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{Newe Schoole} Kyber's Harvest IC

Started by Logos7, July 23, 2009, 09:17:24 PM

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Drohem

Clash steps back into line with Fargrim and Hamrick.  He calls forth the spirit of the thunder ram as he attacks the warden, and also the warden's allies.

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Move Action- 5-foot step
Standard Action- Use the Thunder Ram Assault encounter power.

Clash's attack hit AC 28 for 12 thunder damage, and pushes the warden 3 squares.

Secondary attacks hit Fortitudes 20 & 15 for 2 thunder damage each, and pushes both secondary targets 1 square each.

Benoist

Hamrick laughs excitedly as he watches his opponent lose its cool during the fight. He feints, moves his blade from side to side, and taunts his target, all this time searching to divert its attention to his taunts and body movements until he finds the right opening and strikes like a snake.

The halfling seems to be taking too much pleasure in this.

OOC: I try to get Combat Advantage on the Warden opponent by making a Bluff check opposed to his Insight. Bluff Roll total: 22.
I then attack the Warden using a Piercing Strike. Natural 20 on the attack. Total: 33, with the +2 bonus from Combat Advantage, against Reflex.
If Combat Advantage is gained, this is a Sneak Attack and a Crit, for a total of 25 points of damage (1d4+5+2d8, maxed out). 9 points of damage without Combat Advantage (still a crit).

Logos7

The Warden Colapses under the furious assault of Hamrick and Clash, his body going flying at the warforged smashes into him.

The Cultist is knocked back, Shifting back in attempting to skewer the warforged while he is vulnerable!


25 vs Ac on Warforged, 16 damage.

The Cultist (@14 damage) calls in vain for reinforcements.


Fargrim's Turn and then top of the round.

Werekoala

Fargrim sets his feet and takes another swing (16+5= 21 to hit. 3+2=5 Damage)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Logos7

The Cultist looks taken aback and bloodied (@19 damage)

Top of the Round.  (Hamrick>Clash> Cultist>Fargrim)

Benoist

Hamrick tries to maneuver around the Cultist's back to Flanking position with Fargrim (even if it provokes an Opportunity attack on the Cultist's part). Hamrick then attacks (using Riposte Attack).

Attack roll: 16 total against AC. If it hits, 7 damage, plus another 7 of Sneak attack damage if in Flanking position, for a total of 14 points of damage.
If the Cultist attacks Hamrick, Riposte Attack roll total is 15, with 9 damage from the blade, 8 damage from the Sneak attack/flanking, for a total of 17 damage.

Drohem

Clash calls upon the might of the earth itself in his attack on the cultist, using the strength of stone and earth to carve through his opponent with ease.

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OOC:  Clash's Earth Shield Strike hit AC 12 for 8 damage.  If the attack hits, then Clash gets a +1 power bonus to AC until the end of his next turn.

Logos7

The Cultist frantically dodges Clash's Hamrick's attacks (those would be misses, and also please remember that you can only add your sneak attack damage once per round ).

Seeing that, the battle is lost, the lone cultist, attempts to flee deeper into the cave. (Opportunity Attacks from Everyone, and then Fargrim's Turn)

Drohem

"No you don't!  You're not going any where without our leave now!" Clash yells at the cultist as he lands a vicious blow to the cultist.

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OOC:  Clash's opportunity attack hit AC 27 for 7 damage.  If Clash's attack brings the cultist to zero or less hit points, then he'll choose to knock the cultist unconscious rather than killing him.

Benoist


Logos7

The Cultist, Struck Heavily by Clash's Blow, is still lurching deeper into the cave...

Benoist

Hamrick gives him the chase, paying attention to his surroundings (i.e. he tries to go as fast as he possibly can, and yet, keeps checking the ground, ceiling, etc for potential harm). Yeah, running Halfling!

Logos7

Hamrick and the others chase the fleeing cultist, deeper into the cave, into a natural tunnel. You can tell that this path has been worn smooth by the feet of countless generations. A lurid red glow outlines the cultist for a second and stops all of you dead in your tracks.

You watch in amazement as the walls of the tunnel come to life with Lurid Red Spiderlike Lines covering the entirety of the tunnel, obscuring the running cultists.

You are just inside the tunnel which continues for 70 feet. It is irregular but about 10 feet across and high for the most part.

You find no traps or hazards...

Drohem

"What trickery is this?!" Clash yells as they are chasing the fleeing cultist.

Benoist

The Halfling slows down and signals to Clash to do the same. He follows his gut instinct and tells him:

"We are not going to catch up with them, and might fall into a much greater trap down this path. Let's be cautious, from now on."

Hamrick then starts to examine the lights. Is there any movement towards a precise point in the cave forward? Are these lines really looking like spiderwebs? Are they part of the wall, or floating in the air?