Scales of War #1 Rescue at Rivenroar IC

[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]

[sblock=OOC]
I read it that way too- the act of charging seems to combine the Move and Attack- the creature ceases the Move when it effectively 'hits' the target, obviously if you teleported away at this instant the creature would trundle on its 8 squares (that's it's movement).

Just in case you wondered if I looked for a way around your action- I promise you its not that, the creature has a special power which it uses as part of a charge, in fact half its (four) powers are only instigated when it charges- so... It charge a lot.

Brawling Warrior Feat=

Brawling Warrior [Multiclass Fighter]
Heroic Tier
Prerequisite: Str 13 or Wis 13
Benefit: You gain training in one skill from the fighter’s class skills list.
Once per encounter while you wield a weapon in one hand and have nothing in your other hand, you can use a free action during your turn to gain a +1 bonus to an attack roll you just made or a +1 bonus to AC until the start of your next turn.

[/sblock]
 

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Drake #1

Freggo steps aside, but he's too slow- the Drake slams both of its forelegs in to the have-a-go-hero...

The first of the creatures legs slams in to him, gives him the impetus to spin away from the second attack- Freggo grits his teeth and takes the pain, one side of his body numbed from the blow.

[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 27/18 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- Charge Freggo. Freggo Readied Action- Luring Strike Drake #1- Miss & Shift back 1. Charge Combat Advantage Freggo- Hit & Miss 9 damage.

Drake #2-

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

http://gallery.rptools.net/v/contri...112+Drake+Chase-+When+the+Drake+hits.jpg.html

Next up Drake #2
 
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Drake #2

Snuffles and shuffles backwards, having heard Ah-shahran's call- it stops, the great beasts tongue lolling out- panting hard, flakes of metal on its snout- from the battered door.

It looks cock-eyed at Gorm, the Spirit Hound stands statue- growls a little, low and menacing.

The Drake charges, rearing at the last moment to bring both of its forelegs down on Gorm.

Both of the Drake's legs pummel and crush in to Gorm's head and body- but the faithful servant merely wriggles free- growls some more and waits to see what happens next- the Drake doesn't look best pleased, it shakes and shucks its crested collar- trying, vainly, to frighten Grom.

All to no effect.

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 3

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 27/18 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- Charge Freggo. Freggo Readied Action- Luring Strike Drake #1- Miss & Shift back 1. Charge Combat Advantage Freggo- Hit & Miss 9 damage.

Drake #2- Move Y8- spot the crowd. Charge Gorm- Raking Charge- Hit & Hit, 8 & 9 damage- need one attack to do 10 damage- no effect on Gorm.

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

http://gallery.rptools.net/v/contri...nroar/113+Drake+Chase-+Gorm+is+great.jpg.html

Next up Viator, then Kyalia- Kyalia feel free to step up now...
 
Last edited:

Ah-shahran

GM: Sorry, almost forgot.


The dumbstruck Drake is suddenly pounced upon- as Gorm dissolves in to a pair of furious jet black spirit felines... the first of which is easily batted aside by the beast- while the second goes for the throat- ripping and tearing at the Drake... the creatures struggles vainly and is left clawed and bloodied.

GM: Is Gorm gone... sorry, can't get a handle on some of your powers.


[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 3

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 27/18 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- 48 HP damage Taken- Bloodied. 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- Charge Freggo. Freggo Readied Action- Luring Strike Drake #1- Miss & Shift back 1. Charge Combat Advantage Freggo- Hit & Miss 9 damage.

Drake #2- Move Y8- spot the crowd. Charge Gorm- Raking Charge- Hit & Hit, 8 & 9 damage- need one attack to do 10 damage- no effect on Gorm. Readied Action Ah-shahran Twin Panthers Drake #2- Miss and Crit 12 damage- Bloodied.

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

GM: Also unclear as to what the trigger was for your readied action...
 
Last edited:


Freggo

Freggo calls out to Velani: “Hold your attack back for a second, I will get into its back, so we can attack it from both sides!”

[SBLOCK=OOC]Velani could move straight up towards the drake and then ready to attack after Freggo, so they both can get Combat Advantage. :)[/SBLOCK]
 
Last edited:

Hearing the sounds of his friends struggling ahead, Viator surges forward bringing himself to the action just behind the brave sergeant. Seeing his heroic friend fending of the beast, he tries his best to help.

Physically exhausted from covering the distance, his vision blurs and he loses focus on his target.

Breathing heavily, he pants.

Sorry, Velani. I will try harder.

Then louder,

Freggo! Try to keep it pinned down!

