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  1. - Top - End - #181
    Ogre in the Playground
     
    SolithKnightGuy

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    Default Re: [4E] A City Alone IC I

    Spoiler
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    Forgot to include that the tidal bore is coming in quickly. For every 4 rounds, the water level rises by 1.
    Last edited by Nightgaun7; 2014-01-18 at 03:13 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  2. - Top - End - #182
    Troll in the Playground
     
    Meltheim's Avatar

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    Default Re: [4E] A City Alone IC I

    Kriv

    "DEN, lock that thing down!" the Warlord shouts, urging DEN to move forward and engage the beast as quickly as possible.

    Spoiler
    Show
    Battlefront Shift: DEN can immediately shift 1/2 his move speed.

    Perception - (1d20+20)[3](23) hahahah was looking at my Intimidate bonus instead. OOPS! Roll is in OOC.
    Last edited by Meltheim; 2014-01-18 at 04:05 PM.

    DM
    Terenuri: Map IC IC2 OOC3

    RP Characters
    Geth - Elf Monk

  3. - Top - End - #183
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: [4E] A City Alone IC I

    DEN

    "Enemy Power Up, Detected. Enemy Power Up, Detected. All Combat Systems, Nominal." The fighting machine steps forward and left, his blade poised just above the water's surface, ready for a reaping cut. "Recommend Unit Hakka Scout Tunnel Ahead To Verify That It Rises Above High Water."

    Spoiler: Perception and Move
    Show

    Shift L10 > M11 -- the power doesn't actually require it to be "forward"
    Perception [rollv]1d20+11[/rollv]
    Last edited by Laserlight; 2014-01-18 at 04:51 PM.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  4. - Top - End - #184
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: [4E] A City Alone IC I

    Hakka

    Hakka doesn't lose any second and quickly loads his crossbow and makes a pre-emptive shot aiming at one of the creature's heads. Hoping the shot to temporally distract the enemy, the thri-kreen jumps as he attempts to blend with the shadows of the cave.

    Spoiler: OOC
    Show

    Perception: (1d20+14)[23]

    Free: Load crossbow

    Standard: Disruptive Shot (2/3 uses remaining)
    · (1d20+19)[32] vs AC (15 base, +2 CA, +2 stance)
    · Hit: (1d8+13)[18] dmg (8 base, +5 draw first blood) and use Sneak of Shadows to add (2d6)[7] sneak attack dmg. Also, target is dazed (save ends)
    · Miss: Half dmg and target is slowed until the end of my next turn.

    Minor: Change stance to Aspect of the Lurking Spider (+2 Stealth, +2 Climb, +2 dmg vs enemies with CA)

    Move: Move 2 squares from Q12 to S14, and (assuming the light is dim) I make a Stealth check to hide in the shadows and gain concealment.
    · Stealth: (1d20+19)[26] (16 base, +1 items, +2 stance). Also, allies within 10 squares of Hakka get a +2 bonus on their next Stealth check (Wilderness knack, you know)

    Last edited by Wdwune; 2014-01-18 at 08:23 PM.
    Awesome Alderis Kashtar avatar by Meltheim
    Spoiler
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    Spoiler
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    Quote Originally Posted by redzimmer View Post
    Bluff or diplomacy, the penalty's the same. (1d20-1)[1]
    Wow. Just. Wow.
    Quote Originally Posted by redzimmer View Post
    And now see if a random rock on the ground with only a 3-sided dice can roll a better diplomacy.
    Quote Originally Posted by MikelaC1 View Post
    (1d3)[3] random rock

    EDIT: We have a winner. The random rock

    Spoiler
    Show

  5. - Top - End - #185
    Bugbear in the Playground
    Join Date
    Jun 2013

    Default Re: [4E] A City Alone IC I

    Sathris

    Sathris begins moving through the water toward the dry ground, pausing briefly to hurl a blade at the creature.

