Chapter 1-1: someone's in trouble!
Moderators:mts, Skyscraper
Sealamin (Bloodied from the last strike and quite frustrated with his repeated Dazed condition) tries to clear his head and put himself in a position where he can actually do something moves to K8
_______________________
Sealamin Darksbane
Sealamin Darksbane
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Discido
Focusing on the Slasher, I mark it with a Divine Challenge. Then ... an Enfeebling Strike!
Attack roll ( 1d20+5+7 ) = 3+5+7 = 15 vs AC
Damage roll ( 1d8+4 ) = 4+4 = 8
( note, if the Divine Challenge counts as a mark for Enfeebling Strike, then the
target takes a -2 penalty to attack rolls until the end of my next turn )
Once I've attacked the slasher, I move over next to the slasher's victim, at H7.
Attack roll ( 1d20+5+7 ) = 3+5+7 = 15 vs AC
Damage roll ( 1d8+4 ) = 4+4 = 8
( note, if the Divine Challenge counts as a mark for Enfeebling Strike, then the
target takes a -2 penalty to attack rolls until the end of my next turn )
Once I've attacked the slasher, I move over next to the slasher's victim, at H7.
Jack Shadowfire
I feel the strength swell into me as the thug falls to the ground, just like it did the day I made my fateful pact.
For the thousandth time I ponder the wisdom of that infernal bargain but quickly dismiss such thoughts from my mind. In front of me six men chose to abuse their strength to beat the life out of another too weak to defend himself. Such abuses need be punished. I hope that I am up to the task.
(Jack gains 4 temporary hit points when thug#4 drops to 0hps)
I stride forward with determination, passing the tree and pulling the shadows around me like a cloak.
(Jack moves 6 spaces diagonally right to H15, I will do this even if the slasher gets an OA on me, but choose a path to avoid one if I can)
(Jack gains concealment from shadow walk from the 3rd square on till the end of my next turn)
As I reach my mark I focus the gathering shadows into a dark stream of crackling eldritch energy that I send streaming at the Slasher. I yell, "Not as much fun when the odds are evened, my two faced friend?"
(I am attacking to knock out, not to kill)
Eldritch Blast Attack Roll(1d20)+4:
15,+4
Total:19 vs Reflex against the slasher
Eldritch Blast Damage Roll(1d10)+4:
3,+4
Curse Damage Roll Roll(1d6)+0:
1,+0
Total:7 damage + 1 damage = 8 damage
(If this takes out the Slasher, I curse the nearest enemy with a preference towards thug #1 if they are equally close)
For the thousandth time I ponder the wisdom of that infernal bargain but quickly dismiss such thoughts from my mind. In front of me six men chose to abuse their strength to beat the life out of another too weak to defend himself. Such abuses need be punished. I hope that I am up to the task.
(Jack gains 4 temporary hit points when thug#4 drops to 0hps)
I stride forward with determination, passing the tree and pulling the shadows around me like a cloak.
(Jack moves 6 spaces diagonally right to H15, I will do this even if the slasher gets an OA on me, but choose a path to avoid one if I can)
(Jack gains concealment from shadow walk from the 3rd square on till the end of my next turn)
As I reach my mark I focus the gathering shadows into a dark stream of crackling eldritch energy that I send streaming at the Slasher. I yell, "Not as much fun when the odds are evened, my two faced friend?"
(I am attacking to knock out, not to kill)
Eldritch Blast Attack Roll(1d20)+4:
15,+4
Total:19 vs Reflex against the slasher
Eldritch Blast Damage Roll(1d10)+4:
3,+4
Curse Damage Roll Roll(1d6)+0:
1,+0
Total:7 damage + 1 damage = 8 damage
(If this takes out the Slasher, I curse the nearest enemy with a preference towards thug #1 if they are equally close)
You must construct additional pylons!
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Re: Adventure thread: someone's in trouble!
I mutter a small quick prayer for Sealamin to clear his mind and aid his wounds.
(Healing Word)
(Sealamins surge + 1d6 + 3 in healing) (I'm not sure who rolls that 1d6)
Again, I call upon a bright holy light to hit bandit #2.
