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

You're able to disembark from the boat and manage to pick your way towards the village, apparently the cultists re overconfident and have left no sentries

Between the river and the thinly forested area, a village burns. Along the river’s edge stand the hulking figures of three dragonborn in scale armor marked with the symbol of Khyber. Some human and half-orc villagers attempt to flee, but have nowhere to go.

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Please roll init and you can place yourself on any of the spaces of the tile you're currently on (it's the edge of the forest). V/Y 21/25
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[SBLOCK=OOC]I suggest River and Sheeva switch place and everyone wait for River's turn before moving toward the enemies. That way, River could use his moment of Glory to give everyone 5 resist all.

Initiative: Initiative (1d20+2=5) Hmmm, if you agree, it mean we would all act last it seems :([/SBLOCK]
 

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As long as there's 2 squares of black between you and the tan area, that will be fine to hide, they're not particularly observant right now and the smoke and fires are causing some distractions. [/sblock]
 

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Initiative 10

Moment of Glory is Close Blast 5 and also knocks down foes. Dropping half of its utility, giving the PCs all resist 5 for a single turn where we may or may not need it, and using up a Daily before we even see what's going on seems a bit premature, don't you think V?

Please start Sheeva in Y22.
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[SBLOCK=OOC]Moment of Glory effect (Resist 5) can be sustain. Last combat, the resist have made a lot more effect than the push and prone. And once the combat will be started, I doubt I'll be able to ward everyone with that effect.[/SBLOCK]
 

[SBLOCK=OOC]Moment of Glory effect (Resist 5) can be sustain. Last combat, the resist have made a lot more effect than the push and prone. And once the combat will be started, I doubt I'll be able to ward everyone with that effect.[/SBLOCK]

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One of the issues with PBP is that the PCs are so much more effective and prone to throw out early Daily powers due to the fact that there is rarely more than two encounters per game day. renau1g should throw 6 or 8 encounters at us in a day every few encounter days, just to keep us on our toes.

What if these 3 guys are minions?

I notice that Artemus doesn't throw Daily powers out in round one of the first encounter in my campaign. :lol:

Your PC, your decisions. It just seems odd to do this type of thing right off the bat without the PCs knowing much of anything about the encounter. At the moment, we outnumber them 5 to 3.
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Valahad holds his position as he peers through the smoke and haze to the dragonborn.

[sblock=Init/ooc]init (1d20+3=5) Valahad will stay where he is. If people want to move adjacient to Valahad, he will use Wrath of the Gods to give everybody +4 damage until the end of the encounter.[/sblock]
 


The group prepares for the assault, ready to go, Feall is far quicker at reacting than his allies and has a chance to act before the enemies can react to their presence.

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*No real need to update the map, no major changes, enemies haven't moved.

Status:
Feall: 37/37 hp
Sheeva: 43/43 hp
Korthauk: 65/65 hp
Valahad: 63/63 hp
River: 49/49 hp

DB12: uninjured
DB18: uninjured
DB23: uninjured

Initiative:

Feall - 22
Enemies - 11
Shava - 10
Korthauk - 9
Valahad - 5
River - 5

init (1d20+6=11)
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