[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)

GM: You're not considered enemies even when smacking each other, but I'll allow dimensional vortex anyway (the only reason that I didn't give Kane the option to use it before is that he couldn't see the ghouls at the time).
 

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[sblock] Awesome. Okay, Kane's priorities this turn will be Dimensional Vortex especially if mind control is aimed at Castile or Noriaki. He will transport ally/enemy to flanking position if possible against bloodied ghoul if it is still alive. Otherwise the same set up vs unbloodied ghoul.

Second priority is to Aegis of Shielding if the Ghoul he marks hits either Noriaki or the Fey Beast [/sblock]
 

Noriaki shrugs off the ghoul's poison with a slight breeze, stirring the air in the fetid catacombs. He darts between the ghouls and strikes out at one, but as he does, his mind registers Kovack's belt buckle, and he falters.
[sblock=Mechanics]
Reaction: Shrug it Off
Roll: 1d20=16, saved!

Standard: Pressing Strike on Ghoul 1
Effect: first shift to M7
Attack Roll: 1d20+12=17

[/sblock]
[sblock=Noriaki]
Noriaki Matsumoto
Male Human Thaneborn Barbarian 4
Initiative: +5(+7 with Takahaan)
Passive Perception: 12
Passive Insight: 13
Senses: Normal

AC:20
Fort:20
Reflex:18
Will:16
HP:32/45
Bloodied:22
Surges left:7/9
Surge Value:11
Action Points: 0/1

MBA: +10 to hit, 1d12+8 damage
Howling Strike
Pressing Strike

Escalating Violence []
Shatterbone Strike []
Howl of Triumph []
Shrug it off [x]
Heroic Effort []
Second Wind []

Swift Panther Rage [x]


Conditions:

Action Surge: +3 bonus to attack rolls made during an action gained by spending an action point.

Horned Helm: +1d6 to charge damage

Battlecrazed Weapon: +1d6 damage when bloodied

Feral Might(Thaneborn Triumph): Whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier(+2).[/sblock]
 

OOC: [MENTION=57009]Dekana[/MENTION] Free flanking for Castile! Just take my spot and flank with Nori, unless you'd rather go balls out and charge the fool who thought mind control would be fun. ;P

Takahaan groans as his armor drips blood from the grievous wound inflicted by his ally combines with the mental pain from the spell. He swears under his breath at the caster's mind control and grips Otaruhi Nodachi tightly. With a quick movement, he whips his blade through the air and catches the ghoul that sports the Captain's buckle in the back as it narrowly avoids Noriaki's swing.

"Captain! I will release your soul from this imprisonment. You deserve better!" screams the dragonborn, his combat fury having swept over him from the wounds he has sustained. He steps to the side and makes a quick gesture to Castile, so that they can surround the foe and release him from the torment.

[sblock=Mechanics]

Standard: Intuitive Strike on Ghoul 1. Hits Will 30 for 4 damage. Any allies who have CA over Ghoul 1 receive a +2 to attack rolls TENT.

Move: Shift to N5 to allow Castile to take the spot for her flanking with Noriaki.

Minor: Inspiring Word on self. Takahaan is healed for 14 HP, bringing him up to 28 HP.
[sblock=Rolls]Attack:1d20+13=30
Damage:1d10+3=4
Healing (put 11 instead of 10, it's one less) 1d6+11=15[/sblock][/sblock]
[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Normal
AC:20
Fort:18
Reflex:16
Will:18 HP:28/39
Bloodied:19
Surge Value:10
Surges left:5/8
Action Points: 0

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [ ]
Inspiring Word [x]
Flattering Charge [ ]
Vengeance Is Mine [ ]
Lamb to the Slaughter [x]
Spur To Action [ ]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]
Dwarven Chainmail [x]

Conditions

[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]
 
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"Ugh... what am I doing?" Castile draws back her weapon, stopping herself from attacking Takahaan again. "Taka, feel free to hit me I do that again."

Castile shakes her head at Takahaan's gesture. Instead of moving to flank with him, she walks around the pillar so she can slash at both of the ghouls simultaneously. She dispatches the first undead with ease.

[sblock=Castile actions / stats]Move: Walk to O7 (thanks Takahaan, but I want to be adjacent to both of the ghouls).