    Spoiler: OOC:
    Show

    Move: Walk from N5 to L7
    Minor: Draw dagger
    Standard: Deft Strike
    Move from L7 to M9
    Attack (1d20+20)[35] vs AC
    Damage (1d4+11)[13]
    Sneak Attack (2d8+4)[4][7](15)

    Perception: (1d20+3)[21]
    Note: CA via First Strike

  6. - Top - End - #186
    Ogre in the Playground
     
    SolithKnightGuy

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    Sep 2012

    Default Re: [4E] A City Alone IC I

    Hakka's shot strikes one of the monstrosity's heads, but the beast is undeterred from its attack. It skirts DEN, intent on the tastier morsels the warforged is defending, and attacks with a torrent of powerful bites, clearly intent on ending this invasion of its lair swiftly. Trying to get close to the beast is difficult - each head seems to cover the others.

    Spoiler
    Show

    Sea Hydra begins at K14/L15
    Moves to J10/K11

    Attacks DEN and misses.
    Attacks Sathris and hits, 17 damage.
    Attacks Kriv and hits, 11 damage.

    Uses an action point, attacks again.
    Attacks DEN and crits, 30 damage.
    Attacks Sathris and misses.
    Attacks Kriv and hits, 14 damage.

    Ends J10/K11

    Spoiler
    Show
    Nature DC 20 or Insight DC 25 might reveal something, and some people have yet to roll Perception I believe.


    You may all act.



    Above, the giant bats are roused by the sounds of combat and begin moving towards the Stormcrows, flitting from stalactite to stalactite.
    Last edited by Nightgaun7; 2014-01-19 at 01:46 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  7. - Top - End - #187
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: [4E] A City Alone IC I

    Unit DEN

    DEN jinks left, splashes along the shelf, then cuts back into deeper water.

    Spoiler: OOC
    Show

    Start M11
    MOVE: N12 and N13 (shallow), M14 (difficult)

    ATTACK: Close burst 3 vs Will +14 +2 CA-from-Dazed (1d20+16)[6](22)
    On Hit, all targets Pulled 2 to adjacent, 1W damage: (2d6)[1][2](3)
    Extra dice for Brutal 2: (4d6)[4][2][1][5](12)

    ***any bats I can see within Close Burst 3 would also get attacked***

    Insight (1d20+8)[18](26)
    Nature (1d20+6)[17](23)


    "HEY YOUSE GUYS CMERE. PRETTY NICE CAVE YA GOT HERE. ITUD BE A SHAME IF SUMPIN WUZ TA HAPPEN TO IT."
    The hydra lurches over to him and DEN's blade whips up and around, scoring the beast's chest.
    Spoiler: Post Opportunity Attack
    Show
    MINOR: Warforged Resolve: gain 3+ halflevel THP and, if bloodied, 3+halflevel HP

    Spoiler: Contingency: healing
    Show
    If I receive healing, trigger Amulet of Life to use a second surge
    Last edited by Laserlight; 2014-01-19 at 02:56 PM.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  8. - Top - End - #188
    Ogre in the Playground
     
    SolithKnightGuy

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    Default Re: [4E] A City Alone IC I

    As DEN moves, the creature snaps at him viciously. The fighter suffers another terrible blow, fangs biting deep into the living wood beneath his armor plating and splintering it. DEN manages to pull away, but his internal damage alarm is blaring.

    Spoiler
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    The Sea Hydra makes an opportunity attack against DEN and crits again for 30 damage.


    DEN shouts his challenge at the creature, but it must sense weakness behind the bravado. It follows and attacks once more, and in DEN's weakened state he can only dodge one of the heads. Another one just manages to sink a single fang in.

    Spoiler
    Show

    The Sea Hydra uses a free action to attack twice. First bite misses, second hits for 9 damage.
    Last edited by Nightgaun7; 2014-01-19 at 02:43 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  9. - Top - End - #189
    Ogre in the Playground
     
    SolithKnightGuy

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    Default Re: [4E] A City Alone IC I

    Spoiler: Draj
    Show

    Arcana: You can sense the same corrupting influence that affected the treants in the beast before you. It seems to affect both the form and disposition of whatever it has touched.


    Spoiler: Hakka, DEN
    Show

    Insight: The creature seems to be in pain, perhaps fueling its aggression.


