The Gathering Storm (4e)

Game Master Rev Rosey

I liked this one, but we lost half the players to real life at a time when I was heroically busy. It counts as an honourable failure on the roster - and the only game I've ever deliberately put on hiatus.


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Male Human Cleric 6

"Here's where your gamble fails to pay off, because Luck is on Our side." Andrus says right before he casts his prayer.

Curse of Misfortune, closeburst 3, so that's C, B1, B2, B3, +9 vs Will, 26, 23, 21, and 23, if hit, target must roll twice for attacks and use lower one (save ends), after effect: target takes 10 psychic damage, miss: target takes 10 psychic damage.

"You feel that? That is your Luck changing. Avandra favors us, fools. From this point on, nothing will go your way." Andrus says with confidence. Then he moves over to block one of the brutes from attacking Padraig. He whispers to Padraig, "Sir, can you fight? Do you have a weapon? If you do, flank this guy with me. If not, stay back with Kel. He can protect you."

Rev, be aware than despite our differences, Andrus truly wants to keep Padraig safe. He is respectfully asking what Padraig's combat skills are. Andrus didn't grow up in Winterhaven. He doesn't know if Padraig used to be a fighter or an adventurer or what. He only knows him as a government offical. Try not to have Padraig misunderstand him. It is not an insult. Move to S18.


Lord Padraig watches impassively as Andrus calls on his goddess to channel luck away from their foes. Then as the cleric moves closer to him, he grins unexpectedly. The new lightness in his expression makes the man look 20 years younger. "I can fight, Andrus and I'm almost looking forward to it.". He draws a short sword that has clearly been lovingly tended from a well-worn scabbard.

The reaction of the thugs is less positive.

"Get the hell out of our heads."

Cap and his boys sort themselves out and do their best to attack. Arrows sing out of the mist towards Tenja and Zareth.

A1, A2 and A3 target Tenja. A4 targets Zareth. All attacking at -2. On hit target takes 5 ongoing poison (se)
1d20+11=19 - A1 v Tenja. Miss.
1d20+11=30 - A2 v Tenja. Hits. 1d8+7=8 plus 5 ongoing poison
1d20+11=18 - A3 v Tenja. Miss.
1d20+11=25 - A4 v Zareth. Hits. 1d8+7=11 plus 5 ongoing poison
8 damage to Tenja and 5 ongoing poison (se)
11 damage to Zareth and 5 ongoing poison (se)

"Get rid of the dwarf," instructs Cap as his men manouvere around around the boat.

B1 shifts and flanks as instructed but can't land a blow. Grimly he tries to cast off the miasma of misfortune and squawks as he succeeds and Avandra mentally slaps him.
(He rolled a 4 and a 5. Go him.
Save v curse: 1d20=15)

B2 shifts away from Andrus and climbs over the side. Avoiding combat for now, he looks for a better position and tries to rid himself of his inner conviction that he's going to lose. Like his fellow, he too is damaged by Avandra.
Save: 1d20=18.

B3 lurks and waits in the scrub by the shore. Gloom overwhelms him.
Save: 1d20=6. Fail.

B4 waits poised for his moment.

Cap grits his teeth. "Trickery and jiggery-pokery. It's in your heads. And this one is going over the side."

His whip curls around Tenja's feet and topples the doughty warrior towards the water.

Tailsweep (Ref). On hit target takes 3 damage, is knocked prone and slides 2 squares.
1d20+13=32 - hits and he can't use it
1d20+13=28 - hits and he can use it.
3 damage to Tenja who is knocked prone and slides 1 square being a dwarf.

As a dwarf, Tenja gets an immediate save v being knocked prone
1d20=6. Goes prone; is now clinging to the edge of the boat and attacking at -2

Cap's save: 11.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.[/ooc]

Zareth - 5 ongoing poison (se)
Padraig (on your team)
Kith
Tenja - prone; clinging to side of boat (attacks at -2); 5 ongoing poison (se)
Kel
Andrus A1
A2
A3
A4
B1 - marked by Tenja
B2
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - marked by Tenja


Just a quick warning. Cap has threatening reach 2.


Male Tiefling Wizard 5

Out in the swamps, a small mote of light drifts down. Then, a flash of light, and one archer is set aflame.

