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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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<blockquote data-quote="renau1g" data-source="post: 5502572" data-attributes="member: 54810"><p>The warrior howls in rage as his fellow dwarf falls to Pok's magic, taking out his anger on Rumbum, but the wild blow can't penetrate his defenses.</p><p></p><p>The tiefling calls down another flaming explosion on River, the fires singeing the hairs of the shifter. The cultist may be partially insane, but he sees the situation turning against his side and hops down the last stair and out the door. </p><p></p><p>The human mage slams his staff at the orc, but Rumbum manages to get his shield up in time to block it. Dark shadows explode from where the staff hit metal. </p><p></p><p>[sblock=Rumbum, Sheeva, Feall, Pok]</p><p>A wide staircase to the west leads up to an altar, an immense red stone glowing there. On the topmost step, a figure stands—a male human, hair tied back to reveal a prominent scar on his cheek. He holds his greatsword beside him, watching your fight with a weary intensity. Again, Feall feel the injury acutely himself and falls as the pain is too much.</p><p></p><p>[ooc]Stairs are Column 8[/ooc]</p><p>[/sblock]</p><p></p><p>[sblock=Aura]</p><p>Red Aura 1: if you start in it, you're slowed TSNT</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Enemy Actions]</p><p>Dwarf 2: Attack Rumbum - <a href="http://invisiblecastle.com/roller/view/2945555/" target="_blank">atk rumbum (1d20+14=23, 2d8+7=20)</a> miss</p><p>tiefling: <a href="http://invisiblecastle.com/roller/view/2945556/" target="_blank">vs ref on river (1d20+11=31, 2d6+6=11)</a> Crits River for 18 + 5 ongoing fire (save ends). Move to R23 (out of line of sight)</p><p>Human: MBA on Rumbum - <a href="http://invisiblecastle.com/roller/view/2945563/" target="_blank">vs ac on rumbum (1d20+14=22, 2d10+4=15)</a> miss.</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Dwarf: 25 AC 23/18/21 F/R/W</p><p>Tiefling: 22 AC 18/20/22F/R/W</p><p>Human: 23 AC ??/22/24 F/R/W</p><p>Orc c: 21 AC 20/20/18 F/R/W</p><p> [/sblock]</p><p></p><p>[sblock=ooc]</p><p>Pok hits and kills dwarf, Feall misses (but still bloodies the human), River heals, Sheeva hits the human, and Rumbum hits and marks human</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p></p><p>Rumbum: 55/69; used 1 AP, used 8 surges, used Comeback Strike, grants CA to Human</p><p>Feall: 45/45; used 3 surges, 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.,</p><p>River: 22/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, bloodied, Ongoing 5 fire damage (save ends), regen 2 while bloodied</p><p>Pok: 28/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, Ongoing 10 fire damage (save ends). In addition, 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>Sheeva: 48/48 - used 2 surges, used 1 AP, used Howling Tempest, bloodied, marked TENT (dwarf 2), </p><p></p><p>*If you move away from the dwarves while marked you'll trigger an attack.</p><p></p><p></p><p><strong>Enemies</strong></p><p></p><p><s>Dwarf 1: -92hp, bloodied, </s></p><p>Dwarf 2: -12 hp, marked (Rumbum)</p><p>Human: -76hp, used Curse, used Mask of Fear, bloodied, Targeted for Death (whenever Feall use Assassin's Shroud against the target you subject it to two Shrouds instead of one)</p><p>Tiefling: -82hp, bloodied</p><p><s>Orc: -60hp, bloodied, prone, slowed TENT</s></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>[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5502572, member: 54810"] The warrior howls in rage as his fellow dwarf falls to Pok's magic, taking out his anger on Rumbum, but the wild blow can't penetrate his defenses. The tiefling calls down another flaming explosion on River, the fires singeing the hairs of the shifter. The cultist may be partially insane, but he sees the situation turning against his side and hops down the last stair and out the door. The human mage slams his staff at the orc, but Rumbum manages to get his shield up in time to block it. Dark shadows explode from where the staff hit metal. [sblock=Rumbum, Sheeva, Feall, Pok] A wide staircase to the west leads up to an altar, an immense red stone glowing there. On the topmost step, a figure stands—a male human, hair tied back to reveal a prominent scar on his cheek. He holds his greatsword beside him, watching your fight with a weary intensity. Again, Feall feel the injury acutely himself and falls as the pain is too much. [ooc]Stairs are Column 8[/ooc] [/sblock] [sblock=Aura] Red Aura 1: if you start in it, you're slowed TSNT [/sblock] [sblock=Enemy Actions] Dwarf 2: Attack Rumbum - [url=http://invisiblecastle.com/roller/view/2945555/]atk rumbum (1d20+14=23, 2d8+7=20)[/url] miss tiefling: [url=http://invisiblecastle.com/roller/view/2945556/]vs ref on river (1d20+11=31, 2d6+6=11)[/url] Crits River for 18 + 5 ongoing fire (save ends). Move to R23 (out of line of sight) Human: MBA on Rumbum - [url=http://invisiblecastle.com/roller/view/2945563/]vs ac on rumbum (1d20+14=22, 2d10+4=15)[/url] miss. [/sblock] [sblock=Unlocked Stats] Dwarf: 25 AC 23/18/21 F/R/W Tiefling: 22 AC 18/20/22F/R/W Human: 23 AC ??/22/24 F/R/W Orc c: 21 AC 20/20/18 F/R/W [/sblock] [sblock=ooc] Pok hits and kills dwarf, Feall misses (but still bloodies the human), River heals, Sheeva hits the human, and Rumbum hits and marks human [/sblock] [sblock=Status] Rumbum: 55/69; used 1 AP, used 8 surges, used Comeback Strike, grants CA to Human Feall: 45/45; used 3 surges, 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: 22/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, bloodied, Ongoing 5 fire damage (save ends), regen 2 while bloodied Pok: 28/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, Ongoing 10 fire damage (save ends). In addition, the first time the target willingly moves closer to the tiefling before the end of its next turn, the target takes 10 psychic damage Sheeva: 48/48 - used 2 surges, used 1 AP, used Howling Tempest, bloodied, marked TENT (dwarf 2), *If you move away from the dwarves while marked you'll trigger an attack. [B]Enemies[/B] [s]Dwarf 1: -92hp, bloodied, [/s] Dwarf 2: -12 hp, marked (Rumbum) Human: -76hp, used Curse, used Mask of Fear, bloodied, Targeted for Death (whenever Feall use Assassin's Shroud against the target you subject it to two Shrouds instead of one) Tiefling: -82hp, bloodied [s]Orc: -60hp, bloodied, prone, slowed TENT[/s] 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. [/sblock] [/QUOTE]
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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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