    Spoiler: DEN
    Show

    Perception: While getting up close and personal, you see that one of the heads has had an eye plucked out and replaced with some kind of jewel. It moves like the other eyes.


    Spoiler: Kriv
    Show

    Nature: Though you don't know much about nature as a whole, you have a bit more of a grasp of reptiles. This creature seems to be a giant, mutated sea snake, and based on the coloration may be venomous.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  10. - Top - End - #190
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: [4E] A City Alone IC I

    DEN points: "The Jewel In The Eye Of The Serpent."
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  11. - Top - End - #191
    Troll in the Playground
     
    Meltheim's Avatar

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    Default Re: [4E] A City Alone IC I

    Kriv

    The dragonborn counts the heads, then recounts them. He decides to simply aim his sword at the beast's body, opting for the larger target. Kriv presses a small trigger on his armor and the face contorts to appear to be screaming. He then shouts out to DEN to 'Initiate Repairs you hunk of junk!'. Finally, Kriv hurls his sword, hoping to distract the serpent enough to let others do some damage.

    Spoiler
    Show

    Minor: Activate Screaming Armor on Hy
    Effect: An enemy within 5 squares of you a -2 penalty to attack rolls until the end of your next turn.

    Minor: Inspiring Word on DEN
    DEN gets to spend a Healing Surge and gets the following benefits:
    1. Healing Surge Value (20) + 2d6 + 7 hit points = (2d6+27)[6][1](34)
    2. Roll a Saving Throw
    3. +1 bonus to attack with ranged/area OR +1 bonus to defend against ranged/area until end of my next turn.
    4. Shift 1 OR gain +2 bonus to AC & Reflex until the start of their next turn

    Standard: Martial Doom on Hy
    Attack: (1d20+17)[12](29) (15 base +2 CA) vs AC
    Hit: (2d8+7)[1][6](14) damage, and the target grants combat advantage to your allies until the end of your next turn.
    Effect: Any ally that hits the target with an attack gained from an action point before the end of your next turn deals 5 extra damage to the target.

    edit: I healed DEN the 34 HP + an additional 20 from his Amulet of Life. you're back in black!
    Last edited by Meltheim; 2014-01-19 at 05:35 PM.

    DM
    Terenuri: Map IC IC2 OOC3

    RP Characters
    Geth - Elf Monk

  12. - Top - End - #192
    Bugbear in the Playground
    Join Date
    Jun 2013

    Default Re: [4E] A City Alone IC I

    Sathris

    "Keep sharp, DEN!" calls the Kenku soldier as he takes up his usual position opposite the automaton. "We'll make quick work of this beast." He looses a flurry of precision strikes at the creature's nearest head.

    Spoiler: OOC
    Show

    Move: Walk from M9 to J11
    Standard: Driving Assault
    Attack 1 (1d20+21)[39]
    Damage 1 (1d4+11)[14]
    Attack 2 (1d20+21)[22]
    Damage 2 (1d4+11)[14]
    Effect: If both attacks hit, knock prone.
    Minor: Low Slash
    Attack (1d20+21)[33]
    Damage (1d4+15)[19]
    Sneak Attack:
    (2d8+4)[3][1](8)
    Free: Flaying Gloves
    Effect: 5 ongoing damage (save ends)

  13. - Top - End - #193
    Ogre in the Playground
     
    SolithKnightGuy

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    Default Re: [4E] A City Alone IC I

    Sathris cuts deep into one sinuous neck, and the head atop it hisses in pain and snaps at him weakly as it flops limply to one side. Barely has the kenku moved away before two more heads are sprouting from the semi-severed neck.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  14. - Top - End - #194
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: [4E] A City Alone IC I

    Hakka

    *Thunk* An arrow flies and pierces one of the heads of the beast.

    Then Hakka appears from the shadows, and walks two steps back to hide behind a rock in a more advantageous position.

    Spoiler: What Hakka did
    Show
    If Hakka had eyelids, he would be widening his eyes upon seeing how the heads of the creature multiply. However, his senses are more focused on DEN's words.

    Jewel? Where? he thinks for himself as he attempts to search the jewel.

