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Adventure: The Power of Knowledge (DM: Fragsie, Judge: TwoHeadsBarking)

Growl unleashes a blast of wind that buffets three of the human thugs.

[sblock=Mechanics]Standard actions - Chill Wind, centered on L7, targeting Bandit 3, Rabble 5, and Rabble 6.

Chill Wind vs Bandit 3, Rabble 5, and Rabble 6 (1d20+5=17, 1d20+5=13, 1d20+5=25, 1d6+1=3)

Hits Fort 17 for 3 cold damage against Bandit 1, hits Fort 13 for 3 cold damage against Rabble 5, and hits Fort 25 - CRIT! - for 7 cold damage against Rabble 6. On a hit, Growl can slide the target. The rabble die on a hit, but I'll slide Bandit 3 to L7.[/sblock]

[sblock=Growl's Info]Growl- "Male" Warforged Druid 2
Initiative: +1, Passive Perception: 20, Passive Insight: 20
AC: 19, Fort: 15, Reflex: 12, Will: 17 - Speed: 6
HP: 35/35, Bloodied: 17, Surge Value: 8 (10 in beast form), Surges left: 11/11
Action Points: 2

Powers:
Chill Wind
Savage Rend
Swarming Locusts
Wild Shape

Barkskin
Darting Bite
Second Wind
Warforged Resolve

Faerie Fire
Enduring Beast Hide Armor +1 (Daily)

Full character sheet[/sblock]
 

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The druid's blast of icy wind takes two of the humans clean into the air, their surprise at suddenly discovering that they can fly is only momentarily surpassed by their surprise at not being able to control said flight.
As their bodies bash heavily into the stone pillar nearest them, the disturbing sound of their backs breaking echoes around the stone chamber.
[sblock=OOC] both Rabble are dead because you forgot to add +2 for combat advantage (surprise), the Bandit takes 3 damage, where do you want him to slide?[/sblock]
[sblock=Monster Stats]
Tomas - AC ? / Fort ? / Ref ? / Will ? / HP ?

Bandits - AC ? / Fort 12 / Ref ? / Will ? / HP ?

Rabble - AC ? / Fort 13 / Ref ? / Will ? / HP ?
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares[/sblock]
 
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[sblock=OOC\Waiting]That's entirely up to you, you can post now, and Ceryx will act now, if you think that Skalisss' actions will have an impact on what Ceryx will do you can wait.[/sblock]
[sblock=OOC\Initiative and combat rules]
This is a quick repost from the begining of the adventure just to remind you guys of how it all works :)

4 - I don't care in what initiative order you post; your action takes place at exactly the moment you post and as long as you only act once per round, it's all good.

The initiative in practice is only relevant once; the very first round.

Let's say initiative is:

Mesa 22
Matlal 17
BAD GUYS 16
Tor 12
Montroya 9
Andrec 8
Jarel Karn 5

That means Mesa and Matlal get to act before the BGs. I don't care in what order! If Matlal log in the thread before Mesa, don't wait, act first!

Once they have both acted, I play all of the Bad Guys.

Then everyone act, in whatever order.

It is possible that Mesa and Matlal will log on the thread before Tor, Montroya, Andrec and Jarel Karn have all acted. It doesn't matter, they can act! Once all 6 of PCs have acted (and acted only once, of course!), I run bad guys and then it's once more your turn. That simple.

I repeat; your actions take place when you post. Should you want to delay, then simply wait for the others to post.

It is very common when you play that way for a player to log last in a turn and then be the first to log back after I have updated the fight and played the BGs. This leads to a PC acting almost back to back. It matters little; in the end he still has acted only once in either round.

This saves a lot of time especially because most players can't log on the thread thrice a day to see if it's their turn yet. If you log on at any time after I have run the BGs turn you are free to post without waiting for your buddies to act in order.

Two frequent rules issues arise from this practice:

1 - What about effects that last 'until the end of PC's X turn'?

Often a leader will grant a bonus to someone else 'until the end of the leader's turn'. This will usually be interpreted as 'Until the end of the target's turn' instead. Good old common sense. The target doesn't lose the bonus if the leader acts before him and doesn't gain TWO turns of using the bonus if he manages to act twice before the leader acts again.

2 - What about PCs who purposefully delay taking their turn in order to give a chance to their allies to grant them a free save?

Ongoing damage and others conditions effect occurs at the beggining of your turn. If you know someone might grant you a free save (leaders can often do that) before you act, it may save you damage or avoid a stun effect to purposefully delay taking your turn, giving a chance for the other PCs to help you... That's cool. I don't mind. It just increases the value of team work which is a good thing.[/sblock]

EDIT: I thought you said 'am I' rather than 'I am', my bad :(
 


Skalisss lets his allies launch thier attacks then steps into the room to a defensible position.

"Murderersss! Asss Neteri is my witnesss justice will be ssserved!" He challenges them.

Move Action: Move to J12


[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 3 Character Sheet
L4Wrequest_09.jpg

Initiative: +1 Senses: Normal P-Perception: 13 P-Insight: 18
HP: 39 SurgeValue: 10 Surges: 11/11
AC:22 Fort:16 Reflex:14 Will:16

Action Points: 2 Second Wind: not used
Resist: none Speed:5
Conditions: none
BasicAttack: - "Sunblade", +9 to Hit vs AC, 1d8+5 damage
BasicRangedAttack: - Javelin, +7 to Hit vs AC, 1d6+4 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite
Righteous Smite
Dragon Breath
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle
Healing Surge from Dwarven Plate Armor
Motes of Light from Sunblade
[/SBLOCK]
[/SBLOCK]
 
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Ceryx closes in on the Paladin, carefully walking up behind him.

[sblock=Actions]Surprise Action = Move to I-13[/sblock]

[sblock=Ceryx's Stats]Ceryx - Deva Avenger 1
Passive Perception 19, Passive Insight 14
AC 18, Fort 13, Reflex 15, Will 15
HP 28/28, Bloodied 14, Surge Value 7, Surges 9/9
Speed 6, Initiative +0
Action Points: 2, Second Wind
[sblock=Powers]
Radiant Vengeance
Leading Strike
Avenging Echo
Memory of a Thousand Lifetimes
Oath of Enmity
Channel Divinity: Abjure Undead
Channel Divinity: Divine Guidance
Argent Mantle
[/sblock]
[/sblock]
 



Shane darts forward and left, cursing the thugs as he does so.
"What manner of evil is this? You're defiling a shrine!"



OOC: (J12)
 

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