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

KarinsDad

Adventurer
Again, Sheeva doesn't say anything. She concentrates on the foe, apparently determined to finish this quickly.

[sblock=Actions]
Sheeva should no longer be -4 to AC (unless that was Sheeva's TENT, not the creature's).

Move: Shift to K19
Standard: Lightning Strike on creature

22 vs. Reflex, 18 Lightning damage.

If this hits, the creature takes 5 Lightning damage if it attacks Sheeva.
[/sblock]

[sblock=stat block]
Sheeva - Female Drow Sorcerer
Advantageous Conditions: resist 5 Lightning and Thunder
Adverse Conditions:
Initiative: +7 Passive Insight: 18 Passive Perception: 13
Senses: Darkvision
HP 31/48
Bloodied 24
Surge Value 10; Surges Per-Day 4/6
AC 19 Fortitude 14 Reflex 18 Will 21 Speed 6
Action Points: 1
Second Wind: Not Used

Powers:
At will:
Blazing Starfall
Lightning Strike

Encounter:
Bedeviling Burst
Cloud of Darkness
Dragonflame Mantle
Second Wind
Storm Soul
Sudden Scales
Stoneskin
Thundering Gust

Daily:
Howling Tempest
Lucky Charm
Thunder Leap


Trained: 7 Arcana, 13 Bluff, 8 Insight, 13 Streetwise

Untrained: 7 Acrobatics, 3 Athletics, 8 Diplomacy, 3 Dungeoneering, 3 Endurance, 3 Heal, 2 History, 10 Intimidate, 3 Nature, 3 Perception, 2 Religion, 9 Stealth, 7 Thievery

Feats:
Mark of Storm
Superior Implement Training (Accurate Dagger)
Dual Implement Spellcaster
White Lotus Riposte

Magic Items:
Belt of Nourishment
Lucky Charm +1
Magic Dagger +1
Magic Dagger +2
Potion of Healing
Siberys Shard of the Mage
Stoneskin Cloth Armor +1
Stoneskin Cloth Armor +2
[/sblock]
 

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CaBaNa

First Post
OOC: I'd like to attempt pushing the statue down the stairs, Pok may even climb between the wall, and statue, to get better leverage and push. What kind of actions/rolls would those two things require?
 

KarinsDad

Adventurer
OOC: I'd like to attempt pushing the statue down the stairs, Pok may even climb between the wall, and statue, to get better leverage and push. What kind of actions/rolls would those two things require?

OOC: It requires a 7.5 foot tall Minotaur with a Strength of 22 and a name of Gronan the Barbarian, but it'll be a hoot to watch Pok try. ;)
 

dimsdale

First Post
Hey! Where you go! The blurred form of the spawn does not stop the continued hacking of the orc's axe, striking for a minor wound after seeing an opening in the spawn's defenses from Feall's attack. The orc then swings again, sweeping his axe in a wide motion hoping to connect with something, which it does for another minor wound.

[sblock=actions]
-5 nerotic damage from aura

OA (Bedeviling Assault): 1d20+14+2(CA) vs spawn AC: 26 for 15/2 = 7 damage

minor: none
movement: none
attack: brash strike: 1d20+16 vs spawn AC for 1d12+11 = 24 for 15/2 = 7

Rumbum grants CA to spawn TBNT
Rumbum continues mark on spawn

[/sblock]
 

Velmont

First Post
River continue to absorb the pain of his companions. He send a bolt of pure light to the creature. "Release this people from your master grasp, then leave this place, creature. Leave and don't come back. This is the only way we will leave you go."

[SBLOCK=OOC]Having hit last round, I had 2 THP...

Start: Ongoing 5 damage => 35/69 (Rumbum => 68/69)
Minor: Sustain Consecrated Ground

Assuming the creature is not yet bloodied:
Standard: Sacred Flame vs Refl on Creature (1d20+13=32, 1d6+7=11) Hit for 11 radiant damages (before insubstantial) and Rumbum gains 9 THP.