Standard: Hack and Hew:
  • vs Ghoul 1 crits for 28 damage, killing it, and Castile gains 8 THP. (1d20+9=29; 1d12+9+2=23; crit: 1d6=5)
  • vs Ghoul 2 misses AC 18. I'll let Kane's mark stand. (1d20+9=18)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21, Fort:20, Reflex:17, Will:16, +5 saves vs poison, Speed:5
HP:8+45/52, Bloodied:26, Surge Value:13, Surges left:7/13
Initiative +2
Action Points: 0 (encounter)

Conditions

Powers
MBA: Waraxe, +9 vs AC, 1d12+9 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement; ignore 1 square forced movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+6 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 

Hú Lí dances forward, her eye fixed on the female figure at the end of the hall. She continues playing her flute, but her magic is not strong enough to affect her foe.[sblock=actions]Move: to N4
Standard: Vicious Mockery (Will) vs. Nylithati: 3(1d20) +8 = 11; 5(1d6) +5 = 10 miss. :([/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 4
Initiative: +3, Passive Perception: 18, Passive Insight: 20
AC:21, Fort:14, Reflex:18, Will:19
:bmelee: +4 vs. AC, 1d6-1 damage

HP:37/39, Bloodied:19, Surge Value:9, Surges left:4/8
Action Points: 0, Second Wind: used
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery, Changeling's Armor
Blunder, Dissonant Strain, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance, Amulet of Seduction

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
[/sblock]
 

One of the ghouls falls under Castile’s axe with a sickening crunch. The other one, the one wearing Kovack’s belt, tries to rush at Kane but is obstructed by Castile. It snarls and digs its claws into her side. Castile feels half her body go numb.

The creature with the staff crosses behind the pillar. Once again the adventurers feel drawn to her maddening gaze, but only Noriaki succumbs. Head churning with terrible visions, he rushes at Takahaan with Arashi Tenken singing through the air. Kane raises his sword just as the blade strikes, and when Noriaki returns to his senses, his sword is embedded in the flesh of the ghoul.

[sblock=actions and rolls]Ghoul 2 attacks Castile. Ghoul 2 claws vs AC (-2 marked), Castile; damage
17(1d20) +10 -2 = 25; 8(2d6) +6 = 14
hits for 14 (6 real damage) and Castile is immobilized (save ends). I’ll assume Kane keeps his immediate available for Nylithati’s attack.

Nylithati unhinging gaze vs Reflex, Noriaki, Castile (-2 cover), Kane (-2 cover)
12(1d20) +7 = 19; 1(1d20) +7 -2 = 6; 4(1d20) +7 -2 = 9
hits Noriaki, misses the others. Noriaki takes Unhinging gaze damage
3(1d6) +5 = 8
8 psychic damage and slides to M6 to attack Takahaan. Noriaki melee basic vs AC, Takahaan; damage
13(1d20) +10 = 23; 12(1d12) +8 = 20
hits, so Kane uses Dimensional Vortex on Noriaki.

Kane dimensional vortex vs Will, Noriaki
16(1d20) +7 = 23
hits. Noriaki teleports to M8 and hits ghoul 2 instead. Damage should actually be 22 because of the fey beast.
Off-Turn Stuff
Virtue of cunning: Castile, Kane, and Takahaan were missed.

Kane used Dimensional Vortex on Noriaki.
[/sblock]

CAVES OF THE MOTHER: ROUND 3

[sblock=Terrain]Terrain
The alcoves have piles of bones and other detritus in them (represented by brownish crud). They are difficult terrain. The rest of the floor is normal terrain.

The pillars are blocking terrain but they are round and don’t make hard corners.
[/sblock]

[sblock=PCs’ Off-Turn Actions]Interrupts, Reactions, and so forth are listed here to help me remember them. It would also help me if you specify triggers for these actions. If you don’t, I’ll try to use them in sensible places.

Black Fox
Virtue of Cunning (no action; ally is missed)

Castile
Combat Challenge (interrupt; adjacent marked target shifts or makes an attack that doesn’t include Castile)
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Castile)
Shield Edge Block (interrupt; adjacent enemy hits or misses Castile with a close or melee attack): used if it will turn a hit into a miss.
Bold Victory Armor (free; Castile or an ally within 5 bloodies an enemy)

Kane
Aegis of Shielding (interrupt; marked enemy hits a target within 10 and the attack doesn’t include Kane)
Channeling Shield (interrupt; an attack hits Kane or an ally within 10): used to prevent a big or bloodying hit.
Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack): used if Kane can thump a non-minion with it.
White Lotus Riposte (no action; when an enemy Kane hits with an arcane at-will attack him before EoNT, that enemy takes 4 damage of the same type as the at-will dealt)

Noriaki
Shrug it Off (reaction; Noriaki is subjected to a save ends effect)

Takahaan
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Takahaan)
Vengeance is Mine (reaction; an enemy hits Takahaan)[/sblock]

[sblock=status]PCs
Castile (O7) HP 39/52; surges 7/13; AP used, immobilized (save ends)
Hú Lí (T5) HP 37/39; surges 4/8; AP used
Kane (P7) HP 44+2/44; surges 8/10; AP used
Noriaki (M8) HP 24/45; surges 7/9; AP used
Takahaan (N5) HP 28/39; surges 5/8; AP used, bloodied

Allies
Fey Beast HP (O8) 22/22
Imidoto (here? there? somewhere else?) HP 1 (minion)

Bad Guys
Ghoul 1 (N6) dead
Ghoul 2 (Kovack) (N8) 22 damage taken, marked by Kane
Nylithati (E5)
[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.