Infernal Wrath, 1d6 + 4 ⇒ (2) + 4 = 6 Fire damage to A4.

"No, you're all mistaken. We're going to stay in your heads as long as we damn well please." The shadows around Cap rise up, lashing out at any who come near. "Am I perfectly clear?"

Move to V16 and use Grasping Shadows at Q19(vs Will, close burst 1, Psychic damage and is slowed until EOMNT, Effect: Makes zone in burst until EOMNT, any who enter zone take 4 Psychic damage and are slowed until the end of it's next turn) Since it's a burst, no attack penalty from concealment. Vs C and B1 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (6) + 5 = 11


Male Human Cleric 6

"Magic AND Weapons. I did warn you. You have no idea the trouble you're in." Andrus quickly adds.


The joy of setting an archer briefly on fire swiftly falls into perspective as Zareth finds the thugs tougher than he thought. The zone crackles and does some residual damage but can't really get inside their heads.

Padraig looks to the group.

"What next? Follow or try to lure them back?" He moves to the edge of the boat and readies his blade.

Amy hasn't been online in a week as far as I can see, but I'd like to give her a short while in case she surfaces.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
[ooc]The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Kith
Tenja - prone; clinging to side of boat (attacks at -2); 5 ongoing poison (se)
Kel
Andrus A1
A2
A3
A4
B1 - marked by Tenja; slowed to end next turn
B2
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - marked by Tenja; slowed to end next turn
Zareth - 5 ongoing poison (se)
Padraig (on your team) - readied action when someone gets in range


Male Human Cleric 6

"If they are going to come, let them come, but don't follow." He looks at Lord Padraig and explains, "My plan is to remove the enemy from the boat and get the boat going again. Focus your attacks either on the remaining shipboard enemies or if you've got a good ranged attack, feel free to take out an archer or two. But the best bet is still to eliminate these guys and get away. Crawling around in a dirty mist-filled swamp looking for archers is not a very good plan." He wryly smiles at that one.


"A good plan as far as it goes, Andrus, but I'd rather not be pushing a heavy boat out into open water with enemy archers at my back." Padraig scans the mist for movement. "I'll keep anyone who climbs back on occupied."

Kith moves alongside Andrus and traces a strange sigil in the air. Glowing slightly, it expands to cover Cap and B1 before exploding into flames and dying out again. The force of her blow bounces along the deck and Tenja realises she's added to his own destructive powers.

Flames of Elemental Purity: Close Blast 3, targeting enemies only. +10 vs AC, 1d10+7 fire damage. Dest: Each ally in burst gains +3 damage until EOMNT.
1d20+10=23 v Cap. Hits.
1d20+10=13 v B1. Miss.
1d10+7=9 damage to Cap.
Tenja gains +3 to damage rolls to end Kith's next turn.

Rousing Warhammer effect. Tenja can stand up - which is sort of moot, as he's still hanging off the boat, but at least he doesn't have spend a move action to haul himself upright.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Tenja - clinging to side of boat (attacks at -2); 5 ongoing poison (se)
Kel
Andrus A1
A2
A3
A4
B1 - marked by Tenja; slowed to end next turn
B2
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - marked by Tenja; slowed to end next turn
Zareth - 5 ongoing poison (se)
Padraig (on your team) - readied action when someone gets in range
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity


Save vs ongoing from font of life 1d20 ⇒ 20
Mark Cap again
Move: Pull myself aboard staying in O17
Rough Strike 1d20 + 12 ⇒ (10) + 12 = 22 vs ac, 2d10 + 17 + 3 ⇒ (6, 6) + 17 + 3 = 32 and the target is slowed till the end of my next turn

Tenja shakes off the poison and immediately hauls himself up and lashes out at the captain.


Male Elf Ranger

Kel fires a couple of arrows above Tenja's head at the Capt.
1st arrow, attack vs ac, 1d20 + 10 ⇒ (3) + 10 = 13, damage = 1d12 + 6 ⇒ (7) + 6 = 13
2nd arrow, attack vs ac, 1d20 + 10 ⇒ (7) + 10 = 17, damage = 1d12 + 6 ⇒ (3) + 6 = 9
first arrow that hits adds 1d8 ⇒ 2 for hunters quarry.


