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

Now that a bit of frustration is gone, Rumbum have 8 less hp. (51/65)

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[sblock=hitpoint correction]
I made a mistake with Rumbum's hp. His max is 64, not 65. Therefore he has 50/65.

Rumbum also has a lot of powers that help him to regain hp. He's one tough...stupid...orc...but very loyal :)

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"I've set them up for you Pok. Lock them down so that they can't get out of the winds." Sheeva shouts over the noise of the tempest.

[sblock=Actions]
Slide M1 to O46, B1 to N46, and B2 to O47.

AP: Move Howling Tempest zone so that it is centered on square O47.

All 3 foes are deafened (saves ends) and take 5 Thunder damage at the start of their turns.
[/sblock]
 

[sblock=KD]Just wanted to point out that you removed Feall's primary target from his presence, and left Feall without an adjacent living being so he can't teleport (now even more important since he gets defensive bonuses when he uses a teleport power). Also, Feall gets a damage bonus to enemies who aren't adjacent to any of their allies, so if there's any way to group them tightly enough to leave them subject to area effects but leave an empty square between them that would be awesome.[/sblock]

[sblock=r1g]Edited Feall's post to reflect his miss.[/sblock]
 

Peaking around the corner once, twice, three times, Pok gauges the battle. What do I do, their all so close together... like most prey animals, Pok peaked around the corner two or three more times.

"I've set them up for you Pok. Lock them down so that they can't get out of the winds." Sheeva shouts over the noise of the tempest.

[sblock=Actions]
Slide M1 to O46, B1 to N46, and B2 to O47.

AP: Move Howling Tempest zone so that it is centered on square O47.

All 3 foes are deafened (saves ends) and take 5 Thunder damage at the start of their turns.
[/sblock]

Why is she ALWAYS using my name in the presence of enemies?! exasperated, the peaking Pok looked up the hall from Sheeva, to where she had indicated. Now's my chance!

Pointing his wand at the clustered cultists, the wizard unleashed a mighty illusion. For the cult members it was as if the walls themselves shifted and churned to block off escape, and the floor turned to mud-manacles, but none of this offered reprieve from the buffeting winds.

Pok waves a silent thanks to Sheeva, the gnome shoots her a wink, and darkness begins filling the cubby hole he'd hidden in. In the shrouding gloom it becomes very difficult to distinguish Pok, from the wall.


[Sblock=OOC]

All rolls

First stealth check for init, 31

Standard Maze of Mirrors, area burst 1 centered on O47, includes CA from stealth and forgotten LEB +1 to attack,
19 vs will on cultist at O46
21 vs will on cultist at N46
18 vs will on cultist at O47

Any target hit is immobilized and takes a -5 penalty to attack rolls until the end of Pok's next turn.
Will use wand of accuracy for a +3 bonus if any of those miss.


Stealth breaks

Minor Shrouding Gloom, Pok is required to have cover or concealment and be trained in stealth for this power to be used.
Effect: Pok can make a stealth check

Stealth 27


[/Sblock]


[sblock=Up-to-date Ministat]
Master Pok d'Sivis- Male Gnome Wizard 5
Passive Perception: 14, Passive Insight: 19
AC:19, Fort:14, Reflex:19, Will:17 -- Speed:5
HP:40/40, Bloodied:20, Surge Value:10, Surges left:6/6
Initiative +5
Resist 5 poison, Saving throws +5 vs illusion
Action Points: 1, Second Wind: NOT USED

At-will Powers: Cantrips, Phantom Bolt, Winged Horde,

Encounter Powers; Grasping Shadows
, Maze of Mirrors, Eyebite,

Utility Powers; Wand of Accuracy, Moonstride, Spectral Image, Shrouding Gloom, Wizards Escape, Fade Away, Ghost Sound as minor

Daily Powers; Horrid Whispers
, Visions of Avarice, Phantom Chasm, Phantasmal Assailant,

Item Powers; Cape of the Mountebank
, Boots of the Fencing Master, Viper Belt



[/sblock]

OOC: Next round I'll see what I can do about separating one enemy off from the rest.
 
Last edited:

[sblock=KD]Just wanted to point out that you removed Feall's primary target from his presence, and left Feall without an adjacent living being so he can't teleport (now even more important since he gets defensive bonuses when he uses a teleport power). Also, Feall gets a damage bonus to enemies who aren't adjacent to any of their allies, so if there's any way to group them tightly enough to leave them subject to area effects but leave an empty square between them that would be awesome.[/sblock]

[sblock=OOC]
Sorry. I can't help everyone at the same time. But damaging 3 foes on multiple rounds and getting them locked down seemed tactically better than making sure that Feall could teleport and get defensive bonuses.

