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Thread: Manhunt

  1. - Top - End - #121
    Pixie in the Playground
     
    oyRareingir's Avatar

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    Default Re: Manhunt

    Acheron

    heading for the market, Acheron goes to purchase some additional trail rations for the journey.

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    20 days worth, 10gp

  2. - Top - End - #122
    Dwarf in the Playground
     
    Zombie

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    Default Re: Manhunt

    Stephan

    Seeing that Acheron just needed to buy some food, and satisfied with his own food store, Stephan goes to the north gates and waits anxiously for the others to join him for their journey. He paces back and forth, causing the general public to leave a wide area around him empty.

  3. - Top - End - #123
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    PaladinGuy

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    Default Re: Manhunt

    Firmly convinced he and the giant are going to be friends, Micheal Derving skips after Stephan.

  4. - Top - End - #124
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    oyRareingir's Avatar

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    Acheron

    Acheron heads to the gate and awaits the others. He shifts about from foot to foot fingering his sword, moving his gaze from the low sun and the gate.

  5. - Top - End - #125
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    BardGuy

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    Default Re: Manhunt

    Elsewhere around the city, citizens are going about their business. Some even notice the medals on a half-Orc and a platapus. One Dwarf goes up to Caesus and El Pato and says in a concerned voice, "excuse me Saviors, but I have watched you wander around for some time now. Do you need directions to where ever you are going?"

  6. - Top - End - #126
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    Iudex's Avatar

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    Default Re: Manhunt

    Caesus, still somewhat suspicious of dwarves and their agendas, politely turns down the citizen's offer, then wanders off to buy 10 days worth of trail rations.

    Caesus then meets up with the others at the gate.

  7. - Top - End - #127
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    BardGuy

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    Default Re: Manhunt

    The sun is now quite low. The once brilliant red and orange sunset is now dark red. The five adventurers are currently only four. El Pato is not waiting at the gate and all the shops have closed.


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    If you are at the gate and looking around for El Pato, roll a perception check.

  8. - Top - End - #128
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    SpaceHamster15's Avatar

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    Default Re: Manhunt

    El Pato

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    I'm here, sorry, I forgot. I'm in the bushes eating bugs. Ready to go.

  9. - Top - End - #129
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    PaladinGuy

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    Micheal Derving points at El Pato and honks HA! BUG EATER! BUG EATER! HAHAHAHAHAHAHAHAHAHAHAHAHHAAHAHA!!!!!!!!

  10. - Top - End - #130
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    Zombie

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    Stephan

    Noticing that the gnome has found El Pato, Stephan looks the group over quickly then says "We need be away from city before camp, let us go."

  11. - Top - End - #131
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    BardGuy

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    You leave Neotross on the road to Sess. It is 9:00 when you find a beautiful place for camping.
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    Is it camping until morning time?

  12. - Top - End - #132
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    Zombie

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    Stephan

    Once they get the camp set up Stephan makes a suggestion: "We should keep watch for things in night. If each take watch over hour but less than two, we will be safe and rested. I take first watch."

  13. - Top - End - #133
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    oyRareingir's Avatar

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    Acheron

    acheron agrees to take the second shift.

  14. - Top - End - #134
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    Iudex's Avatar

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    "Sounds good. It's been a long day, time to log off."

  15. - Top - End - #135
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    BardGuy

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    ooc
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    as soon as all 5 shifts are accounted for, things can progress.

  16. - Top - End - #136
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    PaladinGuy

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    "I'll take the second shift as well! And I will keep you safe my dear Goliath!" Micheal Derving says dashingly.

  17. - Top - End - #137
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    SpaceHamster15's Avatar

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    Default Re: Manhunt

    El Pato communes with lots of little wispy spirit guys, who then make a cozy campsite for the group.

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    Casting Create Campsite

    You summon hundreds of diminutive nature spirits to
    assemble a campsite in a 5-square radius around you. The
    spirits clear the area, set up tents, unroll bedrolls, gather
    water, and prepare a nourishing meal. They also conceal
    the campsite, with your Nature check result serving as the
    DC for Perception checks to notice the hidden camp.
    The spirits utilize your and your allies’ gear to make the
    campsite. If you and your allies lack the appropriate gear,
    the spirits gather raw materials from the environment to
    make the campsite.
    At the end of the ritual’s duration, the spirits break
    down the campsite, pack up your gear, and restore the
    site to its original state, removing evidence that you and
    your allies camped there.

    Nature check result: 16

  18. - Top - End - #138
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    PaladinGuy

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    Realizing he says things without thinking about them finds his statement very out of place and corrects himself, "That dirty goliath can take care of himself! I will take the fifth shift!"

  19. - Top - End - #139
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    BardGuy

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    Default Re: Manhunt

    Your belly is content after a hearty meal from the nature spirits. Four adventurers go to sleep as Stephan takes watch. The night is a clear night with many stars visible. A few shooting stars fly overhead. All goes smashingly while Stephan and Acheron are keeping watch. Acheron goes to sleep after his shift and nobody wakes up to continue the watch. Almost two hours after Acheron goes to sleep, trouble ensues. A hunting pack of fiendish monsters finds the camp and swarms the adventurers. These beasts have large, bloody teeth. One carries a greatclub with teeth on it and three more have spiked gauntlets of bone. The five adventurers awake to the sounds of snarling and the loud trudging of the largest beast.

    ooc
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    You were placed in alphabetical order starting at the top left and going clockwise. Also, Thomas should have 44 for max HP, not 32.