As Tenja scrambles past Cap, the whip swings out again and catches the dwarf hard around the ankles. As the retaliatory blow lands, the man flicks his whip again and topples Tenja to the ground, pulling him over the boat's side once more.

OA from Cap.
1d20+13=33. Crit. 15 damage to Tenja.

Immediate reaction on being bloodied. Makes whip attack (Ref). On hit target is prone and slides 2.
1d20+13=22. Hits. 3 damage.
Tenja's immediate reaction save v fallling - 1d20=8. Falls prone and slides 1 square.

18 total damage to Tenja and he is once more prone and clinging to the side of the boat.

In the maelstrom of activity, Kel simply can't see target well enough and both his arrows go wide.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Andrus
A1
A2
A3
A4
B1 - slowed to end next turn
B2
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn
Zareth - 5 ongoing poison (se)
Padraig (on your team) - readied action when someone gets in range
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity
Tenja - prone, clinging to side of boat (attacking at -2)
Kel


Male Human Cleric 6

"Now for something NEW." Andrus says as he says a new prayer. Light forms next to the Brigand Leader and shapes into a large and glowing mace. As Andrus swings his arm down, the mace attacks.

Spiritual Weapon forms in P19 (+9 vs AC on Cap, 26, if hit, 1d10+5 damage or 11 damage and everyone gets CA against him, minor to sustain and repeat) minor-sustain spell. shift to T17


Cap snarls as a spectral weapon appears out of nowhere and tries to beat him into the ground. He gestures to the archers.

"Punch him full of holes."

A flurry of arrows fly towards Andrus as the sword wielding thugs make their way to the edges of the shore. B1 takes the opportunity to punch Tenja while in the face and Cap himself risks retribution from the divine mace as well as Tenja as he makes his way over the side and onto the shore.

Archers all target Andrus.
B1 targets Tenja.
Cap double moves (slowly) and takes OAs from Magic Mace of Divine Doom and Tenja.

Archers (AC). On hit target takes 5 ongoing poision (se)
1d20+11=26 - A1 v Andrus. Hits. 1d8+7=12 plus 5 ongoing poison
1d20+11=29 - A2 v Andrus. Hits. 1d8+7=15 plus 5 ongoing poison
1d20+11=29 - A3 v Andrus. Hits. 1d8+7=10 plus 5 ongoing poison
1d20+11=23 - A4 v Andrus. Hits. 2d8+7=13 plus 5 ongoing poison.
50 damage to Andrus and 5 ongoing poison (se)

B1 v Tenja (AC)
1d20+14=24. Hits. 1d8+7=13
[b]13 damage to Andrus

Padraig raises an eyebrow. "Interesting that this type of bully never learns when to back down."

Andrus and Tenja - OAs on Cap.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Zareth - 5 ongoing poison (se)
Padraig (on your team) - readied action when someone gets in range
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity
Tenja - prone, clinging to side of boat (attacking at -2)
Kel
Andrus - BLOODIED; 5 ongoing poison (se)
A1
A2
A3
A4
B1 - slowed to end next turn
B2
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn


OA 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 vs ac, 1d10 + 8 + 3 ⇒ (6) + 8 + 3 = 17

Tenja takes a desperate swing at the fleeing captain.


Tenja's wild swing misses.

Zareth is up and Andrus needs to make an OA with his magic mace.


Male Tiefling Wizard 5

Forgot to make a save last turn: 1d20 ⇒ 9

Zareth walks up to Andrus. "Hey. Get back up, we're not done yet." Meanwhile a coruscating cascade of colors appears in the fog near Tenja, drawing his foes away.

Since Andrus is presumably a pincushion right now, move to T19 and use Majestic Word on him(3 extra HP). Then, use Hypnotic Pattern at K19(vs Will, pull 3 on a hit, just read the description on my profile), vs B1, B2, B4, A1:

Spoiler:
1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (12) + 7 = 19

1d20 ⇒ 4


Zareth crisply enjoins Andrus to get back to work before conjuring a particularly attractive patten out of air and flame on the bank. B2 and A1 find it irresistible, their feet drawn inexorably towards the thing.

Padraig spots his moment and pounds across the deck to help Tenja with B1. Blood pours from the well-placed blow and Kith moves to join the small group still on deck. She writes a rune in the air and blows it towards Andrus before smashing into B1 and showing now mercy whatever.

