[Adventure] Rhapsody Part 2 (Judge: renau1g)


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Neurotic

I plan on living forever. Or die trying.
OOC: Intimidate is a standard action. You can try next turn.

Also it's against will +10 for hostiles and they have to bloodied to be forced to surrender. Of course, KD may rule they submit anyhow, but per the rules of intimidation in combat it is like I said above.
 

johnmeier1

Explorer
Baern drops Tooth, draws his handaxe and moves down the crates. Reaching the bottom he throws one at a human and charges in on the last zombie.

[sblock=actions]Free: Drop defensive waraxe on crate K10
Minor: Draw handaxe
Move: Walk L10->K11->J11->K12->L12
Standard: Throw and Stab - Throw at human 1 and move to M12 and Stab zombie 4 (take 5 damage)
Will make the zombie attack vs Reflex instead of AC
[/sblock]

[sblock=ministats]
Triggers: Unbalancing Parry (enemy misses Baern with melee attack)

Status: Hunter's Quarry on Human 1
Init: +3 Speed: 5 Perception:23 Insight: 16
AC: 21 NAD:19/15/17
HP: 22/62 Surges: 5/8 Surge Value: 14 AP: 1
Languages: Common, Dwarven
Str:19 Dex:10 Wis:16 Con:15 Int:10 Cha:10

Powers:
At-Will: Hunter's Quarry, Throw and Stab, Twin Strike
Encounter: Disrupting Strike, Off-Hand Strike,Second Wind, Unbalancing Parry, Battle Awareness, Serpentine Dodge, Lashing Leaves
Daily: Chainmail of Dwarven Vigor, Jaws of the Wolf, Opportunistic Waraxe, Snarling Wolf Stance

Full Character Sheet [/sblock]
 



KarinsDad

Adventurer
The wizard lays crumpled on the battlefield, smile still in place.


Cairn takes a moment to recover, he concentrates and the floor pulls up flowing over his form, repairing some damage and creating additional layer of armor over him. It also frees him from the zombie explosion caused sluggishness. He will make sure next zombie attack misses so he can go after the leader.


Hey wake up! Christina say moving over to Nyar. There are still badguys to blast with your magic! Using the ancient technique passed down by generations of druids, that of shaking one vigorously by the shoulders, Christina manages to rouse Nyar.


Narvala faces the leader again. "You are correct, this is intolerable." She said. "I can not allow your abominations to stand." And another burst of divine energy enveloped the leader and one of the humans.

Narvala kills the Leaders in a searing burst of red energy.

"Argggghhh." he cries as he dies. The rest of the humans look around nervously, but the zombie takes no notice and continues its attack.

"You might want to consider throwing down your weapons now." Narvala said, addressing the humans. It was possible they were only hired muscle, in which case Breland's justice might well let them live if they were sufficiently cooperative. The zombie would have to be destroyed, of course.


Yeah you think you can beat us adventurerers? Christina says. Give up now or we will pond you good and feed your to the bears! Pooh growls and licks his lips to back up her statement.


Baern comes down as fast as he can. Baern drops Tooth, draws his handaxe and moves down the crates. Reaching the bottom he throws one at a human and charges in on the last zombie.


It appears that there is someone that the brigands are more afraid of than even death. They head back up towards the catwalk, but continue to pelt the team with sling bullets. The first one misses Baern by a lot, the second one seeing Nyar stirring fires again at the Wizard, but also misses by a lot. The first shakes off the damage and the second pulls out a potion bottle.


Seeing the mass of stone surrounding Cairn, even the stupid zombie decides that there are easier pickings. It turns to attack the fleshling that just hit it, but misses terribly.

[sblock=OOC]
Note: If you cannot see the maps well, you can look at an earlier map to see where the crates are and what color they are.

Note: PCs are still down below the catwalk. If your PC is shown as on top of the catwalk on the map, s/he is really below the catwalk until you get up there.

Narvala hits the Leader for 17.

Note: Since johnmeier1 had Baern attack Human 1 which is illegal and since Human 4 has Superior Cover vs. Baern, I'm changing the target to Human 2.

Baern hits Human 2 for 5, takes 5 damage, and hits Zombie 4 for 9.

Human 2 misses Baern.

1 misses.

Human 4 misses Nyar.

3 misses.

Zombie 4 misses Baern.

5 misses.

10/41 Nyar, bloodied, prone
40/84 Cairn, bloodied, resist cold 5 and 2 squares around Cairn are difficult terrain for the enemies, regeneration 5 while bloodied, +2 all defenses USNT Cairn, +4 AC UENT Cairn
29/45 Christina
11/22 Pooh, bloodied
12/12 Rabberta
Human 2, (on green crates up 3)
16 Human 4, (on green crates up 3)
63 Zombie 4 (aura 1), bloodied
118 Leader, (on green crates up 3, under the catwalk), dead
36/50 Narvala
22/62 Baern, bloodied

Special note: if a PC enters a Zombie Aura, s/he will take 5 damage as if starting in the aura.

It's the PC's turn.


Ceiling: The ceiling is 35 feet overhead.

Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.

Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.

Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.

Stairs: The stairs to the south count as difficult terrain.

The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.

Entire room except columns 27, 28, and 29 are fully lit up.
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Luinnar

First Post
Fine, be that way! Christina says, pouting. She moves over and hops onto one of the crates and swings her staff attempting to hit the nearby human.

