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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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<blockquote data-quote="renau1g" data-source="post: 5475904" data-attributes="member: 54810"><p>[ooc]Just a reminder that I would like an up-to-date ministat with every combat post. It is a great help for me to double check my tracking. Thanks to those who have. [/ooc]</p><p></p><p>Feall wisely drops back to his allies, but the dwarf is ready for him this time and blocks the attack. </p><p></p><p>Rumbum's exuberance results in a wild attack. </p><p></p><p>River's flame strikes the wall next to the tiefling.</p><p></p><p>Sheeva's flaming projectiles strike the dwarf's back.</p><p></p><p>The dwarf smiles at Rumbum, <strong>"Glad ya made it here, dinna think you would, time to prove myself"</strong> he says, a black mist rising from the ground and surrounding the dwarf, enveloping Rumbum. The dwarf's war pick slams into Rumbum's shoulder. </p><p></p><p>The other dwarf moves up and takes advantage of his higher position to pierce the shifter's enchanted mail. </p><p></p><p>The tiefling points a rod at the adventurers on the stairs and flames leap from the ground, clinging to River and Rumbum, before he ducks behind the wall. </p><p></p><p>The human points a wand at River and a pair of ghostly hands reach up from the ground and try to hold the cleric tight, but a brief flash from River's holy symbol dissipates them. </p><p></p><p>[sblock=Aura]</p><p>Aura 1: if you start in it, you're slowed TSNT</p><p>[/sblock]</p><p></p><p>[sblock=Enemy Actions]</p><p>dwarf 2: shift to L19 & attack Rumbum - <a href="http://invisiblecastle.com/roller/view/2907614/" target="_blank">vs ac (rumbum); dmg (1d20+14=29, 2d8+7=14)</a> hits for 14 & you're marked TENT. If you move out of the aura it triggers the mark (which is an attack)</p><p>dwarf1: move to O20. Attack river <a href="http://invisiblecastle.com/roller/view/2907617/" target="_blank">vs ac (river); dmg (1d20+14=27, 2d8+7=18)</a> hits for 18</p><p>tiefling: Soul Fire centered on N20 - <a href="http://invisiblecastle.com/roller/view/2907624/" target="_blank">vs ref (rumbum, river) (1d20+11=21, 1d20+11=12)</a> hits Rumbum and misses River. Ongoing 10 fire (save ends) + the first time the target willingly moves closer to the tiefling before the end of its next turn, the target takes 10 psychic damage. River still takes 5 ongoing fire (save ends). moves to I16</p><p>Human: Spirit Jaws on River - <a href="http://invisiblecastle.com/roller/view/2907633/" target="_blank">vs ac; dmg (1d20+18=22, 2d8+10=24)</a> miss.... Moves to N11 </p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Dwarf: 25 AC ??/18/?? F/R/W</p><p>Tiefling: ?? AC ??/20/?? F/R/W</p><p>Human: ?? AC ??/??/?? F/R/W</p><p></p><p> [/sblock]</p><p></p><p>[sblock=ooc]</p><p>*Feall misses, Rumbum misses, River misses </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p></p><p>Rumbum: 55/69; used 1 AP, used 7 surges, used Comeback Strike, marked by dwarf 2 TENT. Ongoing 10 fire (save ends) + the first time the target willingly moves closer to the tiefling before the end of its next turn, the target takes 10 psychic damage</p><p>Feall: 45/45; used 1 surge, </p><p>River: 51/69; used 1 AP, used 5 surges, used Virtue's Touch, marked by dwarf 1 TENT. 5 ongoing fire (save ends)</p><p>Pok: 38/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers</p><p>Sheeva: 48/48+5thp - used 1 surge, used 1 AP, used Howling Tempest</p><p></p><p><strong>Enemies</strong></p><p></p><p>Dwarf 1: Superior Cover (except to Feall), -13hp</p><p>Dwarf 2: Superior Cover</p><p>Human: Superior Cover</p><p>Tiefling: Superior Cover (Cover from Feall)</p><p></p><p></p><p>Illumination: Everburning torches (bright 5) along all walls.</p><p></p><p>Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)</p><p></p><p>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</p><p>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.</p><p></p><p>Bedrolls and Fire Pit: These are difficult terrain.</p><p></p><p>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.