Stand up (acrobat's Boot)

Standard: Abjure Undead vs. Will on Sloane (1d20+10=24, 4d10+6=34) If it hit, Sloane takes 32 damage and is pull to K8. And I guess Sloane is an undead... I hope.

Free Action: Enduring Spirit Vestments (+2 AC and 5 THP)

Move=>Minor: Soul Seeker to K7 (as Sloane is probably still in the air, I think I don't have

If Abjure Undead has hit
AP: Menacing Presence vs. AC on Sloane (1d20+13=18, 1d20+13=16, 6d4+12=23) Probably a miss :( SO Half damage.

From now on, anyone starting his turn next to Malehan takes -2 AC UEoNT.[/SBLOCK]
 

Unhappy at his inability to strike true so far, Garrick makes a big swing towards the Eladrin in front of him, missing once again.

[sblock=Actions]
Eldritch Strike on E2 (1d20+13=17, 1d8+6+1d6=10) [/sblock]

[sblock=Combat Stats]Garrick d'Orien, Human Warlock|Swordmage 6
Speaks in RoyalBlue
HP 41/57 Temp HP 0
Initiative +4
AC 23, Fort 19, Reflex 19, Will 17
AP 0, Surges 7/11
Second Wind [ ]
Diabolic Grasp [ ]
Channeling Shield [ ]
Dimensional Vortex [X]
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]
 

OOC: There were several instances of forgotten rolls or mistakes or whatever this time (this tends to happen most rounds).

It literally takes me a couple of hours to handle a single round and when players do not give me the information I need, or dice rolls needed, it takes me an extra hour to handle the round.

I'd appreciate it if everyone could help me out here. I really don't have time to go off and look at someone's character sheet. People need to write down everything that is pertinent to their PC's actions. Not just the name of the power (where I then have to go off and look it up).

For those who are due diligent about what their PC is doing and how their PC is doing it, this is not directed at you.

Thanks.


Acre just manages to swing his greatspear at the nearest Eladrin despite being immobilized.

Got to get her out of there, Acre thinks, and in a flash, he and Vex switch places.


Knoepf, on the verge of death, looks within to aide his comrades one more time. Mumbling a silent prayer Knoepf taps into his last reserves. He then provides healing warmth to Vex. Keep going comrades. The Lady will provide strength and vigor to see us through!


As Malehan wakes up, he quickly stands up and stare at Sloane. "Come here!" As she he brought nearer, Malehan slash at her but seems to have difficulty to hit her.


Unhappy at his inability to strike true so far, Garrick makes a big swing towards the Eladrin in front of him, missing once again.


The naked lady manages to slip out of her bonds and fires a bolt of arcane force at Ladoran. "I will not go quietly to my grave dragon. she declares.


"Sigh. This is almost embarassing when my sacrifice gets free. One more blast and then I'll go knock her out. Sloane, you finish these fleshlings off." Ladoran says before Lightning spews from his jaws, frying Acre and Malehan, before barely sizzling on Vex. He then flies back toward the altar.


Seeing the Dragon leave, the Eladrin decide to change tactics. They teleport around Acre and try to take him out. One slashes him in the calf, the other stabs him in the shoulder, but Garrick's timely magic intervenes.


Sloane flies down next to Knoepf. Looking at Malehan, Sloane attempts to overcome his will. But, he easily shakes it off. "No matter." she says as she attacks Knoepf, but he ducks below the claws.

[sblock=OOC]
Note: Malehan was at 27 hits points. Sloane hit him for 8 points (35-8=27) after Knoepf healed him last round.

Acre hits E4 for 17 and kills hims, and heals Vex.

Knoepf heals himself and Vex. Note: Vex is now out of healing surges.

Note: I have no idea where Knoepf was trying to move to since N8 is occupied by another PC and moving to N8 would have provoked an OA. So, I shifted Knoepf to N5 assuming he meant there and assuming he meant shift instead of slide.

Malehan misses Sloane with Abjure Undead (14+8+2CA-2=22 to hit just misses) and does not use Menacing Presence.

Enduring Spirit Vestments restores 5 hit points to Malehan (it does not give temp hit points).

Malehan misses both saving throws.

Malehan rerolls Immobilize save due to Acre's Broach of No Regrets.

13 saves.

Garrick misses E2.

The Lady hits Ladoran for 8 with Magic Missile.

Ladoran hits Acre and Malehan for 12, and misses Vex for 6.

13+mods hits, 9+mods hits, 3+ mods misses, 12 damage.

Neither Eladrin recharge their attacks.

fail

Eladrin 1 hits Acre for 9. Eladrin 2 hits Acre for 6. Immediate Interrupt Garrick AoS 6-9=0 damage.

16+mods hits for 9, 19+mods hits for 6.

Sloane misses on dominating Malehan.

5+mods misses

Sloane misses Knoepf.

1 automisses

Lady
Ladoran, 8
Eladrin 1
Eladrin 2, 27, Bloodied, cursed by Garrick, marked by Garrick
Eladrin 4, 51, dead
Sloane, 12, Oath of Enmity by Malehan
Knoepf 33/50
Acre 16/56, Bloodied, immobilized (save ends)
Garrick 41/57
Vex 27/61, Bloodied, regen 5 when bloodied, prone, immobilized (save ends)
Malehan 20/62, Bloodied, -2 to hit (save ends), +2 AC against adjacent enemies


It's the PC's turn.