Sheeva and Pok are so far out of the action (based on where renau1g set our original starting locations) that I needed to get the foes closer. And if River and Sheeva and Pok are all bunched up with ranged attacks, then the ballistas have a field day. I'm also hoping that the ballistas cannot target Feall and Rumbum without also targeting either the enemies, or the ballistas. If the ballistas have single target attacks, then that too is good. I'd rather the ballistas target Faell or Rumbum with single target attacks than target 2 or 3 of the other PCs with multi-PC attacks.

I was actually hoping that doing it this way would allow Feall to take out the ballistas. The ballistas don't have any allies adjacent to them, so, damage bonus. ;) Better yet, keeping one or more ballistas in the dark might also prevent them from targeting the team. :cool:

I'm not really worried about the other 3 clowns. They'll go down in due time.
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Feall disappears from the sheltering shadows, reappearing behind his target. Inky shadows snake from his hands, but fail to find purchase around the Khyber neck. Nevertheless, the man reels as his psyche is assaulted by paranoid thoughts of betrayal.

River moves forward and shoot a bolt at the leader then makes a quick prayer to Arawai, and heals the captive.

In a reflex motion, Rumbum shoves his shield towards the foe to his right who had wounded him badly. But the pain and severity of the wound limited Rumbum's motion and the attack misses. Rumbum feels more intense pain and staggers a bit.

But in an instant the pain was gone. What? Turning back he sees that there are others who are helping. Ah haaaa ha! Don't worry new friends of Rumbum. Rumbum wont let you down. Turning back to his original foe, ignoring the two that flank him, Rumbum not done with you yet. He lashes out again with his axe, which connects with a sickening thud.

"Spread out people!" Sheeva shouts. "Don't let the ballistas hit more than one of us at a time." The drow's blast of elemental power hits all the foes.

Peaking around the corner once, twice, three times, Pok gauges the battle. What do I do, their all so close together... like most prey animals, Pok peaked around the corner two or three more times.

Why is she ALWAYS using my name in the presence of enemies?! exasperated, the peaking Pok looked up the hall from Sheeva, to where she had indicated. Now's my chance!

Pointing his wand at the clustered cultists, the wizard unleashed a mighty illusion. For the cult members it was as if the walls themselves shifted and churned to block off escape, and the floor turned to mud-manacles, but none of this offered reprieve from the buffeting winds.

Pok waves a silent thanks to Sheeva, the gnome shoots her a wink, and darkness begins filling the cubby hole he'd hidden in. In the shrouding gloom it becomes very difficult to distinguish Pok, from the wall.

The enemies closest to Rumbum flail uselessly at the orc, their minds assaulted and the buffeting winds affecting them. One of them pushes through the pain and fires a bolt of dark energy at River, striking the cleric.

The ballistas continue firing their lightning charged energy at the spellcasters, but only cause a minor burn on Sheeva, Pok is able to dodge them easily.

[sblock=Unlocked Stats]
M1: 20 AC; ?/?/19 F/R/W
B1&2: ? AC; ?/?/18 F/R/W
Ballista: ? AC; ?/?/? F/R/W
[/sblock]

[sblock=enemy actions]
B1 attacks Rumbum - vs Rumbum AC; dmg (1d20+14-5+2=12, 2d8+8=15) crit miss.

B2: Khyber Bolt on Rvier - vs river ref; necrotic (1d20+12=27, 2d8+5=11) hits for 11 necrotic. (forgot -5 from Pok, but no differnece)

M1: attacks Rumbum - vs Rumbum AC; dmg (1d20+14-5=13, 2d12+5=28) missed... for a whole whack of damage.

Ballista & 1: use Lightning Burst centered on N56 - vs ref (Sheeva, Pok); lightning damage (1d20+9=28, 1d20+9=15, 1d10+5=7, 1d20+9=16, 1d20+9=11, 1d10+5=9) well that's a whole lotta suck on team bad guy this round. Ok so one his on Sheeva for 2

save (m1, b1, b2) (1d20=14, 1d20=20, 1d20=1) (they took 5 dmg at start of turns)
[/sblock]

[sblock=Status]
**PC's up!

Rumbum: 50/69; +1 attack bonus against M1 TENT, used AP, grants CA to M1 TSNT, grants CA TENT (B2), used 1 surge
Feall: 45/45+8 THP; AC/Ref are +2
River: 33/69 - bloodied
Pok: 40/40
Sheeva: 42/48+3 thp

M1: -93hp, marked (Rumbum), 1 shroud, bloodied, immobilized & -5 penalty to attack rolls until the end of Pok's next turn.
B1: -29 hp, ,immobilized & -5 penalty to attack rolls until the end of Pok's next turn.
B2: -29 hp, deafened (saves ends), immobilized & -5 penalty to attack rolls until the end of Pok's next turn.
Ballista: uninjured
Ballista 1: uninjured

Pok can make a Stealth check. Highest Passive is 22.

init rumbum (1d20+3=20)init cabana (1d20+5=15)
init (1d20+7=19)[/sblock]
 

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