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

[sblock=OOC]Not sure exactly how far away the Dwarves are, so I'll assume they're within 5 squares . . . if not, I'll have to revise my actions.[/sblock]

Before he can be seen, Feall steps through the shadows and reappears behind the closest Dwarf, thrusting at its back in an ineffective attempt to pierce its armor. As he pulls the blade free he drops a shroud on his victim and shouts out, "Come and play, fellas!"

[sblock=Actions]Standard: Teleport to (Dwarf 01?) as part of Inescapable Shadow (1d20+16=22) vs AC for (4d4+11=21) damage (if it hit).
Free: Assassin's Shroud on this target, speech.[/sblock]

[sblock=Stat Block]
Code:
[U]Combat[/U]
 AC: 24     F: 16     R: 22     W: 20     HP: 45/45
 AP: 02                                   HS: 05/06

[U]Senses[/U]
Passive Insight: 13            Passive Perception: 15

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

[COLOR="Gold"]Skald's Leather Armor[/COLOR]
[COLOR="Gold"]Targeted for Death[/COLOR]
[COLOR="Gold"]Twilight Assassin[/COLOR]
[/sblock]
 
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Feall is scouting and as Rumbum moves onto the stairs, the drow teleports to the top of the stairs, his blade slashing, but the heavy clang of steel on steel is heard. The group appears to have surprised the humanoids in the room as they're slow to react.

[sblock=Feall]
The walls and ceiling to the south have collapsed, rubble trailing out to a rift that splits the floor. The room continues past a wall that abuts a rough stone shrine. To the north stands another wall and a splashing fountain.

You see a tiefling and human standing behind cover, the human behind the shrine and the tiefling partially behind the wall. [/sblock]

[sblock=Unlocked Stats]
Dwarf: 25 AC ??/??/?? F/R/W
Tiefling: ?? AC ??/??/?? F/R/W
Human: ?? AC ??/??/?? F/R/W

[/sblock]

[sblock=ooc]
*Feall misses.

[/sblock]

[sblock=Status]

Rumbum: 69/69; used 1 AP, used 7 surges, used Comeback Strike,
Feall: 45/45; used 1 surge,
River: 69/69; used 1 AP, used 5 surges, used Virtue's Touch
Pok: 38/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers
Sheeva: 48/48 - used 1 surge, used 1 AP, used Howling Tempest

Enemies

Dwarf 1: Superior Cover (except to Feall)
Dwarf 2: Superior Cover
Human: Superior Cover
Tiefling: Superior Cover (Cover from Feall)


Illumination: Everburning torches (bright 5) along all walls.

Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)

Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.

Bedrolls and Fire Pit: These are difficult terrain.

Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.

Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).

Fountain Pool: The pool of water and the wet floor around it are difficult terrain.

init (1d20+7=10)
init (feall, river, rumbum, sheeva, pok_ (1d20+8=26, 1d20+4=22, 1d20+3, 1d20+6, =[16, 3], [20, 6])pok (1d20+5=6) Everyone but Pok goes first....
[/sblock]
 

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Even as his falchion is clanging from the Dwarf's armor, Feall is moving. Quick as a thought, he drops another Shroud on the Dwarf and steps back into the shadows, reappearing beside his new Orc friend. His falchion lashes out, extended by the shadows, but again fails to connect.

[sblock=Actions]Free: Assassin's Shroud on Dwarf 01 (Total of 2, does not trigger)
Move: Shadow Step to P22
Standard: Inescapable Blade (1d20+14=19) vs. Dwarf 01 AC (Ignores Cover/Superior Cover) but still misses :erm:[/sblock]
 
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As Freall reapears by his side Rumbum pauses briefly. We attack now..yes!...ok! The orc bounds up the stairs, then unleashes a forcefull attack on the dwarf to the right. In an attempt to push the foe, Rumbum looses his footing when he accidently steps on a piece of rubble. agggghhh...you hard to hit!...I get you next time.

[sblock=actions]
minor: none
movement: move to m19
action: tide of iron: 1d20+14=miss

mark dwarf2
[/sblock]
 

Pok stands very still and quiet, not wanting to be noticed after Feall gives the signal.


OOC: 30 stealth for superior cover at init, 30 stealth




[sblock=OOC OOPS]

So... after rolling this, I noticed Pok doesn't go yet... Please ignore... or laugh...


Move N23

Standard Phantom Bolt on Dwarf 2
20 vs will
12 psychic damage and slide the dwarf (M21 if falling damage is possible) M20

Pok will use moonstride, fade away, or cape of mountebank, depending on situation.
Roll lookup


[/sblock]
 
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[sblock=River/Rumbum]
You can both see this now (it was Feall's sblock before):
The walls and ceiling to the south have collapsed, rubble trailing out to a rift that splits the floor. The room continues past a wall that abuts a rough stone shrine. To the north stands another wall and a splashing fountain.

You see a tiefling and human standing behind cover, the human behind the shrine and the tiefling partially behind the wall. [/sblock]
 

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