    If he's going to aiming at some specific point, Hakka would need a more adequate weapon, so he quickly changes his weapon to one of his bows. He carefully aims as he pull the string, and shoots.

    Then he moves into the shore, to a nearby spot where he could hide better and snipe from afar.


    Spoiler: OOC
    Show

    N/A: Perception check to see the Jewel DEN is refering to.
    · Perception: (1d20+14)[34]

    Free: Multiple Arms to change weapon to the Duelist's Bow

    Minor: Change stance to Aspect of the Dancing Serpent (+1 att and +1 dmg vs any enemy that has no allies adjacent. Allows a shift 1 as free action at the end of each of my turns).

    Standard: Clever Shot vs Jewel (if applyable) or Hydra (if not)
    · (1d20+18)[30] vs AC (15 base, +2 CA (Hidden Sniper), +1 stance)
    · Hit: (1d10+13)[22] dmg (11 base, +1 stance, +1 Bow Expertise) and slide target 2 squares (if Jewel) or knock target prone (if Hydra).

    Move: S14 > S16

    Free (granted by stance): Shift 1 (but stay in my spot) and make a Stealth check.
    · Stealth: (1d20+17)[22]

    Last edited by Wdwune; 2014-01-20 at 09:53 AM.
    Awesome Alderis Kashtar avatar by Meltheim
    Spoiler
    Show

    Spoiler
    Show

    Quote Originally Posted by redzimmer View Post
    Bluff or diplomacy, the penalty's the same. (1d20-1)[1]
    Wow. Just. Wow.
    Quote Originally Posted by redzimmer View Post
    And now see if a random rock on the ground with only a 3-sided dice can roll a better diplomacy.
    Quote Originally Posted by MikelaC1 View Post
    (1d3)[3] random rock

    EDIT: We have a winner. The random rock

    Spoiler
    Show

  15. - Top - End - #195
    Ettin in the Playground
    Join Date
    Jun 2011

    Default Re: [4E] A City Alone IC I

    Draj strides foreward, hiking up his robes sligltly as he steps confidently onto the surface of the water. With a booming voice, he invokes another powerful spell, and both wind and water begin to twist about itself, the hydra stuck in the middle. "An interesting creature... I will have to take samples."

    Spoiler
    Show
    Perception to see jewel: (d20+7)[15](22)
    Arcana to identify any spells on the jewel.(d20+20)[8](28)

    Move to J9 (water walking shoes)
    Arcane Whirlwind (burst 2 at J14), (d20+11)[16](27) vs Reflex (if it's granting CA, add 2) for (2d6+6)[3][1](10) thunder damage. and move South.
    Minor: move the hydra to L15 or M16, depending on if the attack hit.
    Last edited by Rakaydos; 2014-01-21 at 01:11 PM.

  16. - Top - End - #196
    Ogre in the Playground
     
    SolithKnightGuy

    Join Date
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    Default Re: [4E] A City Alone IC I

    Hakka sees the jewel DEN pointed out, but can't quite manage to hit it this time.

    Spoiler: Hakka
    Show
    I don't know if there are called shot rules, but for now I'll say if
    you roll an 18-20 you can hit the jewel.

    Also, can you actually shift to make a stealth check and stay in place? Seems a bit weird.


    Sathris narrowly manages to dodge snapping jaws as he moves in to attack, but as he backs off after inflicting a grievous blow the other heads strike back. DEN tries to intervene and manages to nick the beast, but is unable to prevent it from chomping on Sathris.

    Spoiler
    Show

    Sea Hydra makes an opportunity attack against Sathris and misses.

    DEN uses Combat Challenge, hits and does 14 damage.

    Sea Hydra makes two attacks as a free action since Sathris ended his turn within range. One misses and one hits, Sathris takes 14 damage.


    Spoiler: Draj
    Show

    You can tell that the jewel is under an enchantment of modest power. It seems to be one related to spells of scrying.


    As Draj's spell shoves the creature back, the beast hisses angrily, it's tail lashing the water. The head struck by Hakka's arrow whips around and glares in his direction, and the hunter gets the uncomfortable feeling that here shadow is not the cloak it usually is.