Lance of Faith: (Radiant)
HIt: 6 + 3 = 9 vs Reflex
Dmg: 5 + 3 = 8
If this somehow manages to hit, Sealamin gets a +2 to hit Bandit #2.
(Healing Word)
(Sealamins surge + 1d6 + 3 in healing) (I'm not sure who rolls that 1d6)
Again, I call upon a bright holy light to hit bandit #2.
Lance of Faith: (Radiant)
HIt: 6 + 3 = 9 vs Reflex
Dmg: 5 + 3 = 8
If this somehow manages to hit, Sealamin gets a +2 to hit Bandit #2.
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Re: Adventure thread: someone's in trouble!
Un-fazed by his wound, Ackonis strikes down on the bandit before him!
Primary Action: (if target is still prone)
Basic attack: 12 + 7 + 2(prone target) = 21
Dmg: 3 + 3 = 6
Alt Action: (if target stands up)
Tide of Iron: 12 + 7 = 19
Dmg: 3 + 3 = 6 and I push the target back one square and moving into that square.
Primary Action: (if target is still prone)
Basic attack: 12 + 7 + 2(prone target) = 21
Dmg: 3 + 3 = 6
Alt Action: (if target stands up)
Tide of Iron: 12 + 7 = 19
Dmg: 3 + 3 = 6 and I push the target back one square and moving into that square.
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Fea
Seeing that the Slasher seems to be well in hand, Fea looks around for another target. Straight ahead on the street, he sees another Bandit beating on someone. Again Fea shoots two arrows (at bandit 1 this time).
Twin Strike
Attack 1 = 15 + 6 = 21 vs AC
Damage 1 = 1
Attack 2 = 19 + 6 = 25 vs AC
Damage 2 = 8
Twin Strike
Attack 1 = 15 + 6 = 21 vs AC
Damage 1 = 1
Attack 2 = 19 + 6 = 25 vs AC
Damage 2 = 8
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Barathir
Still reeling from the rain of blows from this bandit, Barathir once again tries to get a stab in.
Piercing Strike
Attack 1d20 + 5 = 18 + 5 = 23 (vs reflex)
Damage 1d4 + 1 = 2 + 1 = 3
Piercing Strike
Attack 1d20 + 5 = 18 + 5 = 23 (vs reflex)
Damage 1d4 + 1 = 2 + 1 = 3
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Round 3 results
Sealamin, dazed, moves towards the center of the pool. However, his opponent takes this opportunity to swing his cudgel at Sealamin! Even benefitting from the cover that the fountain wall provides, the thug hits Sealamin with his cudgel!
(Sealamin shifts to K8 but provokes an OA from Bandit 2 who deals 9 points of damage to Sealamin.)
Barathir, dazed, still manages to move and attack his opponent in one swift movement. He hits him!
(Barathir uses deft strike to move to O14 and deals 3 points of damage to bandit 1).
Bandit 1 replies around the dazed Barathir who has obvious trouble focusing on the quick movements of his opponent. Bandit-1 moves in with deadly accuracy and hits Barathir hard! He takes advantage of his dazing hit to take another step back partly behind the bushes.
(Bandit 1 shifts to O13 and attacks with combat advantage due to Barathir being dazed, and deals 9 points of damage to Barathir. The latter is dazed until the end of Bandit-1's next turn. Bandit-1 shifts (again) to P12.)
Bandit 2 looks around a bit frantically, seeing opponents that appear to almost materialize out of thin air. Obviously unnerved, he jumps into the water at the pursuit of the dazed mage who he just hit. He swings his cudgel again but this time misses as the sound of the man and the eladrin moving in the water is added to the clash of steel, the crackling of magic and the screams of pain in the public place.
(Bandit 2 moves to L8.)
The Slinger calls out: "Kis, i need help now!"
Bandit 3 stands up from prone and then swings his cudgel at the dragonborn but misses.
(Bandit 3 remains where he is.)
Jack hustles out of the alley, shadows litterally clinging to him - or so it would seem... He then shoots dark energy at the Slasher, who falls to the ground under his attack. He then utters an infernal curse towards Bandit 1.
(Jack moves to H15 and deals 8 damage to the Slasher who drops under the blow. Bandit 1 is cursed.)
