[Adventure] Trouble in Moonwatch (Judge: THB) - Part II

[sblock=KD]
Any push with the burst? [/sblock]

[sblock=OOC]
I generally prefer not to have players RP another's PC and with the group being small it's not too bad for me to NPC one player. If it was a larger group with more for me to do on updates I might ask for someone to run (Like I did in Cannith Caper). [/sblock]
 

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The spellcasters take off a few bits of the giant's skull, leaving its blackened brain exposed, while Rumbum continues to stand toe-to-toe with the other foe.

Shrouded in darkness, the zombie assaults Feall, but the drow easily ducks the clumsy blow.

The other zombie utters a deep, guttural moan as it picks up the orc and hurls him at his allies, Rumbum slams into Pok and River, falling to the stone floor. The giant steps next to Sheeva.

[sblock=Unlocked Stats]
Hulk: 22 AC; F/R/W: ??/20/20 [/sblock]

[sblock=ooc]
[MENTION=79956]dimsdale[/MENTION] - you can only take 1 Immediate action per round and so the armor daily power OR the Immediate Vengeance. Let's go with the immediate vengeance power this time, but in the future keep an eye on that ;)

[MENTION=2011]KarinsDad[/MENTION] - how do you haveCA against Hulk 2? doesn't affect things you hit either way, just curious

Rumbum hits & misses, pok hit, Feall and Sheeva hit

Pok - 1d20+10=24, 1d8+8=12 hit

Hulk 1 - vs ac (feall incl. -2 for conceal) (1d20+15-2=15, 4d8+5=30)
Hulk 2 - vs fort (1d20+13+2=24) juggernaut's rampage on Rumbum. Hits and pushes to W31, knocking rumbum prone and dealing dmg (3d8=18) to Rumbum and dmg to river/ pok (1d8+5=9).... sorry, 9 and 4 after weakened
[/sblock]

[sblock=Status]

Rumbum: 48/69; used 1 AP, used 6 surges, used Comeback Strike, blindness (save ends), grants CA to hulk 2 TSNT, PRONE
Feall: 45/45; bloodied, used Nightmare Shades, Sheltering Dark (Feall has concealment, and will be invisible until the end of his turn when he leaves the zone, used 1 surge
River: 49/69; used 1 AP, used 4 surges,
Pok: 29/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers
Sheeva: 46/48 - used 1 surge, used 1 AP, used Howling Tempest

init (1d20+7=20)

hulk1: -114 hp, bloodied
hulk2: -60 hp, weakened TENT (Rumbum)
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Rumbum gets up and steadies himself, then charges the foe...or where he thinks the foe is located since he still can't see... His attack misses as he slams into his enemy before having the chance to lift his arm to strike with his axe. Clearly the orc misjudged the distance he was thrown. The phsyical effects of the encounter on poor Rumbum are really starting to take their toll.


[sblock=actions]
movement: get up
minor: none
attack: charge (to Y30) to southern hulk: 1d20+14+1(charge) vs hulk ac: miss even before including the -5 for blindness

mark hulk

save vs blindness: fail a 4 this time
[/sblock]
 
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Feall teleports out of the sheltering gloom, but fails to reappear for a moment as he positions himself to strike. Unfortunately, his will fails him as he reappears a moment before he planned and he fails to take hold of the zombies 'mind' (such as it is).

[sblock=Actions/Rolls]Feall is no longer bloodied . . . Well, he might be after the hulk attacks.

Free: Assassin's Shroud vs. Hulk 01
Free: Move to Y28
Attack: Echoing Threat (1d20+10=14) vs. Will . . . miss. Shroud wasted.
Invisibility ends.[/sblock]

[sblock=Stat Block]
Code:
[U]Combat[/U]
 AC: 24     F: 16     R: 22     W: 20     HP: 45/45
 AP: 01                                   HS: 05/06

[U]Senses[/U]
Passive Insight: 13            Passive Perception: 14

[U]Attacks[/U]
Falchion                Repeating Hand Crossbow
Increment: Melee        Increment: 10/20
    Melee: +8               Melee: NA
   Ranged: NA              Ranged: +12
   Damage: 2d4+2           Damage: 1d8+7
                   Firestorm Bolt: 2
                      Spider Bolt: 4

[U]Powers[/U]
[COLOR="Green"]Assassin's Shroud[/COLOR]
[COLOR="Green"]Shadow Step[/COLOR]
[COLOR="Green"]Executioner's Noose[/COLOR]
[COLOR="Green"]Inescapable Blade[/COLOR]
[COLOR="Green"]Twilight Assassin Attack[/COLOR]

[COLOR="Silver"]Second Wind[/COLOR]
[COLOR="Silver"]Cloak of Shades[/COLOR]
[s][COLOR="Silver"]Cloud of Darkness[/COLOR][/s]
[s][COLOR="Silver"]Darkfire[/COLOR][/s]
[s][COLOR="Silver"]Echoing Threat[/COLOR][/s]
[COLOR="Silver"]Shade Form[/COLOR]
[s][COLOR="Silver"]Inescapable Shadow[/COLOR][/s]
[s][COLOR="Silver"]Nightmare Shades[/COLOR][/s]
[s][COLOR="Silver"]Sheltering Dark[/COLOR][/s]

[COLOR="Gold"]Skald's Leather Armor[/COLOR]
[COLOR="Gold"]Targeted for Death[/COLOR]
[COLOR="Gold"]Twilight Assassin[/COLOR]
[/sblock]
 
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[sblock=Mowgli]
You'll need to change the move action. Shadow step requires a different creature than the one you're adjacent to at the start to end next to. So you could go to X28 (but you'd be in Sheeva's Darkness cloud and therefore blinded

Shadow Step

You vanish into the shadow energy around one creature and then step out of it near another creature.

At-Will Shadow, Teleportation
Move Action Personal

Requirement: You must be adjacent to a creature.

Effect: You teleport 3 squares to a square adjacent to a different creature. [/sblock]
 

[sblock=r1g]Geez, I knew that! Cerebral flatulence strikes again! I'd originally meant to move him next to Sheeva anyway, then got distracted by my daughter and forgot by the time I got back. But I don't think he can teleport there anyway, can he. Besides not being able to see Sheeva from here, it's farther than three squares (map's not up right now, I could be wrong on that point).

He'll be invisible 'till the end of his turn, does that prevent opportunity attacks? If so I'll have him move like a civilian (just using his feet) to the square next to Sheeva.[/sblock]
 

[sblock=Mowgli]
FYI:
Invisible

If a creature is invisible, it has several advantages against creatures that can’t see it: It has total concealment against them, it doesn’t provoke opportunity attacks from them, and they grant combat advantage to it.[/sblock]
 


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