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


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The vicious counterattack from the heroes, particularly the drow, sends the dwarves back on their heels.

The enemies attempt to return the assault in kind, but the heroes are able to fend off the attacks.

A wild-eyed orc moves from behind the wall, but its mental assault is ineffective against River and Feall.

[sblock=Aura]
Aura 1: if you start in it, you're slowed TSNT
[/sblock]

[sblock=Enemy Actions]
dwarf 2: Attack Rumbum - misses
dwarf1: Attacks Rumbum - misses
tiefling: moves to I20 - Soul Fire centered on N20 - misses (rolled a 1 & 3) River & Feall still takes 5 ongoing fire (save ends).
Human: move to current spot, minor: Curse of Khyber on Feall (see your status for details); Spectral Jaws miss River (WTF! rolled a 4 second time for this guy)
Orc c: moves to current spot; Stare into the Abyss - vs will (river, feall) (1d20+10=11, 1d20+10=14) wow...just wow... I think these guys are trying to die.
[/sblock]

[sblock=Unlocked Stats]
Dwarf: 25 AC 25/18/21 F/R/W
Tiefling: ?? AC ??/20/?? F/R/W
Human: ?? AC ??/??/?? F/R/W
Orc c: ?? AC ??/??/?? F/R/W
[/sblock]

[sblock=ooc]
*pok hits, River hits dwarf 1, Feall crits and bloodies dwarf 1 , Sheeva hits both and pushes, Rumbum misses (but draws OA from dwarf 1, which misses)

dwarf 1 saved against both hits from Feall and Sheeva so not prone.

[/sblock]

[sblock=Status]

Rumbum: 54/69; used 1 AP, used 7 surges, used Comeback Strike, marked by dwarf 2 TENT.
Feall: 45/45; used 1 surge, When the human deals damage with a melee or a ranged attack to a target other than the cursed creature, the cursed creature takes an equal amount of damage.
River: 51/69+2thp; used 1 AP, used 5 surges, used Virtue's Touch, marked by dwarf 1 TENT. 5 ongoing fire (save ends),
Pok: 38/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers
Sheeva: 48/48+5thp - used 1 surge, used 1 AP, used Howling Tempest

Enemies

Dwarf 1: -92hp, -2 to defenses, and fall prone if hit by an ally, UEoNT (only River and Pok benefit in this round), bloodied,
Dwarf 2:
Human:
Tiefling:


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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Rumbum zeros in on his foe, refusing to accept the fact that the dwarf has had the upper hand in this battle. Ah ha haa...I got you. Rumbum can't see you...but Rumbum knows...

[sblock=actions]
minor: none
attack: brash strike vs Dwarf 2 AC: 1d20+16-5 for 1d12+11= 28 for 12 damage
movement: none

CA granted to D2 until rumbum's beginning of next turn
mark Dwarf 2
[/sblock]
 
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[sblock=ooc]
Yeah, you're stuck with it, it lasts until end of encounter or the human dies... Khyber is strong... too bad his/its cultists couldn't hit the broad side of the barn.[/sblock]
 

"Show your glory, Arawai" River raise his holy symbol and a wave of radiant light push the orc away before he stumble on his back. The wounded dwarf also fall under the wave.

As the wave of light touch River's allies, they are all surrounded by an aura that dimmer after a moment.

[SBLOCK=OOC]Start: Take 5 ongoing fire damage => 48/69

Standard: Moment of Glory vs Will on Dwarf1; Orc (1d20+13=28, 1d20+13=33) Hit both.

Dwarf 1 is not pushed and fall prone.
Orc is pushed to I18 and fall prone.

River, Feall, Sheeva and Rumbum all get Resist 5 against all damage UEoNT (Sustain Minor)

Move: Walk to M20

End: River hit and dealt no damage => gain 2 THP
Save (1d20=12) Save against ongoing fire damage[/SBLOCK]
 


[SBLOCK=OOC]Does he need to save twice? Moment of Glory knock him prone, but Hymn of Ressurgence is still in effect and if I hit him (which I did), he should also fall prone... he can't be prone twice, but he might need to save twice...[/SBLOCK]
 

"I assume that if I ask you to surrender, it will fall on deaf ears." Sheeva says. "Regardless, you are easy to hit. Surrender or the next blast will be much more painful."

[sblock=Actions]
Standard: Blazing Starfire on Tiefling and Orc with CA in that order.
Move: Move to K20

24 vs. Reflex on Tiefling, 26 vs. Reflex Orc, 16 fire and radiant damage.

If the Tiefling or Orc attack Sheeva, they take 5 fire and radiant damage.
[/sblock]

[sblock=stat block]
Sheeva - Female Drow Sorcerer
Advantageous Conditions: resist 5 Lightning and Thunder, 5 temporary hit points, Resist 5 against damage
Adverse Conditions:
Initiative: +7 Passive Insight: 18 Passive Perception: 13
Senses: Darkvision
HP 48/48
Bloodied 24
Surge Value 10; Surges Per-Day 5/6
AC 19 Fortitude 14 Reflex 18 Will 21 Speed 6
Action Points: 0
Second Wind: Not Used

Powers:
At will:
Blazing Starfall
Lightning Strike

Encounter:
Bedeviling Burst
Cloud of Darkness
Dragonflame Mantel
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]
 

OK, time to spread their targets out a little and give that human something to worry about.

Feall steps through the shadows to the Dwarf's side. "BOO!" Almost before the word leaves his mouth he steps again through the shadows and reappears beside the human priest, driving his falchion deep into the man's side.

[sblock=Actions]Minor: Cloak of Translocation - Regain use of Inescapable Shadow
Move: Shadowstep to M17
Free: Speech, plus Assassin's Shroud on Human
Standard: Teleport to Q14 as part of Inescapable Shadow (1d20+14=22) vs. AC for (4d4+1d6.minroll(2)+11=30) Damage.
Save vs. Ongoing (Fire) Damage (1d20=9) fails.

r1g - You didn't list the ongoing damage in Feall's status; I assume you meant for him to be affected by it also?[/sblock]
 

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