[Adventure] Trouble in Moonwatch (Judge:TwoHeadsBarking)

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[sblock=ooc] Sorry I've disappeared all. Just found out my wife was pregnant! Guess I've been looking at too much TURTLEDOME! over on the L4W side! Anywho, I'm back to busniess now that I don't have to take my wife to doctors appointments and I can be back at work with nothin' to do but post online and watch naruto, lol.

So is it my turn or am I still waiting for it? [/sblock]
 

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Feall's voice rings from the darkness. "Sorry, Sheeva - my partner's . . . indisposed. He won't be joining us."

He moves quickly toward the main conflict, shaping shadow to his will and lashing out at the remaining tentacled foe as soon as he's in range but again his target slips the psychic noose.

[sblock=Actions]Free: Call out to Sheeva.
Free: Assassin's Shroud on Biggums.
Move: To ? (Back with that in a moment)
Standard: Attack T69 with Executioner's Noose, missing horribly (Natural 01)[/sblock]
 

[sblock=OOC]
Why are people insisting on going out of initiative order? That's why the beginning of this fight was so confusing.

It's Val's turn.
[/sblock]
 

[sblock=OOC]
Why are people insisting on going out of initiative order? That's why the beginning of this fight was so confusing.

It's Val's turn.
[/sblock]

[sblock=OOC]First:
[sblock=(Originally to r1g)]I know it's not quite Feall's turn, but I may not be able to post this afternoon and he does go again before any enemies close to him so I thought I'd go ahead and get it up.[/sblock]

Second (this time):
Snow and ice have the power flickering. Last time this happened we were without for a week.

It's an effort on my part not to cause delays in the game, and I figure folks are clever enough to sort it out.

How's everyone else with it? If you'd rather I wait I will. I can usually post regularly, but I prefer to post when I'm sure I can and retcon if I have to.[/sblock]
 

[sblock=ooc]
You get snow in Arkanas? Thought you were too far south

Re: initiative. I don't really care the order of posting as I adjudicate the turn in initiative order. If something happens that would affect a later players turn I will ask them for a new set of actions (ie enemy dies, interrupt happens, etc.) but for the most part a more free-form init works fairly well for PbP. I also allow players to change actions up to the point of my update.

There was some confusion at the beginning of the fight relating to the surprise round, but that's the only time this has happened in the 4 combats so far. It seems to work fine for this adventure so far (and the other 3 4e games I DM here) so I'm inclined to keep it as is.
[/sblock]
 

[sblock=OOC]First:


Second (this time):
Snow and ice have the power flickering. Last time this happened we were without for a week.

It's an effort on my part not to cause delays in the game, and I figure folks are clever enough to sort it out.

How's everyone else with it? If you'd rather I wait I will. I can usually post regularly, but I prefer to post when I'm sure I can and retcon if I have to.[/sblock]

[sblock=OOC]
I prefer one of two systems:

1) Player post order (like the first encounter Sheeva was in) OR
2) Stay in init order and only post out of order for a fairly important reason (like out of town for 3 days or whatever)

Otherwise, it can just more easily lead to confusion (like round one of this encounter) or invalid actions or missed stuff.

Half of the people posting in order and half of the people posting out of order (like some of this encounter has been) is my least prefered method. We are at the end of round 3 of this encounter and it's taken 2 weeks. It's not as if posting out of order has actually sped it up any.

Up to renau1g of course. Just my 2 cents.
[/sblock]
 

Valahad hears the hound bay again and sends distracting thoughts to his allies, aiding their minds against the howl.

[sblock=interrupt]
Bastion of Mental Clarity against the howl. Should miss River and Sheeva now.[/sblock]

Valahad moves through the trees to where the enemies went to attack River. Seeing the kalashtar, fighting against them, the paladin's mouth drops open. His strike at the hound is distracted because of his friends appearance, with the blessing of Il-Yannah his aim would be true. Calling out into the minds of the enemies, he dares them to strike at him.

[sblock=Actions]
Move to J13
Standard: Enfeebling strike on the hound. enfeebling strike vs hound w/flank (1d20+13=20, 1d8+7=8) Let's hope I'm lucky. If it hits, the hound takes a -2 to all attacks.
Minor: Call of Challenge. All remaining enemies are subject to my Divine Sanction(7 damage if not attacking me).
[/sblock]


[sblock=Stats]
Valahad
Passive Perception: 16 Passive Insight: 27
HP: 35+5/51 Surge: 9/11(12)
AC: 23 F: 15 R: 16 W: 18
AP: 1
Valorous Strike
Enfeebling Strike
Ardent Strike*
Valorous Smite
Righteous Smite
Oath of Enmity
Divine Mettle
Bastion of Mental Clarity
Call of Challenge
Acidic Longsword
Majestic Halo
Dwarven Plate
Acidic Longsword
[/sblock]
 

"You made a deadly mistake foul demon. You WILL not take the form of my Lan. Strike NOW Pok." Sheeva shouts, her eyes flashing red although nobody can see it in the darkness.

If the winds a moment ago looked strong, they are nothing compared to the winds Sheeva unleashes now. A crack of Thunder slams into the foes, deafening them and tumbling them towards Sheeva. Miraculously, River stands in the middle of the tempest unharmed. An instant later, fire erupts amongst the foes ranks as the wind picks up dirt and debris and deposits it on top of them.

Her darkness fades, but Sheeva is nowhere to be seen.

[sblock=Actions]
Standard: Howling Tempest vs. Biggums, Hound, Lan, and Tentacle 69 in that order (avoiding River in the middle of it, even though the origin square is J15)
Free: Sheeva flies up into the tree at Q13.
Action Point: Blazing Starfire vs. Biggums, Hound, Lan, and Tentacle 69 in that order
Move: Move Tempest winds zone to K/M 15/17
Free: Stealth to hide due to not being seen through Darkness


16 to hit Biggums, 24 to hit Hound, 31 (crit) to hit Lan, 27 to hit Tentacle 69, 22 thunder damage vs Fort

31 crit damage to Lan

This probably hits everyone but Biggums. If they hit, do not slide Biggums (but knock it prone again), slide Hound to M16, slide Lan to L16, slide Tentacle 69 to M17 and knock prone. Each creature who starts turn in Tempest takes 5 damage. Each creature hit is Deafened (save ends).

If any of these creatures has Resist Thunder (or Lightning), it is lowered by 5 (forgot to mention that last round).

16 to hit Biggums, 17 to hit Hound, 22 to hit Lan, 23 to hit Tentacle 69, 16 radiant fire damage vs Reflex

Move Tempest to K/M 15/17

25 Hide
[/sblock]
 
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