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

[sblock=Actions]
Minor: Aegis of Shielding on Ghoul Ambusher 2: Marked
Move: Shift to L9
Standard: Phantasmal Assault vs Ghoul Ambusher 2

Ghould Ambusher grants CAdv and can't make OAtks til the Eont; White Lotus Riposte: if it attacks Kane it takes another 4 psychic dmg.
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As the last ghoul turns on Kane, he fends off its slavering advances with his arcane shield. Taking a step back he strikes out with his sword and reaches towards the ghouls mind. It pierces as if the blade itself had struck, visions of a radiant creature of burning light searing into its mind distracting it, leaving it open to attack from his comrades. Linked to it with his arcane shield Kane drops into the lotus position awaiting the ghouls pursuit, ready to burn deeper into its mind.

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 2
Passive Perception/Insight 13
AC:20, Fort:15, Reflex:16, Will:16, Speed:6
HP:19/33, Bloodied:16, Surge Value:8, Surges left:10/10
Initiative +1
Action Points: 1 (encounter): USED

Conditions

Powers
MBA: Dislocation Longsword +1, +6 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows:
Aegis of Shielding: Used
Channelling Shield: Used
Second Wind

Flaming Sphere: Used
Dislocation Longsword: USED


Combat notes:
[/sblock]
 
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OOC: Everyone focus the stupid ambusher. Kane made it grant CA, and with my Intuitive Strike hitting, it also grants an additional +2 to attacks, so its like, double-CA :D


As Kane pierces the mind of the weakened ghoul, Takahaan raises his sword and steps closer. With the mental warfare happening, the dragonborn aims a blow to the back of it, opening a gash up and causing it to reel with physical pain as well. In doing so, he gives his allies the perfect opening for a decent strike on the creature.

[sblock=Mechanics]

Minor: None taken

Move: Walk to O10

Standard: Intuitive Strike on Ambusher 2. Hits Will 26 for 10 damage. All players with CA over Ambusher gain a +2 power bonus to attacks on Ambusher TSNT[/sblock]
[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +3
Passive Perception: 11
Passive Insight: 10
Senses: Normal
AC:18
Fort:17
Reflex:15
Will:17 HP:32/34
Bloodied:17
Surge Value:8
Surges left:6/8
Action Points: 1

Powers:

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

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions
Grabbed by Ambusher 1


[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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"This pit is deeper than it looked..." Castile mutters. She takes a firm grasp of the rope and then dashes up wall as fast as she can manage. Despite the seemingly insurmountable distance, she manages reach the top with some exhausting effort.

[sblock=Castile actions / stats]Move: Run at 7 / 2 = 3 speed, climbing up to F22. Athletics 14 succeeds.

Move: Run at 7 / 2 = 3 speed, climbing up to B22. Athletics 13 succeeds. If I understand the Climb entry, reaching the last square also puts her on the surface, so she goes to L10 (but that seems weird, so maybe I misunderstand, hehe).

Running twice makes Castile grant CA and take -10 to attacks TSNT.

PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 3
Passive Perception: 18, Passive Insight: 13
AC:20, Fort:18, Reflex:15, Will:14, +5 saves vs poison, Speed:5
HP:4+27/45, Bloodied:22, Surge Value:11, Surges left:9/13
Initiative +1
Action Points: 0 (encounter)

Conditions
Granting CA TSNT
-10 to attack rolls TSNT

Powers
MBA: Waraxe, +8 vs AC, 1d12+7 damage (see Combat notes below)
RBA: Waraxe, +8 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

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement
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GM: L10 seems reasonable for Castile.

Just Hú Lí and Noriaki to go. I'll be out of town from the 5th to the 14th. While I should be able to get online during that time, I won't be able to update these maps (although you might be subjected to amusing hand-drawn ones).
 

ooc: [MENTION=14889]Mewness[/MENTION] Any thoughts on putting a timeframe on when you NPC absent players characters? [MENTION=6676736]Pentius[/MENTION] [MENTION=1642]BenBrown[/MENTION] Still around?
 
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Castile catches her breath for a few moments after the long climb out of the pit.

OOC: Bump! I'm still around, and I'm ready to finish off these ghouls.
 

Noriaki flicked his sword toward the ground, clearing it of ghoul blood. "We'll see a victory yet! To arms!" he shouted. Lifting his sword, the young warrior rushes the nearest ghoul, driving a deep gash in its side.


[sblock=Mechanics]Standard: Charge with Howling Strike. Landing in O12

Attack Roll: 1d20+13=24
Damage Roll: 1d12+1d6+5=15

[/sblock]

[sblock=Noriaki]
Noriaki Matsumoto
Male Human Thaneborn Barbarian 2
Initiative: +4(+6 with Takahaan)
Passive Perception: 11
Passive Insight: 12
Senses: Normal

AC:20
Fort:18
Reflex:16
Will:14
HP:20/39
Bloodied:19
Surges left:8/9
Surge Value:9
Action Points: 0

MBA: +8 to hit, 1d12+5 damage
Howling Strike
Pressing Strike

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

Swift Panther Rage [] [/sblock]
 
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OOC: I’m back and rarin’ to have my monsters killed! Or something. I’ll do a full update this afternoon.


It is said in the Kingdom of Jade that a sword may take years--decades--to reach its full potential. Even the finest bladesmith cannot awaken the spirit of a sword as part of the process of his craft--he knows only that the potential is there.

Noriaki’s sword has been in his family for generations. Many warriors of the House of Storms have carried it before him, and though it has always been a good weapon, its spirit has been quiescent. But now, as the blood flows freely from Noriaki’s many wounds, dripping down his own arm to run along the blade and mingle with the black ichor from the ravening monster he faces, a wild and terrible hunger stirs in the sword, a savage presence that desires only more blood--that of its master and its enemies both. Noriaki feels the presence build, and knows that it recognizes him. But will that recognition make it easier for him to control the sword’s power, or merely make him more susceptible to its influence?

[sblock=Treasure!]Noriaki’s sword becomes a battlecrazed fullblade +1. At least according to my records, Noriaki is bloodied at 18 hp, so the weapon’s property should be in effect. The ghoul is also bloodied.[/sblock]
 

Hú Lí dances around the edge of the pit, keeping her eyes on the foe the whole time. As she reaches a position next to Kane, the lilting figure she has been playing suddenly is interrupted by a single sforzando note. The uncanny force of the sound sends the ghoul flying backwards, wrenching Takahaan from its grasp as it flys away. Noriaki swipes at the creature with his sword as it passes him, but the new-found power of the blade is still difficult to control, and he manages only a glancing blow.[sblock=actions]Move: to L8
Standard: Staggering Note (Will) vs. Ghoul Ambusher 2: 7(1d20) +6 +2 +2 = 17 4 damage, and the ghoul is pushed to N14. Noriaki makes a basic attack.
Noriaki MBA vs. Ghoul Ambusher 2: 17(1d20) +9 +2 +2 = 30; 1(1d12) +1(1d6) +6 = 8[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 3
Initiative: +2, Passive Perception: 17, Passive Insight: 19
AC:18, Fort:12, Reflex:16, Will:17
:bmelee: +3 vs. AC, 1d6-1 damage

HP:27/34, Bloodied:17, Surge Value:8, Surges left:8/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance

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:
none
[/sblock]
 

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