Move and charge. Basic melee shortsword with CA
1d20+11=23. Hits 1d6+6=9. B1 is bloodied.

Kith: Rune of Mending on Andrus. Heal a surge + 5hp and everyone but Kel gains a +2 to damage to the end of her next turn.
Word of Diminishment v B1. On hit, target gains vulnerable 2 and vulnerable 5 v OAs
1d20+10=27. Kith v B1. Hits. 1d10+7=9 damage.

Andrus - OA on Cap.

MAP

All bar Kel: to end Kith's next turn you gain a +2 to damage.

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Tenja - prone, clinging to side of boat (attacking at -2)
Kel
Andrus - BLOODIED; 5 ongoing poison (se)
A1 - slowed to end Zareth's next turn
A2
A3
A4
B1 - BLOODIED; vul 2 (vul 5 v OAs) to end Kith's next turn
B2 - slowed to end Zareth's next turn
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn
Zareth - 5 ongoing poison (se) Padraig (on your team) - readied action when someone gets in range
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity


Weight of Earth against B1 1d20 + 2 - 2 + 12 ⇒ (17) + 2 - 2 + 12 = 29 vs ac, 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 and the target is slowed until the end of my next turn
B1 marked

"Dagnabit this boat is slippery."

Tenja desperately strikes at the heels of the bandit.


Tenja does significantly more than mark B1. He reduces the man to a bloody pulp on the deck. Padraig blinks slightly.

"Remind me never to ask you to knock me out, old friend."

Andrus - OA on Cap.

MAP

All bar Kel: to end Kith's next turn you gain a +2 to damage.

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Kel
Andrus - BLOODIED; 5 ongoing poison (se)
A1 - slowed to end Zareth's next turn
A2
A3
A4
B2 - slowed to end Zareth's next turn
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn
Zareth - 5 ongoing poison (se)
Padraig (on your team)
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity
Tenja - prone, clinging to side of boat (attacking at -2)


Male Human Cleric 6

with the spiritual weapon, yes? d20+9, 12, crap! oh, well. if by some chance that's a hit, 1d10+5, or 9 hp damage


Cap is too quick for the spiritual weapon and rolls clear.

Kel is up


Male Human Cleric 6

with Kith's rune of mending, I am not bloodied anymore. I am at 38 hp.


Male Elf Ranger

"Let's see if you can outrun an arrow".

Twin strike at the captain.

1st arrow, attack vs ac, 1d20 + 10 ⇒ (7) + 10 = 17, damage = 1d12 + 6 ⇒ (6) + 6 = 12
2nd arrow, attack vs ac, 1d20 + 10 ⇒ (18) + 10 = 28, damage = 1d12 + 6 ⇒ (6) + 6 = 12
first arrow to hit adds 1d8 ⇒ 8


Cap's smug smile as the first arrow misses is wiped out when the second hits. Winceing, he looks a little concerned for his own wellbeing.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Andrus - 5 ongoing poison (se)
A1 - slowed to end Zareth's next turn
A2
A3
A4
B2 - slowed to end Zareth's next turn
B3 - roll twice for attacks and use lowest (se), 10 psychic aftereffect
B4
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn
Zareth - 5 ongoing poison (se)
Padraig (on your team)
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity
Tenja - prone, clinging to side of boat (attacking at -2)
Kel


female Dwarf Runepriest 6

I'm back, sorry for being gone. Been in the hospital.


Welcome! It's great to have you back.


Andrus?


Male Human Cleric 6

sorry, a buddy of mine has a son who needed help with his math test tomorrow. quadratic equations and all that. i did what i could, i only hope it is enough. move- move spiritual weapon to cap's sq. standard-repeat attack +9 vs AC, 25, if hit, 1d10+5 or 12 damage. minor-sustain spell.

While wanting to get the boat moving, the sight of the bloodied leader is too tempting a target for Andrus. He moves his spiritual weapon next to the brigand leader and attacks again.


Andrus - need a save v ongoing poison.

Note:
Pushing the boat back into the water means you have to get off the boat. You cannot do that from on board.

Cap grimaces as the spiritual weapon lands yet another blow.

"Will you just get rid of him!" he bellows at his men, gesturing to Andrus.