    Spoiler
    Show

    Trait: Darkvision.
    Shadow and dim light do not grant concealment from the Hydra

    Trait: All-Around Vision
    Flanking the Hydra does not grant Combat Advantage

    Trait: Many-headed
    While stunned or dominated, the hydra can take free actions. Each time the hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack.

    Trait: Threatening Reach
    The hydra can make opportunity attacks against enemies within 2 squares of it.


    The monstrosity, confounded by Draj's magic, tries to remove at least one obstacle from its path. Despite bleeding from Sathris's slash and one head still recovering from Hakka's shot, the beast is a formidable opponent. With five heads coiling about him, the warforged is hard pressed. He manages to fend off some of the blows, but a couple of the heads manage to loop around while the others distract him and maul DEN badly.

    Spoiler
    Show

    Sea Hydra starts L15/M16
    "Stands" from Prone

    Sea Hydra attacks DEN four times. Two attacks miss (one thanks to Kriv's bonus/penalty)
    and two hit. DEN takes 17 damage from one and 29 from the other.

    Sea Hydra saves from Daze
    Sea Hydra saves from Ongoing 5


    Meanwhile, the giant bats swoop down towards Hakka, apparently deciding that the hydra won't miss a morsel or two. Two of them rake him with claws and move off, one doesn't quite manage to catch the thri-kreen as he dodges, and the last scores a hit but is left awkwardly flapping backwards, trying to get away.

    Spoiler
    Show

    Giant Bat 1 moves from M23 to S17
    Attacks Hakka and hits for 8 damage
    Moves from S17 to U17, no OA

    Giant Bat 2 moves from S23 to S17
    Attacks Hakka and hits for 8 damage
    Moves from S17 to Q15, no OA

    Giant Bat 3 moves from O22 to R17
    Attacks Hakka and misses
    Moves from R17 to R14, no OA

    Giant Bat 4 moves from P24 to R17
    Attacks Hakka and hits for 8 damage
    Moves from R17 to Q18, no OA
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  17. - Top - End - #197
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: [4E] A City Alone IC I

    DEN

    Initiate autorepair
    Set speaker volume to High


    The warforged takes his left hand off his weapon long enough to flash the sign of the Horns, then readies his blade in high guard position. His voice booms in an oddly cadenced monotone: "I Got. Nine Lives. Cat's Eyes. Using Every One Of Them And Running Wild. Cause I'm. Back In Black."

    Spoiler: OOC
    Show

    Second Wind
    MINOR Glowering Threat: all targets in Burst 2 are -5 to attack any creature other than me.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  18. - Top - End - #198
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: [4E] A City Alone IC I

    Hakka

    Bats can see...

    Hakka endures the attacks from the bats attempting to dodge the scratches with agility, however the effort is not 100% effective.

    He keeps calm and uses his bow to shoot a voley of arrows at a close pair of bats, then quickly withdrawing it, drawing a crossbow, loading it and firing a bolt to a third bat.

    Two out of three bats were anihilated by the hunter.

    Two down...

    Spoiler: OOC
    Show

    Minor: Eagle's Eye. Until the end of my next turn I get the following benefits:
    · Get combat advantage with ranged or area powers.
    · No longer have long range penalty.
    · +4 bonus to Perception checks to detect hidden creatures.

    Standard: Rapid Shot vs GB2 and GB3
    · vs GB2: (1d20+17)[18] 16 vs AC (15 base, +2 CA, -2 rapid)
    · Hit: (1d10+16)[17] dmg (11 base, +5 first blood) and target gets -2 penalty to ranged/area powers UENT

    · vs GB3: (1d20+17)[34] 32 vs AC (15 base, +2 CA, -2 rapid)
    · Hit: (1d10+16)[24] dmg (11 base, +5 first blood) and target gets -2 penalty to ranged/area powers UENT

    Free: Multiple Arms to change weapon to Swiftshot Crossbow

    Free: Load crossbow

    Minor: Swiftshot Crossbow attack power (make a RBA vs GB4)
    · (1d20+18)[32] vs AC (15 base, +2 CA, +1 stance)
    · Hit: (1d8+16)[24] dmg (10 base, +5 first blood, +1 stance)
    Last edited by Wdwune; 2014-01-21 at 10:19 PM.
    Awesome Alderis Kashtar avatar by Meltheim
    Spoiler
    Show

