Community

 
Jump Menu:
Page 10 of 42  •  Prev 1 ... 8 9 10 11 12 ... 42 Next
Switch to Forum Live View
Locked: [IC] Road to Urik [4e Dark Sun]
1 year ago  ::  May 08, 2012 - 7:01PM #91
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
OOC Show
The pace needs to pick up in this game, or else...


[Next: Everyone]


The crowd becomes increasingly agitated, so Azimuth raises himself, leaning on Zaffa's shoulder. He starts the same rethotic as he had used before, but the crowd completely ignores him as his voice gets drowned in the tumult. The leader of the mercenaries yells "FALL BACK!! FALL BACK!!"

A mercenary is hit on the head by a stone. His halberd comes down and cuts a caftman in half.

...Then all hell breaks lose...

Mechanics & OOC Show
I rolled Streetwise for Azimuth with +13-2 and obtained 13 for a fail.

The skill challenge is a failure. 

Please all roll initiative and select a starting postion: either where you are or an adjacent square. I will roll and pick a starting spot for all those who are too slow.

Lay of the land (more details after Initiative is rolled and starting spot selected):
1) The mercenaries in G12 G14 G17 G19 H15 I11 I17 J15 K12 K19 L13 L18 will be hostiles
2) The crowd occupies the whole map, but the tokens you see (orange) are the trouble makers... they could end up being neutral or attacking the baddies or attacking you
3) You should be able to influence the crowd
4) You will have to grab Turloff in I15, pull him out and drag him out of the map to the south... Athletics will come in handy
5) To represent the crowd effect, the whole map will be difficult terrain
6) Arcane magic is forbidden, so bluff roll will be needed to avoid getting... lynched
7) AOE powers regardless of their source can hurt the crowd and cause them to... not like you
  
MAP Show


Turloff has a red square around him
The two white tokens around him are veteran guards
The single token on his right is the leader of the guards
The circle (or rather oval) of 9 around Turloff and the two veterans are regular guards
The yellow tokens with a sort of afro are the crowd
Quick Reply
Cancel
1 year ago  ::  May 09, 2012 - 6:26AM #92
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Zaffa reaches for her hammer as chaos ensues. Well, 'at went well. Beautiful... She glances to her companions and throws a nod at Iandak in particular. Oh well... Ain't seen any real action since the arena. Nice change a' pace if nothin' else.

Mechanics Show
Initiative: 1d20+5=10


EDIT:
Starting Position Show
I'm fine with L16.
Quick Reply
Cancel
1 year ago  ::  May 09, 2012 - 8:31AM #93
noneedforaname
Date Joined: Jul 26, 2009
Posts: 786
Azimuth steps back with arms raised protectively.

Mechanics Spoiler: Show

M,14 starting position
Init (1d20+2=6)
Quick Reply
Cancel
1 year ago  ::  May 09, 2012 - 3:09PM #94
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,718
Luusi grows uneasy as the crowd turns ugly.  She moves in closer to her companions, and prepares for the worst.  Calling upon subtle reserves within herself, she sends out a summons to Aejej and hopes that the Djinnling is paying attention.

mechanics Show

Initiative: 17
Luusi will stay in starting position.



Stat block Show

Luusi Pavana



Female Unaligned Eladrin Wizard (Sha'ir) Lv. 4


Vitals: Medium, 5'3" tall, 113 lbs


Senses: 17 Insight, 12 Perception, Low Light Vision


Encounter Powers
[_] Action Point
[_] Second Wind
[_] Skewering Spikes 
[_] Pinioning Vortex
[_] Chameleon's Mask
[_] Fey Step
[_] Poisoned Strike
[_] Suggestion
[_] Whispering Wind
[_] Concealed Weapon


Daily Powers
[_] Arcane Whirlwind

 



HP:
HS:
AC:

Fort:
Ref:
Will:


Core
37
8
18
15
18
17


RndX
37
8



Temp
: 0 hp 


 Surge: 9 hp
Init: +2
Speed: 6


Resist: none
Saves: none
MBA: +4 vs AC,1d6+2 damage





Quick Reply
Cancel
1 year ago  ::  May 09, 2012 - 5:24PM #95
Klockwork
Date Joined: Feb 21, 2011
Posts: 613
As Zaffa glances back, Iandak is already moving.  The methodical half-giant seems to spring into motion, as if all the time spent 'moving' and 'shaking' hasn't dulled his battle sense at all.