Fea again fires two arrows at an opponent, hitting twice!
(Fea deals 9 points of damage to Bandit 1. Bandit 1 is now bloodied.)
Sorrin calls upon the deathly powers of the Raven Queen to heal Sealamin. He then conjures holy light to attack Bandit 2, but misses.
(Sorrin uses his Healing Word power on Sealamin. If Sealamin wishes, he can spend a healing surge to gain his healing surge value + 9 additional hit points immediately.)
The Bandit Slinger once again loads a few stones in his sling before he spins it over his head. He then proficiently lets them go towards Sealamin, Sorrin and Ackonis... hitting all three! He gradually steps backwards after having attacked.
(Slinger hits Sealamin for 7 damage, Sorrin for 4 damage and Ackonis for 8 damage. He then moves to P4.)
Discido moves against Bandit 3, challenges him in the name of Avandra, and then attacks him with his sword but misses. The bandit may not be very battle-trained or heavily armored, but he's still rather agile.
(Discido moves to E5. Bandit 3 is marked by Discido.)
Ackonis shifts to flank Bandit 2 and hits him with his battle axe.
(Ackonis shifts to E3 and deals 6 damage to Bandit 3.)
The thugs look like a nasty bunch alright. 5-day beards and the stench of alcohol are now perceptible at close range. Old tunics of coarse material half-cover the hard, wiry muscles of men that have had to do physical work in their lives. Scowls seem to be permanent on these faces. Those are the kind of men that an old lady would be unhappy to meet in a dark alley at night. Unfortunately for the bandits, this group doesn't include old ladies. And it is now visible by the looks that they are throwing about that they are realizing this through the haze of their alcohol-affected minds.
*********
Initiative remains unchanged for round 4.
(Sealamin shifts to K8 but provokes an OA from Bandit 2 who deals 9 points of damage to Sealamin.)
Barathir, dazed, still manages to move and attack his opponent in one swift movement. He hits him!
(Barathir uses deft strike to move to O14 and deals 3 points of damage to bandit 1).
Bandit 1 replies around the dazed Barathir who has obvious trouble focusing on the quick movements of his opponent. Bandit-1 moves in with deadly accuracy and hits Barathir hard! He takes advantage of his dazing hit to take another step back partly behind the bushes.
(Bandit 1 shifts to O13 and attacks with combat advantage due to Barathir being dazed, and deals 9 points of damage to Barathir. The latter is dazed until the end of Bandit-1's next turn. Bandit-1 shifts (again) to P12.)
Bandit 2 looks around a bit frantically, seeing opponents that appear to almost materialize out of thin air. Obviously unnerved, he jumps into the water at the pursuit of the dazed mage who he just hit. He swings his cudgel again but this time misses as the sound of the man and the eladrin moving in the water is added to the clash of steel, the crackling of magic and the screams of pain in the public place.
(Bandit 2 moves to L8.)
The Slinger calls out: "Kis, i need help now!"
Bandit 3 stands up from prone and then swings his cudgel at the dragonborn but misses.
(Bandit 3 remains where he is.)
Jack hustles out of the alley, shadows litterally clinging to him - or so it would seem... He then shoots dark energy at the Slasher, who falls to the ground under his attack. He then utters an infernal curse towards Bandit 1.
(Jack moves to H15 and deals 8 damage to the Slasher who drops under the blow. Bandit 1 is cursed.)
Fea again fires two arrows at an opponent, hitting twice!
(Fea deals 9 points of damage to Bandit 1. Bandit 1 is now bloodied.)
Sorrin calls upon the deathly powers of the Raven Queen to heal Sealamin. He then conjures holy light to attack Bandit 2, but misses.
(Sorrin uses his Healing Word power on Sealamin. If Sealamin wishes, he can spend a healing surge to gain his healing surge value + 9 additional hit points immediately.)
The Bandit Slinger once again loads a few stones in his sling before he spins it over his head. He then proficiently lets them go towards Sealamin, Sorrin and Ackonis... hitting all three! He gradually steps backwards after having attacked.
(Slinger hits Sealamin for 7 damage, Sorrin for 4 damage and Ackonis for 8 damage. He then moves to P4.)
