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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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<blockquote data-quote="renau1g" data-source="post: 5566344" data-attributes="member: 54810"><p>The heroes continue to batter the Khyber-spawn. Pok has an idea of his own and pushes with all his might on the large stone edifice. Unfortunately, the only thing that he is able to accomplish is climbing the statue.</p><p></p><p>The creature growls and suddenly disappears. </p><p></p><p>It reappears a moment later behind River, it's large claws tear into the shifter's back and it's jaws clamp down on the back of his neck. River throws the beast off, but not before it drains some of his essence. The beast looks ready to pounce again, but River is ready and he manages to avoid the worst of its blows. </p><p></p><p>[sblock=OOC]</p><p>Creature: </p><p>Minor: turns invisible</p><p>Move: Somewhere</p><p>Standard: Raking Assault on River - <a href="http://invisiblecastle.com/roller/view/3031915/" target="_blank">rake (1d20+11+2=29, 2d10+3=11)</a> hits for 11, then bites <a href="http://invisiblecastle.com/roller/view/3031916/" target="_blank">bite (1d20+11+2=30, 2d10+3=15)</a> hits for 15. </p><p>Free: Unspeakable Violation - <a href="http://invisiblecastle.com/roller/view/3031917/" target="_blank">vs fort (1d20+9=23)</a> River loses a HS and the aura does 10 damage next turn. </p><p>2nd Action: <a href="http://invisiblecastle.com/roller/view/3031918/" target="_blank">raking assault (1d20+11=13, 2d10+3=22)</a> miss</p><p>AP:<a href="http://invisiblecastle.com/roller/view/3031920/" target="_blank">raking assault (1d20+11=15, 2d10+3=17)</a> miss</p><p></p><p>Everyone hits. </p><p></p><p>I believe that there are 3 effects going to hit River at the start of his turn. My thoughts on the order are this:</p><p></p><p>1) Consecrated Ground to heal 5 hp and make a save</p><p>2) River of Life - takes 5 damage and heal ally</p><p>3) The Creature's aura of 10 damage. </p><p></p><p>The damage will be enough to ko River, unless he chooses to make a save under effect #1 against #2. </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Spawn of Khyber: 20 AC; ??/18/16 F/R/W</p><p><s>Jaryn: 23 AC; ??/24/18 F/R/W</s></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Status]</p><p>*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. </p><p>*Red Zone - if you start there you take 5 necrotic damage. 10 this turn!</p><p></p><p>Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter</p><p>Feall: 41/45; used 3 surges,</p><p>River: 9/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, ongoing 5 damage (Stream of Life), bloodied, -2 AC TENT (Khyber)</p><p>Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)</p><p>Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest, </p><p></p><p><strong>Enemies</strong></p><p></p><p>Spawn of Khyber : -66 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. </p><p></p><p><s>Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud</s></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/2958680/" target="_blank">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)</a></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5566344, member: 54810"] The heroes continue to batter the Khyber-spawn. Pok has an idea of his own and pushes with all his might on the large stone edifice. Unfortunately, the only thing that he is able to accomplish is climbing the statue. The creature growls and suddenly disappears. It reappears a moment later behind River, it's large claws tear into the shifter's back and it's jaws clamp down on the back of his neck. River throws the beast off, but not before it drains some of his essence. The beast looks ready to pounce again, but River is ready and he manages to avoid the worst of its blows. [sblock=OOC] Creature: Minor: turns invisible Move: Somewhere Standard: Raking Assault on River - [url=http://invisiblecastle.com/roller/view/3031915/]rake (1d20+11+2=29, 2d10+3=11)[/url] hits for 11, then bites [url=http://invisiblecastle.com/roller/view/3031916/]bite (1d20+11+2=30, 2d10+3=15)[/url] hits for 15. Free: Unspeakable Violation - [url=http://invisiblecastle.com/roller/view/3031917/]vs fort (1d20+9=23)[/url] River loses a HS and the aura does 10 damage next turn. 2nd Action: [url=http://invisiblecastle.com/roller/view/3031918/]raking assault (1d20+11=13, 2d10+3=22)[/url] miss AP:[url=http://invisiblecastle.com/roller/view/3031920/]raking assault (1d20+11=15, 2d10+3=17)[/url] miss Everyone hits. I believe that there are 3 effects going to hit River at the start of his turn. My thoughts on the order are this: 1) Consecrated Ground to heal 5 hp and make a save 2) River of Life - takes 5 damage and heal ally 3) The Creature's aura of 10 damage. The damage will be enough to ko River, unless he chooses to make a save under effect #1 against #2. [/sblock] [sblock=Unlocked Stats] Spawn of Khyber: 20 AC; ??/18/16 F/R/W [s]Jaryn: 23 AC; ??/24/18 F/R/W[/s] [/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 Feall: 41/45; used 3 surges, River: 9/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, ongoing 5 damage (Stream of Life), bloodied, -2 AC TENT (Khyber) 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, [B]Enemies[/B] Spawn of Khyber : -66 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. [s]Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud[/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. [url=http://invisiblecastle.com/roller/view/2958680/]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)[/url] [/sblock] [/QUOTE]
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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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