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[Adventure] The Darkest Night (DM: johnmeier1, Judge: Ozymandias79)

johnmeier1

Explorer
Unsurprised by their ally's brash attack, the party reacts quickly.

[sblock=OOC] All right, you beat the bad guys in initiative (except for Shorrin) so you can all go now except for him. The map and status is below, you got an extended rest on the boat down. Note the mounted combat rules also if you are unfamiliar.
[/sblock]

[sblock=status]
Name Position HP Surges AP Status
Murphy H13 45/45 8/8 AP 1
Janus H14 34/34 7/7 AP 1
Dextyr G13 43/43 10/10 AP 1
Tonk H9 44/44 8/8 AP 1 used: Guarded Attack, Furious Assault
Biker 1 H8 -34
Biker 2 M12
Biker 3 G19
Biker 4 D12
Shorrin H12 50/50 13/13 AP 1
[/sblock]

[sblock=map]
44085d1274704846-adventure-darkest-night-dm-johnmeier1-judge-ozymandias79-road1.jpg

[/sblock]

[sblock=mounted combat]
✦ Space: You and your mount occupy the mount’s space. If it is ever important to determine the precise location within the mount’s space that you occupy, you choose.
✦ Targeting: Targeted attacks can target you or your mount, as the attacker chooses. A close attack or an area attack affects both you and your mount if its area includes either of you.
✦ Opportunity Attacks: If your mount’s movement provokes an opportunity attack, the attacker chooses to target either you or your mount.
✦ Forced Movement: If an attack that forces movement targets you but not your mount, you can choose for your mount to also be affected, so that you and your mount continue to move together. If you don’t want your mount to be affected, you can be pushed off your mount if the forced movement carries you out of the mount’s space.
✦ Knocked Prone: An attack that knocks your mount prone also forces you to dismount. You move into a space of your choice adjacent to the now-prone
mount. If an attack knocks you prone, you immediately attempt a saving throw to avoid being dismounted.
[/sblock]
 

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renau1g

First Post
[sblock=ooc]
John,

Do we start with our weapons/shields drawn? Tonk seemed to have his mace out when he attacked. It makes the difference between having all my actions or needing a minor to draw + standard to get shield on. [/sblock]
 

johnmeier1

Explorer
[sblock=OOC] Whoops, forgot to answer your question and have been offline. Yes, you can have your weapons out/shields drawn (as they do) due to the circumstances. No surprise except for Tonk's brash attack, but also you all knew a fight was starting.[/sblock]
 

renau1g

First Post
Murphy moves before anyone else, having read Tonk's intent and his own predatory instincts spur him on. He draws upon the shadows and the half-orc's shadow crawled up the horse and onto the rider. Now Murphy began to get himself into position. He moved next to Tonk and then tumbled forward, into the horse's shadow and then appearing on the other side. His unexpected move threw the human off-balance and seeing the opportunity Murphy says, "Tonk! Now!"

[sblock=ooc]
*Spend a turn to set-up our real heavy-hitter...Tonk :.-( ...poor...poor assassins

Free: shroud on biker 1
Move: to I9
Standard: convert to move, Shadow Step to H6 to set-up Tonk
Minor: n/a

Reaction: Slayer's Escape - teleport to ?? (depends on the attack) and invisible TSNT - trigger: Murphy's hit by an attack (it's an immediate reaction though so the attack still hits)
[/sblock]

[sblock=ministats]Murphy Tang Male Human Assassin 6
Initiative: +6, Passive Perception: 17, Passive Insight: 14, Senses: Normal
AC:22, Fort:17, Reflex:20, Will:20
HP:45/45, Bloodied:22, Surge Value:11, Surges left:8/8
Action Points: 1
Powers:
Executioner's Noose
Shadow Storm
Assassin's Shroud
Shadow Step
Changeling Disguise

Shadow Darts
Army of the Night
Sneak Attack
Changeling's Trick
Cloak of Shadows
Slayer's Escape
Shade Form

Targeted for Death
Twilight Assassin
Talon Amulet
Deathcut Leather Armour


Conditions:

Important Stuff: When Murphy kills with a melee attack, gains 5 thp.
When attacking with CA, add +1 damage (Talon Amulet)

Full sheet: [/sblock]
 
Last edited:

KenHood

First Post
"Okee-dokee!" shouts Tonk, giving Murphy the thumbs-up.