If he has been bloodied:
Standard: Astral Seal (Same attack roll, so hit). -2 to all defenses to the creature, next person to hit would regain 7 HP and make a saving throw. River would gain 2 THP.

Move: Talk[/SBLOCK]
 


renau1g

First Post
The heroes continue to batter the Khyber-spawn. Pok has an idea of his own and pushes with all his might on the large stone edifice. Unfortunately, the only thing that he is able to accomplish is climbing the statue.

The creature growls and suddenly disappears.

It reappears a moment later behind River, it's large claws tear into the shifter's back and it's jaws clamp down on the back of his neck. River throws the beast off, but not before it drains some of his essence. The beast looks ready to pounce again, but River is ready and he manages to avoid the worst of its blows.

[sblock=OOC]
Creature:
Minor: turns invisible
Move: Somewhere
Standard: Raking Assault on River - rake (1d20+11+2=29, 2d10+3=11) hits for 11, then bites bite (1d20+11+2=30, 2d10+3=15) hits for 15.
Free: Unspeakable Violation - vs fort (1d20+9=23) River loses a HS and the aura does 10 damage next turn.
2nd Action: raking assault (1d20+11=13, 2d10+3=22) miss
AP:raking assault (1d20+11=15, 2d10+3=17) miss

Everyone hits.

I believe that there are 3 effects going to hit River at the start of his turn. My thoughts on the order are this:

1) Consecrated Ground to heal 5 hp and make a save
2) River of Life - takes 5 damage and heal ally
3) The Creature's aura of 10 damage.

The damage will be enough to ko River, unless he chooses to make a save under effect #1 against #2.

[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; ??/18/16 F/R/W
Jaryn: 23 AC; ??/24/18 F/R/W
[/sblock]


[sblock=Status]
*Yellow Zone - The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 4 modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points and can make a saving throw. Sustain Minor: The zone persists.
*Red Zone - if you start there you take 5 necrotic damage. 10 this turn!

Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter
Feall: 41/45; used 3 surges,
River: 9/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, ongoing 5 damage (Stream of Life), bloodied, -2 AC TENT (Khyber)
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest,

Enemies

Spawn of Khyber : -66 hp,. Until the end of the encounter, once per round when an ally hits the target with a melee attack, Rumbum gets to make a basic melee attack with CA against the target as a free action, marked (Rumbum) , used AP, used Invisibilty, used Shadow Evasion.

Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud

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 (Jaryn, Pok, Sheeva, feall, river, rumbum) (1d20+11=16, 1d20+5=21, 1d20+7=19, 1d20+8=9, 1d20+4=6, 1d20+3=13)

[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Feall takes a short step to put himself in better position and calls a noose from the shadows. He sends the dark rope hurtling toward the Khyber spawn. The noose settles around the dragon's neck and Feall gives it a barely perceptible tug; the force of his pull is magnified through the shadows and the Spawn feels itself pulled inexorably toward the assassin.

At the same time, Feall's shadowy twin steps up and lunges with its falchion. The blade just misses.

[sblock=Actions]Move: Shift to K13
Free: Shroud on Khyber Spawn
Standard: Attack vs. Fort (1d20+11=20) for (1d6+1d6.minroll(2)+7=12) Damage. Pull Khyber to N10, and it is Slowed TE(Feall's)NT.
Twilight Assassin: Move to N11 and Attack vs. Reflex (1d20+10=17)[/sblock]
 
Last edited:

Velmont

First Post
[SBLOCK]
1) Consecrated Ground to heal 5 hp and make a save
2) River of Life - takes 5 damage and heal ally
3) The Creature's aura of 10 damage.

You forgot: Longtooth Shifting: Regen 2

1) Consecrated Ground to heal 5 hp and make a save => 14/69
2) Longtooth Shifting: Regen 2 hp => 16/69
3) River of Life - takes 5 damage and heal ally => 11/69
4) The Creature's aura of 10 damage. => 1/66

But considering no one except River need healing, I might try to save anyway.[/SBLOCK]
 


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