The two walls to either side of the entrance way go up 15 feet, so someone could climb either the wall or the portcullis and still get out.

The "stairs up" in the corners, at the statue in the middle, and at the far end are difficult terrain. Everything else is normal terrain. The pillar squares holding up the ceiling are a squeeze, but creatures can diagonally move past them with no difficulty.

Note: there is a set of double doors at the south central part of the map which might be not easy to notice right away.
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Acre reels from the combined onslaught of his enemies. He lets out a wild roar which penetrates the minds of his enemies, wrong-footing them (Ardent Outrage triggers from Acre being bloodied - all enemies within 5 (El1, El2 and Sloane) grant combat advantage until the start of Acre's next turn).

// Acre's turn coming later

[sblock=Acre Stat Block]
Acre Hills, Half-Elf Ardent 6
Passive Perception 12, Passive Insight 14
AC 22, Fort 19, Reflex 16, Will 19 (base defenses)
HP 16/56 Bloodied 28 Surge Value 14, Surges 10/11
Speed 5, Initiative +4
Power Points: 0/4 Action Points: 1

Current Effects
bloodied
immobilized (save ends)

Encounter Resources
USED First Ardent Surge
Second Ardent Surge
USED Ardent Outrage
USED Dimension Swap
USED Body Adjustment
Blazing Starfall
Second Wind
USED Use Action Point

Daily Resources
USED Battleborn Acuity
USED Persistent Veil
Brooch of No Regrets
Bloodthirst Bracers
[/sblock]
 

[sblock=Combat Advantage]
Acre got bloodied by the Lightning attack by Landoran.

That means that Ardent Outrage affects E1, Sloane, and Ladoran, and does not affect E2 since he was out of range when it went off.

Also, regardless of when people post, everyone but Acre has Combat Advantage this next round against these 3 NPCs.
[/sblock]
 

[sblock=Combat Advantage]
Acre got bloodied by the Lightning attack by Landoran.

That means that Ardent Outrage affects E1, Sloane, and Ladoran, and does not affect E2 since he was out of range when it went off.

Also, regardless of when people post, everyone but Acre has Combat Advantage this next round against these 3 NPCs.
[/sblock]

[sblock=Thanks for clarifying]
Thanks for clarifying - I was going to ask who should get the CA, as "until the start of X's next turn" doesn't readily translate into our made-for-the-message-boards initiative system.
[/sblock]
 

Despite her injuries, Vex managed to struggle back to her feet. With a growl she surged forward towards the nearest eladrin, intent on cutting him down...

[sblock= OOC]
>Start of turn= bloodied, so regenerate 5
>Move= stand from prone
>Standard= Charge to M9, attack eladrin 2 with Howling Strike; +13 vs. AC= 20 (+1 from Charge hits AC 21); if that hits, deal 17 (10 initial, 5 Howling Strike, 2 since Iron Armbands now apply) damage and Vex gets 4 temp HP ; rolls Roll Lookup ; extra damage from Howling strike +1d6= 5; roll http://invisiblecastle.com/roller/view/2916765/

>End of turn: saving throw vs. Immobilized= 10 (success; roll included above); if this was a fear-based effect (wasn't specified, but rereading some of the last round hints it might have been, Vex would have actually saved last round (rolled a 6, but has +5 to saves vs. fear effects)
[/sblock]


[sblock= Vex]
Revekka Amalthea d’Deneith- Human hybrid Barbarian/Fighter 6
Initiative: +6, Passive Perception 19, Passive Insight 14
AC: 23 /FORT: 21/REF: 16/WILL: 16; Resist 1 (all); Speed 5
HP: 32/61, Bloodied 30, Surge value: 15; Surges left 0/11
>Stance: while bloodied, Vex has regeneration 5
>Macetail's rage: while raging, Vex gets 4 temp HP whenever she hits with an attack
+5 to saving throws vs. Fear effects
Action points 0 of 1 left; Second Wind: not used
Swordbond (1 mile), Badge of the berserker

Powers:
Howling Strike
Howl of fury
Cleave

Vault the fallen (used)
Sweeping blow (used)
Physician’s care

Macetail’s rage (active)
Rain of steel (Used)
Boundless endurance (active)

http://leb.wikia.com/wiki/LEB:PC:Vex_(pathfinderq1)
[/sblock]
 
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Ladoran...How can you be so arrogent! That is your fatal flaw. Yes, it looks like you have the upper hand at this point, and trusting your so called ally Sloane to clean up the mess is not a bad move. However, in my last encounter with her, she made it clear to me her true intentions...to kill you! With you gone, who else is there to stand in her way. She now takes control of everything you worked for. Look into her undead eyes dragon. See for yourself! Why not kill her now?

[sblock=bluff skill check]
I know that everyone is hurting, but it's worth a try at this point

1d20+5=14

[/sblock]

The cleric the moves away from Sloane.

ooc: shift northeast one square: m6

Then to his allies he states in a lowered voice. Stay closes my friends, let's see how this pans out. I can provide healing warth from the Lady, one last time, but not if you are too far away.
 
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