"Ha-ha! Is time for the happy! Is time for the fun!" shouts the half-orc, feinting at the horse's eyes and following up with a brutal blow to the rider.

//Standard Action: Happy, Happy Fun Super-Smash! (aka Hounding Assault)--1d20+10+2=28 v. AC; Damage=2d8+10+2d8=35. Until the end of encounter, all of Tonk's attack are RATTLING! Rider suffers a -2 penalty to all attack rolls until Tonk's EONT.//

"Weeeeeeeeeeeeeee!" squeals Tonk, flipping backwards, dodging blood and bone and bits of brain.

//Move: 'Bouncy Bounce' (aka Tumble) -- Tonk shifts to H11.//

"Whooooo-hooooo!" he cries, reversing his flip, flying up into the air, and braining the rider yet again.

//Action Point: 'Stomp-and-Splat!' (aka Jumping Blade Assault), as part of CHARGE! -- 1d20+10+1+2=24 v. AC, Damage: 2d8+10+1d8=27, Luckbender Gloves used to re-roll 1d8 (1d8=5), making damage 30 points. Rider is knocked prone and suffers -2 penalty to all attacks until Tonk's EONT. I do believe that stacks since the penalty is unnamed...//

Conditional Actions...
If the rider is dead, Tonk shifts to H10 and shouts, "See! I tell you no be stupid, but you no listen! Now you dead, dummy!"

If the rider is not dead, Tonk holds his position at H9, kicks dirt on his prone enemy, and shouts, "Now maybe you be nice, dummy?"

Either way, Tonk gains a +1 bonus to AC until EONT.
 

changer

First Post
[sblock=ooc]
I'm waiting to hear if tonk finished off the 1st guy. Also will the trees give us some kind of cover from within?
[/sblock]
 

johnmeier1

Explorer
Tonk's final attack knocks the rider from the horse, seemingly dead.

[sblock=OOC] The last attack killed Biker 1 after the first attack bloodied him. Janus and Dextyr to go before the rest of the bikers.
[/sblock]
 


changer

First Post
Janus moves amongst his comrades feeling just a little exposed at the rear of the group. Casting a lance of freezing energy at the northern rider, he trips on his cloak and the ray turns a low flying gamit into a hurtling hail stone.

[sblock=ooc]
Move Action: Move to H11
Standard Action: Rof at B4: 1d20+7=12; 1d6+6=11
[/sblock]

[sblock=Stat Block]
Janus Reinhardt - Male Human Wizard 4
Passive Perception: 15, Passive Insight: 21
AC: 20, Fort: 14, Reflex: 18, Will: 18 -- Speed: 6
HP: 34/34, Bloodied: 16, Surge Value: 8+2, Surges left: 7/7
Initiative: +6
Action Points: 1, Second Wind: Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Color Spray, Freezing Cloud (Not Memorized), Sleep (Memorized),
Expeditious Retreat (Memorized), Feather Fall (Not Memorized)

Dragonling: Furi-Zu
AC: 20, Fort: 14, Reflex: 18, Will: 18 Speed 5, Fly 6 (hover)
HP: 1. a missed attack never damages it.
Constant Benefits: Can read and speak Draconic. When you spend a healing surge regain 2 additional HP.
Active Benefits: Dragons Breath. Once per encounter, use dragonling’s space as origin square for a close blast arcane attack power.
[/sblock]
 

DMDanW

First Post
"Way to go Tonk!" Dextyr shouts as he makes his way over to his comrade. He then then turns and looks over at one of the other bikers. "You're next furball" he shouts at him, a wave of painful psychic energy lacing his words.

[sblock=Mechanics]
Move Action = move to H9
Standard Action = Vicious Mockery vs Biker 2; 1d20+6 (Vicious Mockery)=22vs Will; if a hit then 1d6+4=9 damage, & target takes a -2 penalty to attack rolls till end of Dextyrs next turn.
Minor Action = draw longsword
[/sblock]
 

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