The archers do their best to obey, while the sword wielders splash through the murky water to surround Tenja.

All archers attack Andrus. On hit target takes 5 ongoing poison damage.
1d20+11=22 - A1 v Andrus. Hits. 1d8+7=13 plus 5 ongoing poison
1d20+11=13 - A2 v Andrus. Miss.
1d20+11=29 - A3 v Andrus. Hits. 1d8+7=13 plus 5 ongoing poison
1d20+11=25 - A4 v Andrus. Hits. 1d8+7=9 plus 5 ongoing poison
37 damage to Andrus plus 5 ongoing poison.

That probably drops him unconscious. If so, spiritual weapon vanishes.

Thugs v Tenja. Thugs do an additional 1d6 with CA
1d20+15=29 - B2 v Tenja. Hits. 1d8+7=12 plus 1d6=4
1d20+15=21 - B3 v Tenja. Miss.
1d20+13=24 - B4 v Tenja. HIts. 1d8+7=13
29 damage to Tenja.

Cap himself backs cautiously away from the spiritual weapon, bleeding badly.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Zareth - 5 ongoing poison (se)
Padraig (on your team)
Kith - 53/53: 1AP: 2 Runes of Mending: Destruction Rune State: used Flames of Elemental Purity
Tenja - prone, clinging to side of boat (attacking at -2)
Kel
Andrus - BLOODIED; unconscious, prone and dying?; 5 ongoing poison (se)
A1 - slowed to end Zareth's next turn
A2
A3
A4
B2 - slowed to end Zareth's next turn; taking 3 at start of turn (water)
B3 - taking 3 at start of turn (water)
B4 - taking 3 at start of turn (water)
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn


Male Human Cleric 6

with the 5 ongoing poison from last round, yes, i am down and dying. save= 12, so i was poison-free until i was hit again. so much for finishing Cap quickly. stupid archers. spiritual weapon is gone.

Andrus gurgles once as the arrows hit him a second time. He falls in a heap in the middle of the boat.


Male Tiefling Wizard 5

And I am also bloodied.

"Andrus!" Zareth glowers, and the air is filled with a cacophony of vile whispers. "No one's getting out of here alive, you hear me?"

Horrid Whispers centered at K15, against C and A3(vs Will, Psychic damage and target is slowed and takes -2 to attack(save ends), Aftereffect: target falls prone, Miss: Target is slowed and takes -2 to attack until EOMNT): 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (1) + 7 = 81d6 + 8 ⇒ (3) + 8 = 11

1d20 ⇒ 18

Since the attack against A3 missed, I think I can use Orb of Deception to make the attack again against A1 even though he's outside of the blast radius. 1d20 + 10 ⇒ (10) + 10 = 20


As Andrus crumples and falls, Zareth fills the air with whispering voices that seem to know the weaknesses of his foes. Cap survives but barely and the A3 and A1 both suffer some consequences as well.

"Take them out." Padraig's eyes are blazing with righteous rage as he leans over the edge of the boat and stabs his short sword into B2's back.

Short Sword - attack at -2 due to strange position.
1d20+8=19. Padraig v B2. Hits.
1d6+6=7

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Kith
Tenja - prone, clinging to side of boat (attacking at -2)
Kel
Andrus - BLOODIED; unconscious, prone and dying
A1 - slowed and -2 to attack rolls (se and falls prone as aftereffect)
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - taking 3 at start of turn (water)
B3 - taking 3 at start of turn (water)
B4 - taking 3 at start of turn (water)
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn; slowed and -2 to attack rolls (se and falls prone as aftereffect)
Zareth - BLOODIED
Padraig (on your team)


female Dwarf Runepriest 6

Kithera raises her shield which glows with a healing rune, even as it pulls at some of her own reserves.

Minor: Shield of Sacrifice. I lose one surge. Andrus and Zareth each regain hp as if they had spent a surge, and all three of us have +5 AC until EOMNT.

She then steps forward, her hammer flashing at a foe, glowing with power.

Shift to O18. Word of Binding vs B3. 1d20 + 10 ⇒ (18) + 10 = 28. Hit. Damage: 4 normal+3 electrcity+he is immobilized until EOMNT. In addition, Andrus and Tenja can stand up, and Tenja has +3 AC until EOMNT.