Discido moves against Bandit 3, challenges him in the name of Avandra, and then attacks him with his sword but misses. The bandit may not be very battle-trained or heavily armored, but he's still rather agile.
(Discido moves to E5. Bandit 3 is marked by Discido.)
Ackonis shifts to flank Bandit 2 and hits him with his battle axe.
(Ackonis shifts to E3 and deals 6 damage to Bandit 3.)
The thugs look like a nasty bunch alright. 5-day beards and the stench of alcohol are now perceptible at close range. Old tunics of coarse material half-cover the hard, wiry muscles of men that have had to do physical work in their lives. Scowls seem to be permanent on these faces. Those are the kind of men that an old lady would be unhappy to meet in a dark alley at night. Unfortunately for the bandits, this group doesn't include old ladies. And it is now visible by the looks that they are throwing about that they are realizing this through the haze of their alcohol-affected minds.
*********
Initiative remains unchanged for round 4.
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Round 3 map
the "improvements" were not included in this map.
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Sorrin
I draw my mace and move to O3.
As I swing my mace back to strike the slinger, a dark ethereal symbol of a raven appears over the head of the mace.
Righteous Brand: (+3 melee bonus goes to Sealamin (until the end of my next turn))
Hit: 9 + 5 = 14 vs AC
Dmg: 3 + 4 = 7
As I swing my mace back to strike the slinger, a dark ethereal symbol of a raven appears over the head of the mace.
Righteous Brand: (+3 melee bonus goes to Sealamin (until the end of my next turn))
Hit: 9 + 5 = 14 vs AC
Dmg: 3 + 4 = 7
Last edited by rosencrantz on Thu Sep 25, 2008 9:50 pm, edited 2 times in total.
Sealamin
Sealamin takes the opportunity that Sorrin provided to use a healing surge, calls his thanks and asks for more healing
"Sorrin I could use more divine aid"
with a clear head he pushes out his arm and the very land and water from L7 to N9 ripples outward pushing Bandit 2 from L8 to N8
Thunderwave
Attack: 15+4 =19 vs. Fortitude
Damage: 1d6+4 = 4 + 4 = 8 thunder damage, and you push target 2 squares away
then uses his action point and thrusting his finger at the slinger from which a green light launches forth striking the slinger
Acid arrow
Attack: 14+4= 18 vs. Reflex
Damage: 2d8 + 4 = 1+2+4=7 acid damage, and ongoing 5 acid damage (save ends)
"Sorrin I could use more divine aid"
with a clear head he pushes out his arm and the very land and water from L7 to N9 ripples outward pushing Bandit 2 from L8 to N8
Thunderwave
Attack: 15+4 =19 vs. Fortitude
Damage: 1d6+4 = 4 + 4 = 8 thunder damage, and you push target 2 squares away
then uses his action point and thrusting his finger at the slinger from which a green light launches forth striking the slinger
Acid arrow
Attack: 14+4= 18 vs. Reflex
Damage: 2d8 + 4 = 1+2+4=7 acid damage, and ongoing 5 acid damage (save ends)
Last edited by Harrower on Wed Sep 24, 2008 11:04 pm, edited 1 time in total.
_______________________
Sealamin Darksbane
Sealamin Darksbane
Jack Shadowfire
Jack yells "Let's some alive for questioning" as he continues to move along the walls like a shadow.
(Jack moves to K15 gaining concealment by moving 3 squares. If both thugs 1 and 2 are dead by his turn he'll instead move to M12 to be in range for the slinger.)
Jack then utters an incantation to create a hand of sulfurous darkness to incapacitate the closest thug (i.e., thug 1, thug 2, or the slinger depending on who is still conscious).
(Diabolic Grasp (for non-lethal damage)
Attack roll: 1d20+4 = 5+4 = 9 (Sorry, bro )
Damage (as if it is going to be necessary): 2d8+4 +1d6(curse) = 1+1+4+6 = 12
If thug #1 is already dead, I curse the closest enemy before this attack, if by a miracle this hits and incapacitates thug#1, then Jack curses the closest thug after his attack.)
(Jack moves to K15 gaining concealment by moving 3 squares. If both thugs 1 and 2 are dead by his turn he'll instead move to M12 to be in range for the slinger.)
