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

OOC: Sheeva should be in L14, the bad guy would be in the same position. [MENTION=79956]dimsdale[/MENTION] - feel free to change your move.

TA is the Twilight Assassin of Feall's which is still active as the encounter never finished. Yes, no short rest occurred, only 1 round also. The large rectangular shape is a 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
 

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OOC: Sheeva's actions will be decided by which square Rumbum moves to. In the meantime, Sheeva will do DragonFlame Mantle when the creature attacked her.


[sblock=Action]
Immediate Interrupt: DragonFlame Mantle

The creature takes a whopping:

1 point of fire damage.

+1 to all of Sheeva's defenses TENT.
[/sblock]
 


OOC: I figured Rumbum would move to that square. Good square for Rumbum, bad square for Sheeva. ;)


Sheeva doesn't say anything. She just moves as far from the creature as possible.

[sblock=Actions]
Duh!

So much for Dragonflame Mantle. It's a mostly useless power, especially against a solo. Shields up. Shields down.

Sheeva takes 10 damage from the aura.

Move: Shift to K15
Move: Move to J19
[/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]
 


OOC: Just Pok up. The Arcana check wasn't enough to determine anything about the creature. The creature is linked to the statue, though, although which one is the anchor for the other is unclear.
 

Pok runs to get behind the statue, examining the piece much closer than from his original distance. He is too out of breathe to really get a good look.


OOC:

Standard-move
Double move-run to P3
Minor action closer examination of statue (nat 1)


POK HAS RUN THIS ROUND, not sure what that means mechanically anymore...



[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:1/6
Initiative +5
Resist 5 poison, Saving throws +5 vs illusion
Action Points: 2, 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

Class Powers; Twilight Adept (Cunning Sneak)
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The light of Arawai locks the beast in place while Rumbum scores a deep wound.

The creature leaps up to assault Rumbum, but the orc knocks it back down.

[sblock=OOC]
Creature: recharges Unspeakable Violation.
Standard: Raking Assault on Rumbum - raking assault (1d20+11=24, 2d10+3=14) miss, raking assault (1d20+11=18, 2d10+3=13) miss. Two Misses.

River hits, Feall hits, Rumbum hits.
[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; ??/??/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

Rumbum: 57/69; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter
Feall: 41/45; used 3 surges,
River: 38/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, ongoing 5 damage (Stream of Life), bloodied
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, -2 AC TENT

Enemies

Spawn of Khyber : -29hp, dazed & -4 to defenses TENT (only River benefits from this effect), 1 shroud. 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)

Note: [MENTION=79956]dimsdale[/MENTION] - the effect from your daily power would've happened hit or miss, it's an effect
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]
 
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Feall sends the Twilight Assassin around Rumbum even as he teleports to a flanking position on the other side of the Khyber Spawn. He flicks a second shroud over the creature, and he and his shadowy twin strike in unison; the Twilight Assassin's presence distracts the Spawn and Feall's blade sinks deep.

[sblock=Actions]Move: Shadow Step to K14, TA moves to M12 (Flank)
Free: Assassin's Shroud on Spawn of Khyber
Standard: Attack (Feall): 1d20+16=33
Attack (TA): 1d20+13=16

Damage (Feall): 2d4+6+2d6.minroll(2)=18

[MENTION=79956]dimsdale[/MENTION] Does this give Rumbum a free melee attack?[/sblock]
 

As Feall's blade hits, the creature becomes wavy an insubstantial.

OOC: Immediate Interrupt to Feall's hit. the Spawn becomes Insubstantial TENT.
 

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