To summarize:
Me: +5 AC
Zareth: 1 healing surge, +5 AC
Andrus: 1 healing surge, +5 AC, no longer prone, no longer dying.
Tenja: +3 AC, no longer prone. DR/2 all as long as he is next to me.
B3: Immobaized.

HP: 53/53
Surges: 9/10
Ap: 1/1
Mending: 2/2
Enc Used: Flames of Purity
Daily Remaining:Rune of Endless Fire, Rune of the Final Act, Third Wind
Status: Protection: Adjacent allies have DR/2 all.


10/73, will update later today


Male Human Cleric 6

Andrus gets up and looks around. "Many thanks, Kith. I let my anger get the best of me. It won't happen again." 9hp. 1 action point. 6/8 surges left. 2 healing words. No dailies.


Male Tiefling Wizard 5

"Just be quiet and try not to get shot."

No longer bloodied.


Kith's hammer swings, bringing pain to the thug at her feet and blessed healing to Zareth and Andrus.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Tenja - BLOODIED, clinging to side of boat (attacking at -2); +3AC to end Kith's next turn
Kel
Andrus - BLOODIED; +5AC to end Kith's next turn
A1 - slowed and -2 to attack rolls (se and falls prone as aftereffect)
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - taking 3 at start of turn (water)
B3 - taking 3 at start of turn (water)
B4 - taking 3 at start of turn (water)
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn; slowed and -2 to attack rolls (se and falls prone as aftereffect)
Zareth - BLOODIED?; +5AC to end Kith's next turn
Padraig (on your team)
Kith - +5AC to end Kith's next turn


Free action to let go and drop into the water
minor action: second wind with amulet of life 2 healing surges, +5 ac bonus to the end of my next turn, and +2 to all defenses
Mark all three bandits around me
1d20 + 9 ⇒ (5) + 9 = 14 athletics
Roots of Stone: standard, close burst 1, The burst creates a zone of rippling earth that lasts until the end of your next turn. Each enemy in burst, 12 vs ac, 1d10+8 and the target is knocked prone when it leaves the zone, also takes +3 damage when it knocked down
1d20 + 12 ⇒ (8) + 12 = 20 vs ac B2
1d20 + 12 ⇒ (2) + 12 = 14 vs ac B2
1d20 + 12 ⇒ (5) + 12 = 17 vs ac B4
1d10 + 8 ⇒ (2) + 8 = 10

Tenja drops into the swamp and lays about him with his hammer while shards of stone erupt out of the ground.


Tenja splashes heavily into the swampy water and swings. The force of the blow creates something akin to a maelstrom around him, ready to knock the unwary off their feet. B2 certainly feels the impact, and gasps as his wounds worsen. B3 and B4 are made of stronger stuff however and ignore the effects.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Kel
Andrus - BLOODIED; +5AC to end Kith's next turn
A1 - slowed and -2 to attack rolls (se and falls prone as aftereffect)
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water); marked by Tenja
B4 - taking 3 at start of turn (water); marked by Tenja
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn; slowed and -2 to attack rolls (se and falls prone as aftereffect)
Zareth - BLOODIED?; +5AC to end Kith's next turn
Padraig (on your team)
Kith - +5AC to end Kith's next turn
Tenja - +2 all defenses (+3AC) to start his next turn (used second wind); +3AC to end Kith's next turn; taking 3 at start of turn (water)


female Dwarf Runepriest 6

Tenja gave himself +5 AC, which overwrites my +3. He is still adjacent though, and so has DR/2 when/if the 3 Bs attack him. If Padraig shifts next to Kith, on his next move, he'd have it as well. Also, B3 is immobilized, which isn't noted on his stat line :)


Thanks for the catches Kith :) I updated before charging out to take 8 hours of classes - never a good idea.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Allies adjacent to Kith get DR2 (rune state).

Kel
Andrus - BLOODIED; +5AC to end Kith's next turn
A1 - slowed and -2 to attack rolls (se and falls prone as aftereffect)
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water); marked by Tenja; immobilised to end next turn
B4 - taking 3 at start of turn (water); marked by Tenja
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn; slowed and -2 to attack rolls (se and falls prone as aftereffect)
Zareth - BLOODIED?; +5AC to end Kith's next turn
Padraig (on your team)
Kith - +5AC to end Kith's next turn
Tenja - +2 all defenses (+5AC) to start his next turn (used second wind); +3AC to end Kith's next turn; taking 3 at start of turn (water)


Male Elf Ranger

Twin Strike on the Capt. "Where are you heading to? You can't just start a fight and then run away."

