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

Feall steps from River's shadow into Rumbum's. As soon as he materializes, he brings all of his force to bear against the Dwarf he's been working.

[sblock=Actions]Move: Shadowstep to N20.
Free: Killer's Insight - Two more shrouds on Dwarf 01 (4 Total).
Standard: Nightmare Shades (1d20+11=31) (Crit) vs. Will for (21+24+2d6=52) Damage.

(Was looking at Inescapable Blade when I put the damage into IC. Manually corrected to the correct damage for Nightmare Shades).

Also just realized that unless Feall goes before Sheeva there's no way he can get to any of the targets to affect them - once Sheeva moves to M18 and places his Cloud it will block every potential target from Feall's line of sight and with all the difficult terrain he can't even make a normal move and get to a position where he can see or effect them. So the above post assumes Feall goes first (initiative order rather than posting order). If that's not the case, let me know (and update the map, please) and I'll have to see if I can figure something else out.[/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]
[s][COLOR="Silver"]Nightmare Shades[/COLOR][/s]
[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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Also just realized that unless Feall goes before Sheeva there's no way he can get to any of the targets to affect them - once Sheeva moves to M18 and places his Cloud it will block every potential target from Feall's line of sight and with all the difficult terrain he can't even make a normal move and get to a position where he can see or effect them.

[sblock=OOC]
Feall can normal move to K17 and attack either of the two Dwarves. Plus, since he will need to move through the darkness, he cannot be OAed until he comes back out of it.
[/sblock]
 

[sblock=OOC]
Feall can normal move to K17 and attack either of the two Dwarves. Plus, since he will need to move through the darkness, he cannot be OAed until he comes back out of it.
[/sblock]

[sblock=OOC]Except that (unless I'm reading the map wrong) Feall's got two squares of difficult terrain to cross, which will take 4 squares of his 6. The farthest he can make it is L18, which still puts him in Sheeva's Cloud.[/sblock]
 

[sblock=OOC]Except that (unless I'm reading the map wrong) Feall's got two squares of difficult terrain to cross, which will take 4 squares of his 6. The farthest he can make it is L18, which still puts him in Sheeva's Cloud.[/sblock]

[sblock=OOC]
I'm sorry, my bad. I'm not quite sure how I saw one square of difficult terrain instead of two.
[/sblock]
 

[sblock=OOC]It's all good ;). Long as r1g lets Feall go first there's no problem. If not, I'll use the round to get in better position. Maybe he'll let me keep the natural 20 regardless. :)[/sblock]
 

Rumbum moves forward, fighting off waves of pain, bound and determined to take a swing at the dwarf one more time. The pain from mysterious forces is too great as he can't concentrate on his swing.

[sblock=actions]
immediate reaction: unbreakable: reduces D2's 14 point attack by 9 points

on-going fire: -10 damage

movement closer to tiefling: -10 damage

minor: none
movement: move to k17
attack: 1d20+14 vs D2 AC: miss

mark D2

save vs on-going damage: 18: save!

[/sblock]


[sblock=stats]
Rumbum: Orc Guardain Fighter Level 6

*Adverse Condition:

*Initiative: +3
*Passive Insight 12
*Passive Perception 12
*Senses low light vision
*HP 64
*Bloodied 32 Surge Value 15; Surges Per-Day 13
*AC 26 Fortitude 22 Reflex 17 Will 15 Speed 5
*action Points: USED
*Second Wind: 1
basic attack: Waraxe +2: To Hit: +13: Damage 1d12+6: additional 1d6 for a crit

Powers
*At will:
Brash Strike
Tide of Iron
Combat Challenge
*Encounter:
Warrior's Surge USED
Unbreakable USED
Boot Power
Immediate Vengence USED
Lunging Strike
*Daily
Comeback Strike USED
boundless Endurance
Bedeviling Assault
Boot Power
Armor Power
[/sblock]
 
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[SBLOCK=OOC][MENTION=79956]dimsdale[/MENTION] and [MENTION=54810]renau1g[/MENTION]: River gave Rumbum a save before his action, so assuming Rumbum save at the end of his turn happen before his turn, he never took 10 ongoing fire damage.[/SBLOCK]
 

[SBLOCK=OOC][MENTION=79956]dimsdale[/MENTION] and [MENTION=54810]renau1g[/MENTION]: River gave Rumbum a save before his action, so assuming Rumbum save at the end of his turn happen before his turn, he never took 10 ongoing fire damage.[/SBLOCK]

ooc: My bad Velmont. I didn't see the save option in your last post. R1, can I use the save I made as the save River granted to Rumbum? :)
 

[sblock=OOC]It's all good ;). Long as r1g lets Feall go first there's no problem. If not, I'll use the round to get in better position. Maybe he'll let me keep the natural 20 regardless. :)[/sblock]

[sblock]
Or, you could move up into the rubble to the left of the darkness, drop weapon, pull out crossbow, shoot the Human and be fairly safe from the other 3 NPCs.
[/sblock]
 


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