</p><p></p><p>Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).</p><p></p><p>Fountain Pool: The pool of water and the wet floor around it are difficult terrain.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2899983/" target="_blank">init (1d20+7=10)</a> </p><p><a href="http://invisiblecastle.com/roller/view/2899985/" target="_blank">init (feall, river, rumbum, sheeva, pok_ (1d20+8=26, 1d20+4=22, 1d20+3, 1d20+6, =[16, 3], [20, 6])</a><a href="http://invisiblecastle.com/roller/view/2899988/" target="_blank">pok (1d20+5=6)</a> Everyone but Pok goes first....</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5475904, member: 54810"] [ooc]Just a reminder that I would like an up-to-date ministat with every combat post. It is a great help for me to double check my tracking. Thanks to those who have. [/ooc] Feall wisely drops back to his allies, but the dwarf is ready for him this time and blocks the attack. Rumbum's exuberance results in a wild attack. River's flame strikes the wall next to the tiefling. Sheeva's flaming projectiles strike the dwarf's back. The dwarf smiles at Rumbum, [B]"Glad ya made it here, dinna think you would, time to prove myself"[/B] he says, a black mist rising from the ground and surrounding the dwarf, enveloping Rumbum. The dwarf's war pick slams into Rumbum's shoulder. The other dwarf moves up and takes advantage of his higher position to pierce the shifter's enchanted mail. The tiefling points a rod at the adventurers on the stairs and flames leap from the ground, clinging to River and Rumbum, before he ducks behind the wall. The human points a wand at River and a pair of ghostly hands reach up from the ground and try to hold the cleric tight, but a brief flash from River's holy symbol dissipates them. [sblock=Aura] Aura 1: if you start in it, you're slowed TSNT [/sblock] [sblock=Enemy Actions] dwarf 2: shift to L19 & attack Rumbum - [url=http://invisiblecastle.com/roller/view/2907614/]vs ac (rumbum); dmg (1d20+14=29, 2d8+7=14)[/url] hits for 14 & you're marked TENT. If you move out of the aura it triggers the mark (which is an attack) dwarf1: move to O20. Attack river [url=http://invisiblecastle.com/roller/view/2907617/]vs ac (river); dmg (1d20+14=27, 2d8+7=18)[/url] hits for 18 tiefling: Soul Fire centered on N20 - [url=http://invisiblecastle.com/roller/view/2907624/]vs ref (rumbum, river) (1d20+11=21, 1d20+11=12)[/url] hits Rumbum and misses River. Ongoing 10 fire (save ends) + the first time the target willingly moves closer to the tiefling before the end of its next turn, the target takes 10 psychic damage. River still takes 5 ongoing fire (save ends). moves to I16 Human: Spirit Jaws on River - [url=http://invisiblecastle.com/roller/view/2907633/]vs ac; dmg (1d20+18=22, 2d8+10=24)[/url] miss.... Moves to N11 [/sblock] [sblock=Unlocked Stats] Dwarf: 25 AC ??/18/?? F/R/W Tiefling: ?? AC ??/20/?? F/R/W Human: ?? AC ??/??/?? F/R/W [/sblock] [sblock=ooc] *Feall misses, Rumbum misses, River misses [/sblock] [sblock=Status] Rumbum: 55/69; used 1 AP, used 7 surges, used Comeback Strike, marked by dwarf 2 TENT. Ongoing 10 fire (save ends) + the first time the target willingly moves closer to the tiefling before the end of its next turn, the target takes 10 psychic damage Feall: 45/45; used 1 surge, River: 51/69; 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 [B]Enemies[/B] Dwarf 1: Superior Cover (except to Feall), -13hp Dwarf 2: Superior Cover Human: Superior Cover Tiefling: Superior Cover (Cover from Feall) 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. [url=http://invisiblecastle.com/roller/view/2899983/]init (1d20+7=10)[/url] [url=http://invisiblecastle.com/roller/view/2899985/]init (feall, river, rumbum, sheeva, pok_ (1d20+8=26, 1d20+4=22, 1d20+3, 1d20+6, =[16, 3], [20, 6])[/url][url=http://invisiblecastle.com/roller/view/2899988/]pok (1d20+5=6)[/url] Everyone but Pok goes first.... [/sblock] [/QUOTE]
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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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