    Spoiler
    Show

    Quote Originally Posted by redzimmer View Post
    Bluff or diplomacy, the penalty's the same. (1d20-1)[1]
    Wow. Just. Wow.
    Quote Originally Posted by redzimmer View Post
    And now see if a random rock on the ground with only a 3-sided dice can roll a better diplomacy.
    Quote Originally Posted by MikelaC1 View Post
    (1d3)[3] random rock

    EDIT: We have a winner. The random rock

    Spoiler
    Show

  19. - Top - End - #199
    Ogre in the Playground
     
    SolithKnightGuy

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    Sep 2012

    Default Re: [4E] A City Alone IC I

    DEN gets the attention of all five heads with his threatening move, and the beast goes for the kill. Even DEN's doughty defense can only handle so much.

    Spoiler
    Show

    Hydra makes free action attacks for DEN ending turn in range.
    One attack misses, one attack hits for 15 damage.
    Last edited by Nightgaun7; 2014-01-22 at 01:49 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  20. - Top - End - #200
    Bugbear in the Playground
    Join Date
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    Default Re: [4E] A City Alone IC I

    Sathris

    Spinning another dagger at the beast's bejeweled head, Sathris rushes off toward the rest of the group and shallower waters. "We need to find a way to disable this thing. Why is it even attacking us?"

    Spoiler: OOC
    Show

    Move: Walk to N11
    Standard: Sly Flourish
    Attack: (1d20+20)[35]
    Damage: (1d4+11)[12]
    Sneak Attack: (2d8+4)[6][2](12)

  21. - Top - End - #201
    Ettin in the Playground
    Join Date
    Jun 2011

    Default Re: [4E] A City Alone IC I

    The tidal whirlpool continued to spin, pulling the hydra away from the warforged. Draj loped over the water, throwing another spell in the beast's direction. "Finish the bats, I'll try to keep it away as long as I can."

    Spoiler
    Show
    Minor: Sustain Whirpool (which is centered still in J14, burst 2). Slide Hydra also to J14-K15
    Standard: Howling Wall Q15 to J15:
    Vs Hydra: (d20+11)[20](31) vs reflex, Slow and slide to H14/I15
    Vs GB1: (d20+11)[6](17) vs reflex, Slow and slide to Q13

    Move: move to O16
    Last edited by Rakaydos; 2014-01-23 at 08:55 PM.

  22. - Top - End - #202
    Troll in the Playground
     
    Meltheim's Avatar

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    Default Re: [4E] A City Alone IC I

    Kriv

    Ever the soldier, Kriv looks over the field and tries to make sense of it. The whirlwind continues to push the hydra back, and the dragonborn knows when to take advantage of the situation.

    "DEN - grab your bolts and lets get out of here!" he shouts, hoping his ally will heed the call and not give into his nature.

    "Hakka, cover us!" Kriv shouts to the sniper, hoping the arrows will buy them a chance to reposition.

    Spoiler
    Show
    Move: Knight's Move on DEN
    Effect: DEN can use a Move Action as a Free Action (DEN can choose, but maybe let's move back to a retreat/fortified area?)

    Standard: (Convert to Move) Walk from L8 to R13

    Minor: Inspiring Word on DEN
    DEN gets to spend a Healing Surge and gets the following benefits:
    1. Healing Surge Value (20) + 2d6 + 7 hit points = (2d6+27)[5][5](37) HP
    2. Roll a Saving Throw
    3. +1 bonus to attack with ranged/area OR +1 bonus to defend against ranged/area until end of my next turn.
    4. Shift 1 OR gain +2 bonus to AC & Reflex until the start of their next turn

    Action Point: Direct the Strike on Hakka vs Hydra
    Attack: (1d20+16)[8](24) vs AC (15 base + 1 stance)
    Hit: (1d8+11)[8](19) damage (10 base +1 stance)
    Last edited by Meltheim; 2014-01-23 at 11:34 PM.