[sblock=actions]
Move:Christina O8
Pooh:N7

Standard:Tending Strike vs Human 4 (reach 2), 17 vs AC 15 damage and if hit Nyar gains 4 THP.
[/sblock]
[sblock=Christina Robins]
Christina Robins—Female Human Sentinel Druid 4
Initiative: +3, Passive Perception: 21, Passive Insight: 21
AC: 20+2, Fort: 20+2, Reflex: 15+2, Will: 18+2
Speed: 6
HP: 29/45, Bloodied: 22, Surge: 11, Surges left: 8/11;
Action Points: 0
Powers -
Tending Strike
Grasping Tide
Call Bear Animal Companion (Pooh)
Call Bear Spirit Companion (Rabberta)

Healing Word 0/2
Healing Spirit
Combined Attack 0/2
Barkskin
World Speaker's Command
Sudden Call

Speak With Spirits
Summon Giant Toad
[/sblock]

[sblock=Pooh the Animal Companion]
Pooh Chaotic Evil Bear Animal Companion:

HP:11/22 AC:17 Fort:19 Ref:15 Will:19

Perception 23 Speed 6

MBA:Melee 1:+9 vs AC, 1d12+8 damage.

Guardian Companion Aura 1:+2 power bonus to allies defenses.

Note:Moves whenever Christina takes a move action.
[/sblock]

[sblock=Pooh Aura Reminder]
Guardian Companion Aura 1:+2 power bonus to allies defenses.
[/sblock]
[sblock=Rabberta the Spirit Companion]
Rabberta Lawful Good Spirit Bear:

HP:22 AC:17 Fort:19 Ref:15 Will:19

Perception 23 Speed 6

[sblock=Spirit Companion notes]
The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 12 or more damage from a single blow, and Christina takes 7 damage. It is otherwise unaffected by attacks. It uses Christina's defenses.
  • It cannot be flanked and it does not grant flanking.
  • The companion can move 6 squares whenever Christina takes a move action. It is not affected by difficult terrain.
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"Go, get the fleshy live ones! I'll take care of the dead!"

Cairn connects with another swing cutting another hole in the zombie. Baern feels refreshed just being close to the elemental.

[sblock=Actions]
Free at the start of the turn: Baern/[MENTION=73730]johnmeier1[/MENTION] regenerates 5 hp
Move: Shift to M13, gain +1 AC & Ref
Standard: Weight of Earth vs Z4 AC; damage (1d20+11+1=29, 1d10+5=11) - Z4 takes extra 4 COLD damage (last round too, I just don't think it applies here) and is SLOWED and MARKED TENT Cairn
[/sblock]


[sblock=Cairn Stats]
STATUS: 2 squares around are diff terrain for enemies, regeneration 5 while bloodied; +4 cold damage on weapon attacks while bloodied, +1 AC & Ref, Z4 Slowed TENT
MARKED: Z4

Initiative +5; Senses Passive Insight 15, Passive Perception 19
HP 40/84, Bloodied 42, Surge Value 21, Surges 9/13
AC 22+1; Fortitude 20, Reflex 19+1, Will 19

MBA: +11 vs AC; 1d10+5 damage (+1 to hit if ally is adjacent to the enemy)

AP 0/1
Saving Throws:
+2 vs ongoing damage, take 10 or roll on death saves;
+2 item bonus vs. poison, weakened, slowed, immobilized, charm, fear and psychic effects
Resist 5 psychic

An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll

Speed 6

Warden's Fury
Warden's Grasp
Weight of Earth
Thorn Strike


Warforged Resolve
Second Wind
Thunder Ram Assault
Form of Winter Herald Attack
Earthgrasp Strike
Guiding Strike
Guardian's Counter
Guardian's Defense
Mountain Stature


Form of Winter's Herald
Wellspring Strike



Boots of the fencing master: minor encounter: shift 2 squares

[/sblock]
 
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drothgery

First Post
Although it goes against most of her instincts to chase after the humans while the zombie has yet to be destroyed, Narvala sees little choice and scrambles to the catwalk.[sblock=actions]
I think this works, anyway.
move: move to L8 (2 squares), up to K7 (2 more squares, that's 4), up to K6 (2 more squares for, for 6).
standard: move up to J7 (2 squares), then to K9 (2 squares), then up to the catwalk at K10 (2 squares)
[/sblock][sblock=Narvala]Narvala—Female Human Invoker 7 (Ordained Priest)
Initiative: +3, Passive Perception: 18, Passive Insight: 27
AC: 19, Fort: 17, Reflex: 20, Will: 22; (ranged attacks from >5 sq take a -1 penalty) — Speed: 6
HP: 36/50: Bloodied: 25, Surge: 12, Surges left: 0/6;
Action Points: 1, Second Wind: Not Used
Powers -
Sun Strike
Hand of Radiance
Vanguard's Lightning
Purging Flame
Wall of Light
Grasping Chains of the Justicar
Astral Step
Chains of Carceri
Shinning Symbol
Forceful Denunciation
Tide of the First Storm
Rebuke Undead

Preserver's Rebuke
Potion of Healing
Holy Gauntlets
[/sblock]
 

KarinsDad

Adventurer
As Narvala tries to climb up, she discovers a problem. The final crate that she walks over collapses under her, depositing her into a hole. A trap!

Narvala finds herself dropped 15 feet to the floor below, with crates all around her.

[sblock=OOC]
Crates in square K9 collapsed.

10 damage from fall.

Narvala is prone in square K9 at floor level with the most obvious way out being climbing straight up. The interior of the crates themselves form a designed pit.
[/sblock]
 
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