[sblock=Ghoul]Ghoul
AC 21, Fort 17, Ref 19, Will 16; HP 63, bloodied 31
:bmelee: Claws +10 vs. AC, 2d6+6 and the target is immobilized (save ends).[/sblock]
[sblock=Nylithati]Nylithati
AC 19, Fort 15, Ref 17, Will 16; HP 220, bloodied 110
:bmelee: Staff of Corruption +9 vs. AC, 1d8+5 necrotic damage plus 1d8 poison damage and the target is pushed 2.
[sblock=Immediate Interrupt (when Nylithati is hit by a creature adjacent to her)]Poison Spray: +7 vs Fortitude; if hit, the target is pushed 3 squares, slowed, and takes ongoing 5 poison damage (save ends both).[/sblock][/sblock]
[/sblock]
 

Attachments

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Kane moves with a sudden determination swerving around the columns, companions and foe alike to stand in a direct line of the undead enchantress.

He slashes his blade towards her us he pushes towards her mind attempting to pierce its dark depths and win an advantage for his companions. His attempt is however fruitless.

[sblock=Actions]
Move Action: Kane's path to K7 is as follows: P6, O5, N6, M6, L7, K7
Standard: Phantasmal Assault vs Nylathati

rolling...

Sigh.

Kane will use his Immediate Interrupt to protect anyone attacked by the ghoul.
If the Ghoul misses he will uses Channelling Shield to protect any of his allies hit by either Noriaki or Castile (in that order) [/sblock]

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 4
Passive Perception/Insight 14
AC:22, Fort:17, Reflex:18, Will:18, Speed:6
HP:(+2 THP] 44/44, Bloodied:22, Surge Value:11, Surges left:8/10
Initiative +2
Action Points: 0 (encounter):

Conditions:

Powers
MBA: Dislocation Longsword +1, +7 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows:
Aegis of Shielding: USED on Ghoul 2
Channelling Shield:
Dimensional Vortex: USED
Second Wind

Flaming Sphere: USED
Dislocation Longsword: USED
Amulet of Psychic Interference:


Combat notes:
Kane makes a SThrow vs Charm, Fear and Psychic effects at the start of his turn; if he fails he does not get another SThrow to end them at the end of his turn

Feybeast HP 22/22; AC 17 F/R/W 19/15/19
Perception +6
MBA: Claw: +9 vs AC; 1d12+2 dmg
Aura +2 dmg to all allies vs enemies in Fey Beast Aura
[/sblock]
 
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OOC: Still waiting on [MENTION=57009]Dekana[/MENTION], [MENTION=1642]BenBrown[/MENTION], [MENTION=6676736]Pentius[/MENTION], [MENTION=6676989]GROMkill[/MENTION]. I don't want to NPC 80% of the party.
 

As soon as Castile's legs go numb, she falls forward to the ground. Luckily, she lands axe-first into the ghoul. Daring to use the captain's belt as leverage, she pulls herself back onto her feet.

"W-wait, is that you, Captain?" says Castile as she resumes her defensive stance. "Come on, wake up!" At about this time, she recognizes how stupid that sounds.
"And, uh, un-ghoul yourself too."

[sblock=Castile actions / stats]Standard: Crushing Surge vs Ghoul 2 hits AC 22 for 15 damage and Castile gains 8 THP. I'll let Kane's mark stand. (1d20+9=22; 1d12+7+2=15)

Free: Castile bloodied the ghoul, so Bold Victory! Castile gains +2 power bonus to AC TENT Castile.

Minor: Dwarven Resilience. Castile uses her second wind. She's now at full hp and 6/13 surges. She gains another +2 to all defenses TSNT Castile.

End of turn: Saving throw vs Immobilized fails. (1d20=2)

I'll use Guardian's Counter if the ghoul attacks Noriaki.


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21+4, Fort:20+2, Reflex:17+2, Will:16+2, +5 saves vs poison, Speed:5
HP:8+52/52, Bloodied:26, Surge Value:13, Surges left:6/13
Initiative +2
Action Points: 0 (encounter)

Conditions
Immobilized
+2 AC TENT Castile
+2 defenses TSNT Castile

Powers
MBA: Waraxe, +9 vs AC, 1d12+9 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement; ignore 1 square forced movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+6 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 

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