    DM
    Terenuri: Map IC IC2 OOC3

    RP Characters
    Geth - Elf Monk

  23. - Top - End - #203
    Ogre in the Playground
     
    Laserlight's Avatar

    Join Date
    Sep 2012
    Location
    Virginia Beach VA
    Gender
    Male

    Default Re: [4E] A City Alone IC I

    DEN carries out his leader's orders, sloshing back to shallower water, passing a bat on his way to set his back against the rock wall.

    Spoiler: OOC
    Show

    Kriv's "Knight's Move": Start at M14; move N13 to P13 to R15.

    "Inspiring Word": gains +1 attack (ranged) for bonus #3, +2 AC/Reflex for bonus #4
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  24. - Top - End - #204
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: [4E] A City Alone IC I

    Hakka

    The thri-kreen hunter nods at Kriv as he shoots an arrow at one of the monster's heads, attempting to keep it focused on anything but DEN or Kriv.

    Spoiler: OOC
    Show

    Yeah, Hakka's RBAs are a bit confusing. The bows deal 1d10+11, and the crossbows deal 1d8+10 (the reason is because I took the Weapon Focus feat for bows, but not crossbows).

    For granted attacks like Direct Strike, Kriv can choose any weapon Hakka has, since Multiple Arms allow him to change weapons as free action (but only once per turn).

    The four weapons have different properties:

    · Duelist's Longbow
    : On a hit, target gets a -2 penalty on ranged and area attacks UENT
    · Prime Shot Longbow: Hakka gets +1 dmg with that weapon if he's closest to the target than any other teammate.

    · Swiftshot Crossbow: Nothing special about this, I use it because it allows me to make a RBA as a minor action once per encounter.
    · Waterbane Crossbow: Extra critical dmg vs water/aquatic creatures (+2d10), and has no penalties when used underwater.

    Hope it helps!

    Last edited by Wdwune; 2014-01-24 at 09:39 AM.
    Awesome Alderis Kashtar avatar by Meltheim
    Spoiler
    Show

    Spoiler
    Show

    Quote Originally Posted by redzimmer View Post
    Bluff or diplomacy, the penalty's the same. (1d20-1)[1]
    Wow. Just. Wow.
    Quote Originally Posted by redzimmer View Post
    And now see if a random rock on the ground with only a 3-sided dice can roll a better diplomacy.
    Quote Originally Posted by MikelaC1 View Post
    (1d3)[3] random rock

    EDIT: We have a winner. The random rock

    Spoiler
    Show

  25. - Top - End - #205
    Ogre in the Playground
     
    SolithKnightGuy

    Join Date
    Sep 2012

    Default Re: [4E] A City Alone IC I

    The hydra moves forwards, clearly cautious after suffering at the hands of the invaders of its lair. It pushes through the conjured winds slowly, moving into deeper water to circle around the party.

    Spoiler
    Show

    Hydra moves from H14/I15 to J16/K17.


    The bats decide that their attempted snack will be tough to chew and flap off over the incoming waves.

    Spoiler
    Show

    The bats fly away. If you still want to shoot at them, I can put them back.


    Spoiler
    Show

    By my reckoning, DEN, Draj, and Kriv can go and then the next turn begins.


    Spoiler: Terrain Change
    Show

    The water level will rise 1 at the beginning of next turn. Thigh-deep water will become swimming, and the shallow water will become difficult terrain.
    Among other things, the Hydra may become submerged until it moves back to shallower water.
    Last edited by Nightgaun7; 2014-01-24 at 05:27 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

  26. - Top - End - #206
    Ettin in the Playground
    Join Date
    Jun 2011

    Default Re: [4E] A City Alone IC I

    Chanting fell incantations, the beastman commanded the winds and the waves, pulling the Hydra back toward shore.

    Minor-
    Sustain Arcane Whirlwind(pool): Slide Hydra back to H14/I15

    Howling wall: (d20+11)[9](20), on a hit Slow and slide to G12/H13

    -Contingency: If Howling wall hits, move whirlpool to I13 with move action
    -else move to U18

  27. - Top - End - #207
    Ogre in the Playground
     
    Laserlight's Avatar

    Join Date
    Sep 2012
    Location
    Virginia Beach VA
    Gender
    Male

    Default Re: [4E] A City Alone IC I

    DEN

    "Internal Repair Status: Sixteen Percent. Depletion Imminent. How Does The Serpent Regenerate Query."

