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

Dextyr takes a deep breath and tries to steady himself. You've faced worse than the likes of these he tries to tell himself as he takes a deep breath and gets ready for the rest of the fight.

[sblock=Mechaincs]
Not much Dextyr can do while dazed except take his second wind and hope that the crocs miss next round. Gain back 10 hit points and +2 to all defenses.
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Dextyr breaks free of the entwining vines as the two mystics advance. One swings his spear about and causes the plants near Murphy and Sheng to disgorge poison, both of them seems dazed by the gases. The other mystic relies solely on his spear as a weapon and charges Janus, critically wounding the wizard.

The crocodiles bite but only Dextyr is caught in the jaws of one. It grabs him and tears bloody flesh. Two more crocodiles rush from the water and maul Sheng, leaving the sorcerer bloodied and clamped in their jaws.

[sblock=mechanics]
Shorrin does not save vs Immobilize 1d20=7, Dextyr saves 1d20=14
Marsh Mystic 2 uses Bog Cloud on Q20 attacking Sheng 1d20+9=20 (vs Fort) and Murphy 1d20+9=18 (vs Fort), both take 2d8+4=11 damage and are dazed TENT and swims to H13
Marsh Mystic 1 does not recharge, charges Janus (to L17) and with spear 1d20+8=28 (CRIT) for 1d8+2=10 damage
Crocodile 1 misses Murphy with a bite 1d20+12=16
Crocodile 2 misses Shorrin with a bite 1d20+10=12
Crocodile 3 bites Dextyr 1d20+10=26 for 1d8+4=6 damage and Dextyr is grabbed
Each of them heals 3 damage at the start of their turn
Crocodile 4 moves and charges Sheng 1d20+11=20 (vs AC) for 1d8+4=11 damage and he is grabbed
Crocodile 5 moves and flanks Sheng bite 1d20+12=23 (vs AC) for 1d8+4=12 damage and he also grabs Sheng

Links to IC will be added soon, reminder that Sheng and Murphy have their AP yet (and Murphy will get another after this fight)
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[sblock=status]
Shorrin J18 19/50 Immobilized (save ends), Bloodied
Murphy O21 39/45 enemies that hit with melee take +1d6, Twin in L21, Dazed TENT
Janus L18 10/34 +2 to all defenses, bloodied
Dextyr K18 16/43 +2 to all defenses, grabbed, bloodied
Sheng O19 13/47 Dazed TENT, bloodied
Mystic 1 L17 -0hp used Bog Cloud, Swamp's Grasp
Mystic 2 H13 -0hp used Bog Cloud, Swamp's Grasp
Croc 1 K20/J21 -45hp Immobilized TENT Sheng, bloodied, 1 shroud
Croc 2 I18/H19 -10hp
Croc 3 K16/J17 -18hp
Croc 4 O17/N18 -0hp grabbing Sheng
Croc 5 Q17/P18 -0hp grabbing Sheng
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As the first croc bites Sheng, it draws some necrotic substance that intoxicates it. (14 dmg from armor to Croc 4).
Finding himself surounded and unable to move, Sheng, furious, screams. "Fools! Keept these beasts away from me, how do you think I can aid you like this?!" As he screams a foul green vapor surges from his mouth, and he blows, transforming the gas into deadly flames!

21 vs Croc 4 ref, and 13 vs Croc 5 ref for 15 dmg.


The sorcerer performs one last desperate attempt to push away the reptiles, assulting their minds. But he has lost way too many blood, and his attack fails

10 and 11 vs will for 15 dmg and pushes 3

Using AP for second attack. Don't I get any bonuses? I don't think I would hit with a 12 anyway...
 
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[sblock=OOC]
I'm not sure what the Heck Dex can do except throw out one more Majestic word. I will wait to see what everyone else is doing before going.
Also I will be away from computer access for a few days and will likely not be able to check back in until Friday or Saturday. If Dex's turn does come up his first choice would be to use Majestic Word on someone who needs it.
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Janus screams as he takes a spear through his stomach. The pain causes the wizard to loose control of the mystical energy coursing through his body. Eldrich waves of force lash out smashing the Mystic back whence he came, Janus screams again as the spear is ripped from his body. The energy spills over the adjacent crocodile but only manages to tickle the great beast.

Janus's staggers away, armour rent by spear and torn from energy discharges, it begins to pulse sending out waves of force.

[sblock=ooc]
Move Action: Stagger to K21
Standard Action: TW @ L,J,K 17,16,15 vs Fort: 1d20+7=; 1d6+6=
Croc 3: 1d20+7=8; 1d6+6=12
Mystic 1: 1d20+7=27; 1d6+6=12 push target to I14

Sorry for got to roll both at the same time.

Minor Action: Repulsion Armor Power (Daily): Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
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[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: 20/34, Bloodied: 16, Surge Value: 8+2, Surges left: 3/7
Initiative: +6
Action Points: 0, Second Wind: Used
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.
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Sheng's fury bloodied one of the crocodiles as Janus pushes back the charging mystic.

[sblock=OOC] Update, Sheng hits Croc 4 and bloodies it. Crocodile 1 was already bloodied. Janus crits the marsh mystic (I will use his damage roll on the other die for the implement bonus, so he does 18 damage)
Up: Murphy, Shorrin, Dextyr!
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Murphy continues to try and assault the crocodile, but this time his efforts are for naught. The stars in his head throw off his aim.

[sblock=ooc]
Free: Shroud on Croc 1 (that's 2)
Standard: Shadow Swarm on Croc 1 - shadow storm on croc 1 (incl +2 dmg for adj. craetures (excluded the shadow form), +2 for bloodied, +4 it's alone); shades (1d20+12=14, 1d10+5+2+4+2=15, 2d6=8) miss, but one shroud should still go off for 3


[/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:39/45, Bloodied:22, Surge Value:11, Surges left:4/8
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
Boots of the Fencing Master

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]
 

The shadows take some life from the crocodile, but it remains standing, threatening Murphy.

[sblock=OOC] Welcome to another week, I hope to see something from Dextyr and Shorrin soon. Good luck on IC to DMDanW and OnlyTheStrong.[/sblock]
 

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