Scales of War #1 Rescue at Rivenroar IC

Kali gets another shot off at the drake before it decides to go anywhere. Then, stowing his bow, he swings across the pit and moves forward.

OOC: Standard : shoot
Minor : stow bow
Move : swing across


OOC: Oops, missed a post - shooting at an imaginary drake


Instead Kali will still stow the bow, and move forward, across both pits.

Kali covers the distance at a run- leaping and swinging across the first pit with ease, followed by racing forward to leap the second pit- the big man skids to a halt.

Around the corner comes the noise of Drake versus door...

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 2

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator
19 Kyalia
14 Velani
12 Kalimaru
7 Ah-shahran*
5 Freggo*

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 (4 Temp HP) Surges 8/6
Kyalia 26/26 (4 Temp HP) Surges 8/8
Velani 28/28 Surges 11/4. +2 on all Defences.
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2- 36 HP damage Taken. Quarry (Kyalia).

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9. Move M7.

Kyalia- Quarry Drake #2. Twin Strike Drake #2- Hit & Hit 10 damage.

Velani- Move (Run) N9. Defensive Aura. Move (Run) Halfway up stairs.

Kali- Stow weapons. Draw Longbow. Longbow Drake #2- Hit 15 damage.

Ah-shahran- Call Spirit Companion- Kali 4 Temp HP. Spirit Infusion Kali RBA Drake #2- Hit 11 damage. Call Spirit Companion- Kyalia 4 Temp HP. Action Point. Spirit Infusion Kali RBA Drake #2- Miss.

Freggo- Double Move up stairs towards Entrance Chamber after Velani.

Turn #2

Drake #1- Move?

Drake #2- Move X8. Charge West doors...

Viator- Move Jump Pit- Fail- caught by Floating Disc- lowered in to Mushroom Chamber. Stand up.

Kyalia- Stow Longbow. Move swing across first pit- success. Move M9.

Velani- Move A6. Second Wind +2 on all Defences. Whistle- get the Drake's attention- Success.

Kali- Move swing across first Pit- success. Move & jump 2nd pit- success.

Ah-shahran-

Freggo-

[/sblock]

New Map-

110 Drake Chase- Kali jumps in to action

Next up Ah-shahran & Freggo...
 

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Well, let's hope the spirits are still with me. Ah-shahran gives himself a little room, then tries jumping the second pit, choosing a line that lets him flail at the rope in an emergency. Nearly following Viator's lead, Ah-shahran stumbles as he jumps, but is able to give himself an extra boost by kicking off the corner of the pit. He lands safely, if inelegantly, on the other side. As Gorm appears in a guard position, Ah-shahran raises his hands and calls out to the Drake, Hey, dinner's over here!

[sblock=Mechanics]Move: Back up a square, then try jumping with a running start. Ending at R9
Free: Memory of a Thousand Lifetimes to salvage the jump
Minor: Call Spirit Companion at T8
Standard: Ready an action for Twin Panthers[/sblock]

[sblock=Combat Status]HP: 30/30 Surges: 8/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 7
Passive Insight: 19 Passive Perception: 19
Action Points: 3 2 [x][][] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:


Actions:
[x]Standard
[x]Move
[x]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Spirit of the Healing Flood

[/sblock]
 
Last edited:

Freggo considers a solo career

Freggo is not quite sure how to react to his new friend's invitation to the drake to stay and cause them all serious harm. He's pretty sure herism is expected even when the peril could have been avoided, so he reluctantly charges in after Velani.

OOC: Not sure how close Freggo is. If possible, he'll get close enough to mark. Or, even better, will do a charge attack.
 

Well, let's hope the spirits are still with me. Ah-shahran gives himself a little room, then tries jumping the second pit, choosing a line that lets him flail at the rope in an emergency. Nearly following Viator's lead, Ah-shahran stumbles as he jumps, but is able to give himself an extra boost by kicking off the corner of the pit. He lands safely, if inelegantly, on the other side. As Gorm appears in a guard position, Ah-shahran raises his hands and calls out to the Drake, Hey, dinner's over here!

[sblock=Mechanics]Move: Back up a square, then try jumping with a running start. Ending at R9
Free: Memory of a Thousand Lifetimes to salvage the jump
Minor: Call Spirit Companion at T8
Standard: Ready an action for Twin Panthers[/sblock]

[sblock=Combat Status]HP: 30/30 Surges: 8/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) 7
Passive Insight: 19 Passive Perception: 19
Action Points: 3 2 [x][][] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:


Actions:
[x]Standard
[x]Move
[x]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Spirit of the Healing Flood

[/sblock]

Ah-shahran makes it across the second pit, just... and then gets to work, soon enough Gorm is out front- nosing around...

