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

Sheeva moves to surround the creature and hopefully confuse it when it comes back and nobody is where they were previously.

[sblock=Actions]
Move: Move to L8
Standard: Lightning Strike on creature

16 vs. Reflex, 21 Lightning damage.

Amazing. Sheeva either rolls a great to hit and lousy damage, or a lousy to hit and great damage.

If this hits, the creature takes 5 Lightning damage if it attacks Sheeva.
[/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]
 

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Feall also repositions slightly, positioning himself for a quick strike against the spawn should it reappear. His shadowy counterpart maneuvers for better advantage as well.
 
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The creature continues to not be around.

[sblock=OOC]

Creature:
save (1d20=2)fail on first turn
save (1d20=3) fail on second turn.

Damn.... ok... you get one more free turn....

[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 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. 10 this turn!

Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 41+2thp/69; used 1 AP, used 8 surges, used Virtue's Touch & Moment of Glory, 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,

Enemies

Spawn of Khyber : -117 hp,. 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) , used AP, used Invisibilty, used Shadow Evasion. slowed TENT

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]
 

River continue to maintain his focus on the creature reappearance. "Rumbum, the creature will reappear where it disappeared, get ready to hit the creature once it come back!"

[SBLOCK=OOC]Minor: Sustain Consecrated Ground

Standard: Ready action
If the creature is unbloodied when it reappear and River's turn happen: Sacred Flame VS Refl on Creature (1d20+13=23, 1d6+7=10) It would hit for 10 radiant damage and Feall would gain 9 THP or make a save.[/SBLOCK]
 

Right! The orc shouts with eagerness to attack. Shield up and axe ready. As soon as the spawn reapears the orc strikes.

[sblock=actions]
trigger: when the beast reappears...

free action: brash attack: flanking with Feall I believe: 1d20+17+2(flank)= 33 for 21

if anyone hits the spawn with a melee attack it triggers bedeviling assault: 1d20+14 for 1d12+7 = nat 1...fumble :)

mark spawn

Rumbum grants CA to spawn TBNT

[/sblock]
 
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Pok stops his futile pushing on the statue, and instead focus' on creating an illusory horde of rock bugs to hassle the Spawn of Khyber upon its return.


[sblock=OOC]

Minor

Move

Standard Ready Winged Horde for Khyber Spawn return
18 vs will HITS
7 psychic damage and Khyber Spawn cannot take Opp Actions TE of Pok's NT.

[/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: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)
[/sblock]
 

The creature reappears and is pummeled by the waiting party. It fights back ferociously, draining some of Rumbum's energy but managing little else.

[sblock=OOC]

Creature:
save (1d20=11) save on first turn. Reappears. Sheeva misses, River hits, Rumbum hits (bloodies it)
This bloodied triggers another aura (and existing aura extends to 5). Aura 5. See below
Standard: 1d20+11+2=30, 2d10+3=10 hits for 10 and bites - bite (1d20+11+2=20, 2d10+3=8) misses.
Free on hit - vs fort (1d20+9+2=29) hits Rumbum's fort. Lose 1 HS and aura does 10 damage TENT
Move:

[/sblock]

[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 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. 10 this turn, while within the aura regain only half the normal hit points from healing effects.

Rumbum: 67/69; used 1 AP, used 9 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 41+2thp/69; used 1 AP, used 8 surges, used Virtue's Touch & Moment of Glory, 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,

Enemies

Spawn of Khyber : -174 hp, bloodied. 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) , used AP, used Invisibilty, used Shadow Evasion, can't take OA's TENT.

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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Rumbum smells blood and counters with a viscous hack with his shield. The spawn feels weakened by the attack. Rumbum swings again, continuing to hack away at the spawn.

[sblock=actions]
immediate vengence: 1d20+14 vs AC: 29 for 8 and target is weakened until TENT.

movement: none
minor: none
attack: brash attack: 1d20+16+2 (flank) = 30 for 12

free if Feall hits: Bedeviling Assault: 1d20+14+2 (CA) vs AC: 32 for 19

continue mark
[/sblock]
 

[sblock=renau1g]Since the Khyber was bloodied by Rumbum's attack, it took an extra 2 points of damage from Feall's attack last round (Gauntlets of Blood).

Also, Feall got 9 THP from River - now used up by the Aura, and Feall's down to 40 HP.[/sblock]

Feall rips into his foe with his falchion; his actions are mirrored by the Twilight Assassin on the Khyber's other side.

[sblock=Actions]Free: Assassin's Shroud
Move: None
Standard: Inescapable Blade (1d20+16=33) vs. AC for (2d4+1d6.minroll(2)+8=16) Damage.
Standard: Twilight Assassin Attack (1d20+12=18) vs. Reflex for 6 Damage.[/sblock]

[sblock=Stat Block]
Code:
[U]Combat[/U]
 AC: 24     F: 18     R: 22     W: 22     HP: 40/45
 AP: 00                                   HS: 03/06

[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]
[s][COLOR="Silver"]Cloak of Shades[/COLOR][/s]
[s][COLOR="Silver"]Cloud of Darkness[/COLOR][/s]
[s][COLOR="Silver"]Darkfire[/COLOR][/s]
[s][COLOR="Silver"]Echoing Threat[/COLOR][/s]
[s][COLOR="Silver"]Shade Form[/COLOR][/s]
[s][COLOR="Silver"]Inescapable Shadow[/COLOR][/s]
[s][COLOR="Silver"]Nightmare Shades[/COLOR][/s]
[s][COLOR="Silver"]Sheltering Dark[/COLOR][/s]

[COLOR="Gold"]Cloak of Teleportation[/COLOR]
[COLOR="Gold"]Skald's Leather Armor[/COLOR]
[s][COLOR="Gold"]Targeted for Death[/COLOR][/s]
[s][COLOR="Gold"]Twilight Assassin[/COLOR][/s]
[/sblock]

OOC: Good round so far - 61 pts from Rumbum and Feall.
 
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