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[Adventure] Trouble in Moonwatch (Judge: THB) - Part II
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<blockquote data-quote="renau1g" data-source="post: 5577313" data-attributes="member: 54810"><p>The creature continues to not be around.</p><p></p><p>[sblock=OOC]</p><p></p><p>Creature: </p><p><a href="http://invisiblecastle.com/roller/view/3049375/" target="_blank">save (1d20=2)</a>fail on first turn</p><p> <a href="http://invisiblecastle.com/roller/view/3049378/" target="_blank">save (1d20=3)</a> fail on second turn. </p><p></p><p>Damn.... ok... you get one more free turn....</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Spawn of Khyber: 20 AC; 20/18/16 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, CA granted to spawn TB(Rumbum)NT</p><p>Feall: 41/45; used 3 surges,</p><p>River: 41+2thp/69; used 1 AP, used 8 surges, used Virtue's Touch & Moment of Glory, bloodied</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 : -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</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: 5577313, member: 54810"] The creature continues to not be around. [sblock=OOC] Creature: [url=http://invisiblecastle.com/roller/view/3049375/]save (1d20=2)[/url]fail on first turn [url=http://invisiblecastle.com/roller/view/3049378/]save (1d20=3)[/url] 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 [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, 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, [B]Enemies[/B] 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 [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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