Jack then utters an incantation to create a hand of sulfurous darkness to incapacitate the closest thug (i.e., thug 1, thug 2, or the slinger depending on who is still conscious).
(Diabolic Grasp (for non-lethal damage)
Attack roll: 1d20+4 = 5+4 = 9 (Sorry, bro )
Damage (as if it is going to be necessary): 2d8+4 +1d6(curse) = 1+1+4+6 = 12
If thug #1 is already dead, I curse the closest enemy before this attack, if by a miracle this hits and incapacitates thug#1, then Jack curses the closest thug after his attack.)
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Re: Adventure thread: someone's in trouble!
Ackonis, although bloodied, laughs at the pebbles striking him and calls out his inner strength to numb the pain. Welding his battleaxe high, strikes down upon the wounded bandit.
✦ Spend a Healing Surge: +9 to current HPs
✦ +2 Bonus to All Defenses: You gain a +2 bonus to
all defenses until the start of your next turn.
Primary action: (if bandit 3 still stands)
Sure strike: 19+9=28 vs AC
Dmg: 1 (non-lethal, as if, hahaha)
Alt action: (if bandit 3 fell already)
Double Run (still possible?) to close in on the Slinger for revenge!
Edit: As this round hasn't yet resolved and Pylon informed me of my error, the above primary action is canceled. Ackonis will just stand where he is (if Bandit 3 has not yet fallen). The Alt action still stands.
✦ Spend a Healing Surge: +9 to current HPs
✦ +2 Bonus to All Defenses: You gain a +2 bonus to
all defenses until the start of your next turn.
Primary action: (if bandit 3 still stands)
Sure strike: 19+9=28 vs AC
Dmg: 1 (non-lethal, as if, hahaha)
Alt action: (if bandit 3 fell already)
Double Run (still possible?) to close in on the Slinger for revenge!
Edit: As this round hasn't yet resolved and Pylon informed me of my error, the above primary action is canceled. Ackonis will just stand where he is (if Bandit 3 has not yet fallen). The Alt action still stands.
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Re: Adventure thread: someone's in trouble!
Frustrated that one of these ... vagabonds has dropped my prefered target, I find
myself next to bandit 3, who now happily wears my mark. Well, when you are
given lemons ...
Enfeebling Strike on bandit 3
Attack roll ( 1d20+5+7 ) = 10+5+7 = 22 vs AC
Damage roll ( 1d8+4 ) = 3+4 = 7
(Bandit is marked, so:
"While a target is marked, it takes a –2 penalty to attack
rolls for any attack that doesn’t include you as a target.
Also, it takes radiant damage equal to 3 + 4 the first
time it makes an attack that doesn’t include
you as a target before the start of your next turn."
Also, from my previous Enfeebling Strike
"If you marked the
target, it takes a –2 penalty to attack rolls until the end of
your next turn."
)
myself next to bandit 3, who now happily wears my mark. Well, when you are
given lemons ...
Enfeebling Strike on bandit 3
Attack roll ( 1d20+5+7 ) = 10+5+7 = 22 vs AC
Damage roll ( 1d8+4 ) = 3+4 = 7
(Bandit is marked, so:
"While a target is marked, it takes a –2 penalty to attack
rolls for any attack that doesn’t include you as a target.
Also, it takes radiant damage equal to 3 + 4 the first
time it makes an attack that doesn’t include
you as a target before the start of your next turn."
Also, from my previous Enfeebling Strike
"If you marked the
target, it takes a –2 penalty to attack rolls until the end of
your next turn."
)
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Fea
Fea moves to get a better view of the area, and shoots two more arrows at Bandit #1, unless he's dead, in which case Fea shoots at the bandit slinger instead.
Move to D8.
Twin Strike
Attack #1 = 4 + 6 = 10 vs AC
Damage #1 = 6
Attack #2 = 4 + 6 = 10 vs AC
Damage #2 = 10
Move to D8.
Twin Strike
Attack #1 = 4 + 6 = 10 vs AC
Damage #1 = 6
Attack #2 = 4 + 6 = 10 vs AC
Damage #2 = 10