    A greatclub comes crashing down on Stephan's unarmored body.
    Acheron feels the teeth of one monster sink into his flesh.
    The three clawed creatures attack Micheal, El Pato, and Caesus.

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    Surprise round:
    Micheal Derving takes 13 damage from the claws.

    Caesus takes 21 damage.

    El Pato takes 20 damage.

    Stephan takes 14 damage. Make an endurance check at the end of battle.

    Acheron takes 16 damage.

    Let's see those inits. Also, take a -2 to attack unless you have low light vision :)
    Last edited by Bearclaw; 2010-10-19 at 12:35 PM.

  20. - Top - End - #140
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    Zombie

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    Default Re: Manhunt

    Stephan

    Waking to the sound of enemies close by, Stephan opens his eyes in time to see the club smash into his chest. Confused and angered, rage envelopes him.

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    My init is 11

  21. - Top - End - #141
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    Iudex's Avatar

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    Caesus jumps up and springs into action.

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    Intiative is 22.

  22. - Top - End - #142
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    BardGuy

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    ooc:
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    Caesus, you can't jump up yet because after everyone rolls inits, I will report the initiative order. Then round 1 starts (and you can do all the jumping you want).

  23. - Top - End - #143
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    SpaceHamster15's Avatar

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    Initiative: 6 +9 = 15

  24. - Top - End - #144
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    oyRareingir's Avatar

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    21 init
    on the map, are we limited to the purple area?

  25. - Top - End - #145
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    PaladinGuy

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    Micheal Derving

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    Init:13+2=15

  26. - Top - End - #146
    Dwarf in the Playground
     
    BardGuy

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    Initiatives!

    1) Caesus

    2) Acheron

    3) El Pato

    4) Michael Derving

    5) Monsters

    6) Stephan

    7) Monsters

    8) Monsters

    And no, you are not limited to the purple area. That is the campsite.

  27. - Top - End - #147
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    Iudex's Avatar

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    Caesus gets up, summons Ret'gar, and prepares to aid his allies.


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    Move: Standing up.
    Stand Action -> Move Action: Shift over to G3
    Minor Action: Summon Spirit Companion

    Prepared abilities:
    Spirit Boon: any ally adjacent to your spirit companion regains additional hp equal to your Con modifier (2) when they use second wind or when you use a healing power on them.

    Spirit's Shield: When an enemy leaves a square adjacent to your spirit companion without shifting, my spirit companion attacks that target enemy. Hit: Wis Mod dmg (4). Effect: One ally w/in 5 squares of your spirit companion regains hit points equal to your Wisdom mod.

    Protector Spirit Adept
    : allies adjacent to spirit companion gain +1 Fort, Ref, Will

    Bear Spirit Armor:
    Trigger:an ally within 5 squares of the spirit companion hits an enemy.
    Effect: you and each ally within 5 squares of the spirit companion gain 7 temp hp.

    Please post your health in spoilers so I know who needs a heal.
    Last edited by Iudex; 2010-10-20 at 06:51 PM.

  28. - Top - End - #148
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    oyRareingir's Avatar

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    Default Re: Manhunt

    Acheron

    Acheron grunts in pain and swears a great oath upon his attacker. Grabbing his sword beside him he stands to face his sworn enemy.
    He raises his hand and his ring shines with the brightness of the moon. The smell of burning flesh comes from the creature as a raven appears branded upon it's flesh.

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    minor action: oath of enmity on C
    minor action: grab great sword
    move action: stand up

    action point: standard action: daily power Oath of Consuming Light
    1d20+8-2 [23] vs reflex
    1d20+8-2 [12]

    Free Action: Symbol of Battle Daily: +1d10 damage
    hit: 3d10 + 1d6 + 5 = 32 damage
    further divine attacks deal +1d6 damage, save ends
    aftereffect: divine attacks deal +1d4 damage save ends
    miss: half damage, further divine attacks deal +1d4 damage, save ends

  29. - Top - End - #149
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    Default Re: Manhunt

    El Pato

    El Pato yelps awake as he is raked by claws. In terror and panic, he thrashes about in the darkness.

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    Move: stand (shifting of course)
    Standard: Savage Frenzy
    --Close burst 1
    -- 15 + 6 = 21 vs ref
    -- 6 + 8 = 14 damage, targets are dazed and slowed (save ends)
    Action point: Predator's Flurry
    --atk 1 @ A1
    --17 + 6 = 23 vs ref
    --1 + 8 = 9 damage, dazed until end of my next turn
    -- shift 3 squares up
    --atk 2 @ C
    --14 + 6 = 20 vs ref
    --5 + 8 = 13 damage, dazed until end of my next turn

    **** you, monsters!

  30. - Top - End - #150
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    PaladinGuy

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    Default Re: Manhunt

    Micheal Derving runs to the edge of the campsite thinking of running away but turns and looks at what is fighting his companions. He pulls out his dagger which begins to glow green and black smoke began to come from Micheals nose and mouth. He sprays acid at the monsters.

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    Free Action: Roll perception check: 21

    Standard action: Tempest Breath (Acid damage) to H8
    CHA vs. REF: Attack: 13+9= 22
    Damage: 2d6 +CHA= (6+5+9=20)
    the target can’t gain combat advantage against any
    creature until the end of your next turn.
    Dragon Magic: Gives me concelment


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