[Adventure] Trouble in Moonwatch (Judge:TwoHeadsBarking)

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Rivers wounds starts to heal by itself. "Can we have some help here?" asks River as he move out of the bracket. He then summon the power of his goddess on himself, healing his wounds. He then tries to help Valahad, but River is overwhelm by the situation and miss.

[SBLOCK=OOC]Move: Shift north west.
Minor: Channel Divinity: Arawai's Abundance (Heals 15 hp and +2 to all defences)
Standard: Sacred Flames vs Raider 1 (1d20+8=15, 1d6+8=10) Probably miss.

Also, regenerate 2 hp at the start of the round and 1 hp from the standard. Everyone also heals 1 hp from the standard (except maybe Lan as I think he is more than 5 squares from the stnadrd, but he is full anyway):

Valahad - 34/46 - ongoing 5
Pok - 19/32
River - 25/41 - Bloodied (I assume you use a readied action on your longtooth shifting? If so, it can come into play now)
Thusk - 28/52
Lan - 43/43 +2 THP[/SBLOCK]

[SBLOCK=OOC]I think we lack strategy here. Valahad should leaves the two strikers do there job and come and handle the two raiders. As long as they are on us (Pok and River), we will just get AoO uselessly and we are not performing well.

Also, that priest should have been lured next to melee character, not away. He is an artillery obviously and we want the artillery next to the melee character to hinder his range attack... the Sahuagin seems to have understood that.

Just my two copper before things go even worst.[/SBLOCK]

[SBLOCK=OOC][/SBLOCK]
 

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[SBLOCK=OOC]Notes: I have shift to H3. Also, raider 1 have an AoO on me. He better not be able to touch me. I have an AC of 22 at the moment.[/SBLOCK]
 

*You're honor bound to that oath Lanharath d'Medani, if she has been harmed we will have justice. Finish the Baron, I'll work on keeping the priest from escape.* Pok's thoughts are seething, his worry transformed, into determination. Arcane words begin to form within the gnomes mind, taking up his concentration.

[sblock=OOC]

Pok won't take AoO, he has armor that lets him cast area and ranged without provoking.

Pok is performing just fine for what his character is... Last round, even with a miss, he still handed out a -2 to Raider 1's attack, and that is still in affect for the AoO.

He hasn't missed much otherwise...

Valahad should focus on the Baron with everyone else, as removing damage from the board is good.

We don't lack strategy, we have isolated one enemy, spread the rest thin, and put the priest at a disadvantage. (he is swimming, and firing off over the rim of a boat.)

The team is focusing on taking down the "leader" of the sahaugin force. It's a good strategy.


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[sblock=OOC]
The priest is firing with cover/total cover from his position so yes, there is a reason he's missed you a few times. I think if Ata was around it'd be a bit better as I wasn't going to use his AP or daily powers, which would change things considerably. I've given Kalivdrev temporary control over the barbarian. I've got another PC ready to come in (but thought the better time to introduce was after this fight) and might need to recruit another striker if Ata doesn't show up soon.
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[SBLOCK=OOC]I wasn't aware of your armor power. Nice one. But we are still two low AC/HP character, and the last round have shown how the raiders could hurt.

For keeping a Sahuagin swimming in the sea, it isn't that much of an hindrance. Do the same to an hobgoblin and now that would have been great. But the cover is welcome. Also, I must tell I have seen the Sahuagin into action before on my table top games, and if I remember well, the priest hit harder while within the water, which will, in the long run, cancel his penalty.

I just think if the defender would have try to handle the two raiders, we could have come to help the strikers on the Baron, instead of having them both in our face.

So, the situation doesn't look as bad as I thought, but still, I think we could have done better work up to now.[/SBLOCK]
 

[sblock=ooc]I was thinking the raiders wouldn't be able to come back to battle so quick. Then again, I didn't have a foe within melee, and two strikers taking on a heavy hitter didn't look so good.[/sblock]

Valahad shrugs off the strikes against him, physically and mentally. "You fight well, but not well enough," the kalashtar speaks into the barons mind, as he swings at the sea devil's gut.

Stepping back, he touches Pok on the shoulder, and speaks into his mind. "You are doing well, keep it up. Hold them down until I can restrain them."