[sblock=Actions]Double Move = Run to -A6
Action Point = DS - miss[/sblock]

[sblock=Viator Combat Stats]AC: 14 Fort: 12 Ref: 14 Will: 15:)
Init: 0 PI: 17 PP:17
HP: 26/26
Surges: 7/8
Power Points: 2/2
Action Points: 1
[sblock=Powers]Dimensional Scramble (+4 vs Fort, 1d6+4 dmg)
Force Punch (+4 vs Fort, 1d8+4 force dmg)
Fey Step
Far Hand
Forceful Push
Living Missile (+4 vs Fort, immobilized/slowed (save ends); +4 vs Ref, 2d6+4 dmg and prone - half for primary target and prone)
[/sblock][sblock=Rituals]Sending
Tenser’s Floating Disk
[/sblock][sblock= Skills]Acrobatics +0
Arcana +13
Athletics -1
Bluff +1
Diplomacy +1
Dungeoneering +2
Endurance +2
Heal +2
History +11
Insight +7
Intimidate +1
Nature +2
Perception +7
Religion +4
Stealth +0
Streetwise +6
Thievery +0
[/sblock][/sblock]
 
Last edited:

Hearing the sounds of his friends struggling ahead, Viator surges forward bringing himself to the action just behind the brave sergeant. Seeing his heroic friend fending of the beast, he tries his best to help.

Physically exhausted from covering the distance, his vision blurs and he loses focus on his target.

Breathing heavily, he pants.

Sorry, Velani. I will try harder.

Then louder,

Freggo! Try to keep it pinned down!

[sblock=Actions]Double Move = Run to -A6
Action Point = DS - miss[/sblock]

[sblock=Viator Combat Stats]AC: 14 Fort: 12 Ref: 14 Will: 15:)
Init: 0 PI: 17 PP:17
HP: 26/26
Surges: 7/8
Power Points: 2/2
Action Points: 1
[sblock=Powers]Dimensional Scramble (+4 vs Fort, 1d6+4 dmg)
Force Punch (+4 vs Fort, 1d8+4 force dmg)
Fey Step
Far Hand
Forceful Push
Living Missile (+4 vs Fort, immobilized/slowed (save ends); +4 vs Ref, 2d6+4 dmg and prone - half for primary target and prone)
[/sblock][sblock=Rituals]Sending
Tenser’s Floating Disk
[/sblock][sblock= Skills]Acrobatics +0
Arcana +13
Athletics -1
Bluff +1
Diplomacy +1
Dungeoneering +2
Endurance +2
Heal +2
History +11
Insight +7
Intimidate +1
Nature +2
Perception +7
Religion +4
Stealth +0
Streetwise +6
Thievery +0
[/sblock][/sblock]

The Drake snorts and shuffles some more, still clearly in a considerable amount of pain...


[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 3

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 27/18 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- 48 HP damage Taken- Bloodied. 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- Charge Freggo. Freggo Readied Action- Luring Strike Drake #1- Miss & Shift back 1. Charge Combat Advantage Freggo- Hit & Miss 9 damage.

Drake #2- Move Y8- spot the crowd. Charge Gorm- Raking Charge- Hit & Hit, 8 & 9 damage- need one attack to do 10 damage- no effect on Gorm. Readied Action Ah-shahran Twin Panthers Drake #2- Miss and Crit 12 damage- Bloodied.

Viator- Double Move (Run) to -A6. Action Point (1). Dimensional Scramble Drake #1- Miss.

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

114 Drake Chase- Viator arrives on the scene

Next up Kyalia...
 

Kyalia fires more arrows at the beast, while Gorm bravely holds the front.


[SBLOCK=OOC]Twin Shot[/SBLOCK]

Alas only one of Kyalia's arrows runs true, leaving the Drake still hissing mad and out to make trouble for Gorm... or the others beyond.

The creature however sags a little- bleeding from several points, its energy almost spent.

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 3

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 27/18 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- 58 HP damage Taken- Bloodied. 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- Charge Freggo. Freggo Readied Action- Luring Strike Drake #1- Miss & Shift back 1. Charge Combat Advantage Freggo- Hit & Miss 9 damage.

Drake #2- Move Y8- spot the crowd. Charge Gorm- Raking Charge- Hit & Hit, 8 & 9 damage- need one attack to do 10 damage- no effect on Gorm. Readied Action Ah-shahran Twin Panthers Drake #2- Miss and Crit 12 damage- Bloodied.

Viator- Double Move (Run) to -A6. Action Point (1). Dimensional Scramble Drake #1- Miss.

Kyalia- Twin Strike Quarry Drake #1- Miss & Hit 10 damage.

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

115 Drake Chase-Kyalia fires

Next up Velani (maybe delay) and then Kali.
 

Velani

Surprised by Freggo's yell, Velani stops and considers the tactical situation.

"Hrm...well he's an agile one, I'll give him that...let's see if he can help me put the squeeze on this thing..."

OOC: delay until after Freggo
 

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