Then, in a Velani style, he calls the Drake over...

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 2

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator
19 Kyalia
14 Velani
12 Kalimaru
7 Ah-shahran
5 Freggo*

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 (4 Temp HP) Surges 8/6
Kyalia 26/26 (4 Temp HP) Surges 8/8
Velani 28/28 Surges 11/3. +2 on all Defences.
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2- 36 HP damage Taken. Quarry (Kyalia).

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9. Move M7.

Kyalia- Quarry Drake #2. Twin Strike Drake #2- Hit & Hit 10 damage.

Velani- Move (Run) N9. Defensive Aura. Move (Run) Halfway up stairs.

Kali- Stow weapons. Draw Longbow. Longbow Drake #2- Hit 15 damage.

Ah-shahran- Call Spirit Companion- Kali 4 Temp HP. Spirit Infusion Kali RBA Drake #2- Hit 11 damage. Call Spirit Companion- Kyalia 4 Temp HP. Action Point. Spirit Infusion Kali RBA Drake #2- Miss.

Freggo- Double Move up stairs towards Entrance Chamber after Velani.

Turn #2

Drake #1- Move?

Drake #2- Move X8. Charge West doors...

Viator- Move Jump Pit- Fail- caught by Floating Disc- lowered in to Mushroom Chamber. Stand up.

Kyalia- Stow Longbow. Move swing across first pit- success. Move M9.

Velani- Move A6. Second Wind +2 on all Defences. Whistle- get the Drake's attention- Success.

Kali- Move swing across first Pit- success. Move & jump 2nd pit- success.

Ah-shahran- Move Jump second Pit- Success (with Memories) to R9. Call Spirit Companion. Ready Twin Panthers...

Freggo-

Turn #3

Drake #1-

Drake #2-

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

111 Drake Chase- Ah-shahran gets in to position

Next up... Freggo.
 

Freggo is not quite sure how to react to his new friend's invitation to the drake to stay and cause them all serious harm. He's pretty sure herism is expected even when the peril could have been avoided, so he reluctantly charges in after Velani.

OOC: Not sure how close Freggo is. If possible, he'll get close enough to mark. Or, even better, will do a charge attack.

GM: Knowing that you might not be able to work out where things are I messaged you to say, well-

'Normal move will bring you to same square as Velani is on map 109, which is still 9 squares away from the Drake.

The Drake was leaving the lair- when Velani called it back, don't ask...

Over to you- message me if you want someone to take over.

Cheers PDR'

So a normal move brings you out 9 squares away from the Drake... not close enough to charge, not close enough to move and mark...

If this is an example of play while you're on vacation can we get someone to play your PC as this wont work... like Hairychin did, I promise we'll be nice with Freggo.
 

Freggo

Freggo, all the time shaking his head, runs up to and past Velani, holding his sword in a most-threatening manner, if the drake dared to come close. Of course, Freggo would prefor for the drake not to dare, but it couldn't be helped at this point, so he better be prepared for it.


[SBLOCK=OOC]Run to square C5 (Map 109) and READY Luring Strike against the incoming drake (once its movement is finished).

After the attack, shift 1 square back, so he - hopefully - cannot attack this round. ;)[/SBLOCK]
 

Freggo, all the time shaking his head, runs up to and past Velani, holding his sword in a most-threatening manner, if the drake dared to come close. Of course, Freggo would prefor for the drake not to dare, but it couldn't be helped at this point, so he better be prepared for it.


[SBLOCK=OOC]Run to square C5 (Map 109) and READY Luring Strike against the incoming drake (once its movement is finished).

After the attack, shift 1 square back, so he - hopefully - cannot attack this round. ;)[/SBLOCK]

Freggo shakes his head and steps up to meet the Drake...

He makes a few practice swats and whispers sweet nothings at the shambling beast, still turning to face ther pair.


[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 2

Initiative (* = Next to play)

22 Drake #1*
22 Drake #2
20 Viator
19 Kyalia
14 Velani
12 Kalimaru
7 Ah-shahran
5 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5. All have Combat Advantage.
Kalimaru 25/24 (4 Temp HP) Surges 8/6
Kyalia 26/26 (4 Temp HP) Surges 8/8
Velani 28/28 Surges 11/3. +2 on all Defences.
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2- 36 HP damage Taken. Quarry (Kyalia).