[sblock=ooc/Actions]Not much longer and I can overhaul with divine power. That would've been sweet in this encounter. I'll attack with enfeebling strike. I'll then shift to G5 and use Lay on hands on Pok. IC is down, I'll add rolls tomorrow(if IC is up). A miss I assume: enfeebling strike vs baron (1d20+10=15, 1d8+5=6) [/sblock]

[sblock=Stats]
Valahad
Passive Perception: 16 Passive Insight: 25
HP: 33/46 Surge: 13/13(11)--Ongoing 5 damage
AC: 23 F: 15 R: 16 W: 18
AP: 1
Bolstering Strike
Enfeebling Strike
Lay on Hands***
Avenging Echo
Righteous Smite
Oath of Enmity
Divine Mettle

Bastion of Mental Clarity
Sacred Circle
Radiant Delirium
Dwarven Plate
Sunblade Longsword
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The pain in Pok's side eases, as Valahad frees the gnomes mind of the priests illusions, however the dread feeling of his sister's peril stays. The message Valahads mind recieves from Pok is jumbled and frantic. *Roswyn, contact with the house, Wasn't doing my job, The priest Escape, Hide, HIDE!* Seeing Valahad react, Pok's mind slows a bit *I can slow the boarding party for a moment, but reeling in the priest is also important, we shouldn't let any of these creatures escape.* these thoughts are much more clear and directed.

Pok throws another frozen net of mist, straight into the air above his own head, as the spraying encircles everyone, the Raiders movement slows, leaving them clumsy. Pok whispers into his hood, and a burbling roar is heard from directly behind the Priest.

The mist harmlessly forms cooling drops on Valahad, River, and Pok himself. A slight relief from the heat of battle. Standing his ground the gnome readies himself against the coming attacks of the raiders. Taking his favorite defensive stance, while still maintaining concentration on his illusion, and the net of cold.

As his hand comes up to ready position, it dips into a fold of his robes, taking a vial out with it. Wand in one hand and vial in the other, Pok d'Sivis spread his legs, and prepared to dodge, or disappear.

[sblock=OOC]

Standard Chilling Cloud burst 1 Centered on H4, affecting Raider 1, and Raider, any enemy in powers area takes -2 attack penalty to attack rolls, TE of Poks NT.EDIT: 13 vs Raider 1, (pretty positive that is a miss). 26 vs Raider 5 damage.

Minor Ghost sound behind Priest, (an attempt to move him toward the boat.)

Move-minor take out healing potion.

IC is still down :(

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[sblock=renau1g] I don't know if it's too late to mention this, but I just realized that you listed Thusks damage on Avalanche Strike as only having 3d12, yet you also marked off his Furious Assault. Avalanche Strike, on it's own, is 3[W] damage, and Furious Assault should add another 1[W] to that, so he should have dished out 4d12+bonuses. Did he use Furious Assault previously and I just didn't notice it (which would be why you didn't make the damage 4[W])? [/sblock]

Thusk, enraged at the creatures who have boarded the ship, channels the primal energy of the Great Panther, lashing out with his huge blade, rending more of the Baron's scaly flesh.

[sblock=Rage Time!] Renau1g: IC is still down, so I'll just post Thusks stats for you to roll.

Swift Panther Rage (Standard; daily) ✦ Primal, Rage, Weapon

+11 vs AC, 3d12+6 damage. Miss: half damage. You enter the rage of the swift panther: until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.

Bloodclaw Fullblade +2

Critical: +1d12+2d6. Power (At-will): Free action: before an attack you can choose to take 1 point of damage and deal +3 damage, or to take 2 points of damage and deal +6 damage with your attack.


Feral Might (Thaneborn Triumph)

You gain the Roar of Triumph power. When you bloody an enemy, the next attack against that enemy you or an ally make gains a +2 bonus to hit.

Rampage (Just in Case he Crits)


Once per round, when you score a critical hit, you can make a melee basic attack as a free action.


- Standard Action: Swift Panther Rage + At-Will Blood Claw power, dealing Thusk 2 damage and adding +6 damage Swift Panther Rage.
- Move Action: Shift 2 squares into a flanking position with Lan/Valahad (if possible).
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