1st arrow, attack vs ac, 1d20 + 10 ⇒ (19) + 10 = 29, damage = 1d12 + 6 ⇒ (7) + 6 = 13
1st arrow, attack vs ac, 1d20 + 10 ⇒ (16) + 10 = 26, damage = 1d12 + 6 ⇒ (4) + 6 = 10
First arrow that hits adds 1d8 ⇒ 1 damage


Both of Kel's arrows hit their target and Cap grimaces.

"Not so much running away - although that's looking more enticing, I have to say. More trying to get off that damned boat."

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Allies adjacent to Kith get DR2 (rune state).

Andrus - BLOODIED; +5AC to end Kith's next turn
A1 - slowed and -2 to attack rolls (se and falls prone as aftereffect)
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water); marked by Tenja; immobilised to end next turn
B4 - taking 3 at start of turn (water); marked by Tenja
Cap the Leader - BLOODIED; marked by Tenja; slowed to end Tenja's next turn; slowed and -2 to attack rolls (se and falls prone as aftereffect)
Zareth - BLOODIED?; +5AC to end Kith's next turn
Padraig (on your team)
Kith - +5AC to end Kith's next turn
Tenja - +2 all defenses (+5AC) to start his next turn (used second wind); +3AC to end Kith's next turn; taking 3 at start of turn (water) Kel


Male Human Cleric 6

"By the grace of Avandra," Andrus says as he heals his wounds. minor-healing word on me. anyone else need one? surge+d6+4=21 hp regained. now at 30/54, 5/8 surges, 1 healing word, (and two other healing powers) move to P19. standard-convert to minor, healing word on Tenja. surge +1d6+4 or surge+6 hp.

Then he moves next to Kith and heals Tenja.

I just have to remember that I'm not a striker anymore. :(


Andrus proves once more that he has Avandra's ear as his wounds close and he moves closer to his friends to help out. Lord Padraig glances up at him, a boyish smile growing on his face.

"Where next? Those archers are just going to pick us off one by one."

As if to prove his Lordship's words, another hail of arrows sings out of the mist aiming at Kel and Tenja. The flurry of missiles is followed by a faint oath as one of the archers crashes to the ground as the aftereffect of an earlier blow finally reaches his brain. The thugs concentrate their limited attentions of Tenja, regardless of the unpleasant miasma rising from the swampy river. Two of the thugs start to ease their way towards the bank, while bloodied B2 looks as if he'd like to follow as soon as he's allowed to move again. Cap looks around irritably, moves slowly behind a scrubby bush and keels over himself.

"This is messy and going to get messier. Are you at all likely to surrender?"

A1 and A3 target Tenja. A2 and A4 target Kel. A1 makes his save and falls over
B2, B3 and B4 all target Tenja.
Cap moves two, makes his save and falls over.
A1 save v attacking at -2: 1d20=10. Saves and falls prone.
Cap save v attacking at -2: 1d20=17. Saves and falls prone.

Archer attacks (AC). On hit target takes 5 ongoing poison damage (se)
1d20+11=22 - A1 v Tenja. Miss
1d20+13=32 - A3 v Tenja. Hits. 1d8+7=15
1d20+13=23 - A2 v Kel. Hits. 1d8+7=12 plus 5 ongoing poison (se)
1d20+13=29 - A4 v Kel. Hits. 1d8+7=15 plus 5 ongoing poison (se)
13 damage to Tenja and he takes 5 ongoing poison (se) (Kith's DR factored in)
27 damage to Kel and he takes 5 ongoing poison (se)

B2, B3, B4 all target Tenja
1d20+14=29 - B2 v Tenja. Hits. 1d6+8=11 (9)
1d20+14=31 - B3 v Tenja. Hits. 1d6+8=13 (11)
1d20+12=15 - B4 v Tenja. Miss.
20 damage to Tenja (Kith's DR factored in

Damage totals this turn:
33 damage to Tenja and 5 ongoing poison (se)
27 damage to Kel.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Allies adjacent to Kith get DR2 (rune state).