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9. Move M7.

Kyalia- Quarry Drake #2. Twin Strike Drake #2- Hit & Hit 10 damage.

Velani- Move (Run) N9. Defensive Aura. Move (Run) Halfway up stairs.

Kali- Stow weapons. Draw Longbow. Longbow Drake #2- Hit 15 damage.

Ah-shahran- Call Spirit Companion- Kali 4 Temp HP. Spirit Infusion Kali RBA Drake #2- Hit 11 damage. Call Spirit Companion- Kyalia 4 Temp HP. Action Point. Spirit Infusion Kali RBA Drake #2- Miss.

Freggo- Double Move up stairs towards Entrance Chamber after Velani.

Turn #2

Drake #1- Move?

Drake #2- Move X8. Charge West doors...

Viator- Move Jump Pit- Fail- caught by Floating Disc- lowered in to Mushroom Chamber. Stand up.

Kyalia- Stow Longbow. Move swing across first pit- success. Move M9.

Velani- Move A6. Second Wind +2 on all Defences. Whistle- get the Drake's attention- Success.

Kali- Move swing across first Pit- success. Move & jump 2nd pit- success.

Ah-shahran- Move Jump second Pit- Success (with Memories) to R9. Call Spirit Companion. Ready Twin Panthers...

Freggo- Move (Run) C5. Ready Luring Strike.

Turn #3

Drake #1-

Drake #2-

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map to follow.

Next- the Drakes.
 

Drake #1

GM: Can I get some assistance here- is the following correct, RAW.


The Drake turns all the way around at last, it has the remains of several arrows in its thick hide, the shafts have been sheared away- what with all the activity, just the heads a short stalks- worming their way deeper inside the beast.

A slick of bloody drool hangs from its mouth, its tongue lolls and curls and... Freggo shivers.

The Drake charges...

Freggo lashes out- the beast just inches before him, alas his blade careens of the Drake's tough hide. Freggo scrabbles- retreats, but the beast charges on- smashing in to the young hero.

GM: Is that how it works?

To repeat Drake is charging- which is one action combing Move & Attack, Freggo readied action- 'once its movement is finished', but-

Choose Trigger: Choose the action that will trigger your readied action. When that action occurs, you can use your readied action. If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal.

Immediate Reaction: A readied action is an immediate reaction. It takes place after your enemy completes the action that triggers it.

Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you will interrupt it and attack first. If you ready an action to be triggered by an enemy attack, your readied action will occur as a reaction to that attack, so you’ll attack after the enemy.
Note that an enemy might use a power that lets it move and then attack. If you readied an action to attack in response to that enemy’s movement, your readied action interrupts the movement, and you can attack before the enemy does.

The there's the question that Luring Blade- Freggo's attack lets him Shift 1 after the attack, as an 'Effect', so regardless of hit or miss.

My next point is that the Drake is Charging- that's moving at speed towards Freggo- the end of his move is effectively when he hits Freggo.

So says Charge-

A creature uses the charge action when it wants to dash forward and launch an attack with a single action. Such an attack is sometimes referred to as a charge attack.

CHARGE A TARGET

Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1. Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2. Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.
3. No Further Actions: The creature can’t take any further actions during this turn, except free actions.

So, what's the answer- does the charge end (movement phase) Freggo attack, then shift back leaving the roaring 500lb one square short of its target.

Or does the 500lb creature, head down, charge on and in to Freggo.

Or, something else- answers please.
 

[SBLOCK=OOC]Good question! :lol:

I guess both versions are somewhat valid, but I suppose you can use the remaining movement.

This here (esp. the word 'portion') sounds like the drake could still use the remaining movement.

"Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you will interrupt it and attack first."

And this part here refers to 'interrupting'.

"Note that an enemy might use a power that lets it move and then attack. If you readied an action to attack in response to that enemy’s movement, your readied action interrupts the movement, and you can attack before the enemy does."


In the case, that the drake can continue moving, Freggo will use the Shift to go to D4, though, so Velani and Freggo can flank the drake next round (Freggo will then shift to E4 and use the same power, this time shifting to F5 before the attack).

BTW, what does the Brawling Warrior feat do? :)[/SBLOCK]
 

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