    DEN lumbers across to the mouth of the farther tunnel. He glances at the shoe in the mire just enough to avoid stepping on it; he examines the tunnel to see whether his companions can exit the cave ahead of the rising water--and whether there are other threats ahead.

    Spoiler: OOC
    Show

    Start: R15. Move R16 > V10.
    Perception (shoe) (1d20+11)[1](12)
    Perception (tunnel) (1d20+11)[5](16)
    DEN will report, tersely, on what he finds.
    Last edited by Laserlight; 2014-01-26 at 06:01 PM.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  28. - Top - End - #208
    Troll in the Playground
     
    Meltheim's Avatar

    Join Date
    Jul 2011
    Location
    Roseville, CA
    Gender
    Male

    Default Re: [4E] A City Alone IC I

    Kriv

    Retreat is not something Kriv likes to do often, but when you roll the dice and they come up snake eyes, sometimes it's the best plan. "Hakka! Again!" Kriv shouts, before looking to Sathris. "C'mon birdbrain, we're living to fight another day."

    Spoiler
    Show
    Move: Walk to T18

    Standard: Direct the Strike - Hakka (RBA) vs Hydra
    Someone will need to roll - I'm stuck on my mobile for the next 12 hours or so.

    Contingency: Inspiring Reaction
    Trigger: You or an ally adjacent to you takes damage.
    Target: The character who takes the damage
    Effect: The target can spend a healing surge and regains additional hit points equal to your Charisma modifier. The heal is the same as my normal Inspiring Word, except no +1 ranged/area bonus.

    DM
    Terenuri: Map IC IC2 OOC3

    RP Characters
    Geth - Elf Monk

  29. - Top - End - #209
    Bugbear in the Playground
    Join Date
    May 2013

    Default Re: [4E] A City Alone IC I

    Hakka

    At Kriv's command, Hakka aims and fires an arrow aiming at the monster's head, but the monster was faster and managed to dodge it somehow.

    Spoiler: OOC
    Show

    Free (granted): RBA vs Hydra
    · (1d20+18)[22] vs AC (15 base, +2 CA, +1 stance)
    · Hit: (1d10+12)[13] (10 base, +1 stance, +1 Bow Expertise)

    EDIT: That was a miss.
    Last edited by Wdwune; 2014-01-27 at 09:13 AM.
    Awesome Alderis Kashtar avatar by Meltheim
    Spoiler
    Show

    Spoiler
    Show

    Quote Originally Posted by redzimmer View Post
    Bluff or diplomacy, the penalty's the same. (1d20-1)[1]
    Wow. Just. Wow.
    Quote Originally Posted by redzimmer View Post
    And now see if a random rock on the ground with only a 3-sided dice can roll a better diplomacy.
    Quote Originally Posted by MikelaC1 View Post
    (1d3)[3] random rock

    EDIT: We have a winner. The random rock

    Spoiler
    Show

  30. - Top - End - #210
    Ogre in the Playground
     
    SolithKnightGuy

    Join Date
    Sep 2012

    Default Re: [4E] A City Alone IC I

    With the tide rolling in, the beast slips beneath the surface of the water and swiftly swims closer. Its five heads fan out as it moves, just visible beneath the surface as dark, undulating stripes.

    Sven's shoe bobs in the surf, a wordless reminder.

    Spoiler: DEN
    Show

    The shoe bears no sign it can reveal beyond its presence.

    The passage before you slopes up more steeply than the one you entered the cave by. Dry rock beckons a few yards along.


    Spoiler
    Show

    Hydra moves from B14/C15 to K21/L22

    The Hydra has superior cover against range attacks.

    Everyone may act.
    Last edited by Nightgaun7; 2014-01-28 at 01:58 PM.
    I have read a fiery gospel writ in burnished rows of steel

    Former DM for "A City Alone" [4E D&D - IC, OOC]

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