Zareth - BLOODIED?; +5AC to end Kith's next turn
Padraig (on your team)
Kith - +5AC to end Kith's next turn
Tenja - +2 all defenses (+5AC) to start his next turn (used second wind); +3AC to end Kith's next turn; 5 ongoing poison (se)
Kel - 5 ongoing poison (se)
Andrus - BLOODIED; +5AC to end Kith's next turn
A1
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water); marked by Tenja;
B4 - taking 3 at start of turn (water); marked by Tenja
Cap the Leader - BLOODIED


Male Tiefling Wizard 5

Not bloodied. Scorching Burst, focused at K15(vs Reflex, vs C and B4, +2 from CA cancels -2 from prone): 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (12) + 7 = 191d6 + 5 ⇒ (5) + 5 = 10


female Dwarf Runepriest 6

Posting early, since I don't see a way Padraig can mess with my own plan.

Kith nods to the lord's words. "Yes, we need to deal with the archers." She then traces a blue rune in the air, which vanishes and reappears on Tenja's Armor.

Rune of Mending, Tenja get a surge plus 1d6 ⇒ 3 and the whole party except Kel (he was just one square too far away), has +2 defenses until EOMNT.

She's then moving along the boat, before leaping to the shore.

Move: Along the side of the boat to R14, then jump to R15. I assume I need an athletics check to do that - basically, I want to not enter the water - so, here goes: 1d20 + 10 ⇒ (17) + 10 = 27. I bet that a 27 makes it :)

On the shore, she races at an archer, hammer swinging.

Charge A2, ending in N10 before the attack. Basic Melee, at +1 to hit for the charge: 1d20 + 11 ⇒ (1) + 11 = 12, on hit: 1d10 + 7 ⇒ (7) + 7 = 14 (and if B3 hit me with an OA during my move, add 3 more damage. If anyone is prone on our team, they can stand up for free.

HP: 53/53
Surges: 9/10
Ap: 1/1
Mending: 1/2
Enc Used: Flames of Purity
Daily Remaining:Rune of Endless Fire, Rune of the Final Act, Third Wind
Status: Protection: Adjacent allies have DR/2 all., +1 all defenses EOMNT


Zareth fireballs Cap and one of his thugs and the bandit leader looks morose.

"I guess that's a "no" to surrendering." By now he looks a lot closer to dead than alive.

Padraig drives his sword towards the bloodied thug threatening Tenja, but misjudges his attack.

"I am out of practice it seems."
He rolled a 3.

Kith bolsters Tenja and then displays unexpected athleticism as she moves to the rail, jumps over the side, lands successfully and charges at a started archer. B3 takes a half-hearted swing at the vanishing dwarf, and misses completely. B3 rolled a 2.

Kith's hammer squelches into the ground, but there's no doubt she's got the attention of the archers.

Kith - put you at O10 as the rules state that you have to charge to the nearest square.

MAP

Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.

The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Allies adjacent to Kith get DR2 (rune state).

Tenja - used second wind; 5 ongoing poison (se); +2 defenses to end Kith's next turn
Kel - 5 ongoing poison (se)
Andrus - BLOODIED; +2 defenses to end Kith's next turn
A1
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water); marked by Tenja;
B4 - taking 3 at start of turn (water); marked by Tenja
Cap the Leader - BLOODIED
Zareth - +2 defenses to end Kith's next turn
Padraig (on your team) - +2 defenses to end Kith's next turn
Kith


Font of life save 1d20 ⇒ 14
Athletics 1d20 + 9 ⇒ (13) + 9 = 22
Weight of Stone on B2 1d20 + 12 ⇒ (11) + 12 = 23 vs ac, 1d10 + 11 ⇒ (1) + 11 = 12 and the target is slowed until the end of my next turn, if dies move K16 and mark B4, if not mark B2

Tenja slams into the bandit with ferocity.


Male Human Cleric 6

Andrus just looks in disbelief at Lord Padraig. "Hey, I wanted to move the boat. But that is problematic as well, thanks to the archers. If Kith and Tenja want to run down the archers, I can accept that, but you, sir, are staying with me. I am not letting you out of my sight. I promised Florence. If it becomes necessary to rush the shore, I'll let you know."

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