Mechanics Show

Starting in M15 (looks like, we have 2 at M14.  I can shift if needed).
Initiative (1d20+5=14)


Iandak's Combat Statblock Show

AC: 21 Fort: 19 Ref: 18 Will: 15 Speed: 6
HP: 47/47
Healing Surges: 10/10
Healing Surge Value: 11
Resist: 2 Poison
Initiative: +5

Status Effects:
Action Points: 1 []
Failed Death Saving Throws  [] [] []

Whirling Slayer Feature Show

Once per  round, when you bloody an enemy you can  shift 2 squares as a free  action, and each enemy adjacent to you at the  end of the shift grants  combat advantage to you until the end of your  next turn.


Powers Show


Melee Basic Attack Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +10 vs. AC (+4 Strength, +3 Proficiency, +2 Half-level, +1 Enhancement)
Hit:  1d10 + 6 (+4 Strength, +1 Enhancement, +1 Untyped from TWF)


Ranged Basic Attack Show

Standard Action, Javelin
Ranged: 10/20
Target: One Creature
Attack: +9 vs. AC (+4 Strength, +2 Proficiency, +2 Half-level, +1 Enhancement)
Hit: 1d6 + 5 (+4 Strength, +1 Enhancement)


Pressing Strike Show

Standard Action, Bastard Sword
Target: One Creature
Effect: Before the attack, you shift 2 squares.  You can move through an enemy's space, but you can't end there.
Attack: +10 vs. AC
Hit: 1d10 + 6, and you push the target one square.  If you are raging, the attack deals 1d6 extra damage.


Whirling Rend Show

Standard Action, Bastard Swords
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage.  If you are raging, add your Dexterity modifier (+3) to both damage rolls.


Body Equilibrium Show

Move Action
Effect: You move your speed.  During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.


[]Whirling Frenzy Show

Standard Action, Bastard Swords
Close burst 1
Target: Each Creature in burst
Attack: +10 vs. AC or Ref
Hit: 2d10 + 6 damage
Miss: You take 1d6 damage, with no modifiers


[]Whilring Step Show

Standard Action, Bastard Swords
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6 damage
Effect: You shift Dex mod squares (3).  If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift.


[]Mark of Thunder Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6 thunder damage
Effect: You mark the target until the end of your next turn.  Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.


[]Whirling Lunge Show

Free Action, Bastard Sword
Melee 1
Trigger: Your attack reduces an enemy to 0 hit points.
Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see


[]Stone's Endurance Show

Minor Action
Effect: You gain resist 5 to all damage until the end of your next turn


[]Combat Sprint Show

Move Action
Effect: You move your speed +4.  You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement


[]Second Wind Show

Standard Action
Effect: You can spend a healing surge to regain hit points and gain a +2 bonus to all defenses until the start of your next turn.


[]Thunder Hooves Rage Show

Standard Action, Bastard Sword
Target: One creature
Attack: +10 vs. AC
Hit: 3d10 + 6 damage
Miss: Half damage
Effect: You enter the rage of the thunder hooves.  Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns.  When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.



Skills Show

Passive Perception: 13
Passive Insight: 13

Trained Skills:
Athletics: 12
Endurance: 8
Nature: 12

Untrained Skills:
Acrobatics: 4
Arcana: 1
Bluff: 2
Diplomacy: 2
Dungeoneering: 3
Heal: 3
History: 1
Insight: 3
Intimidate: 2
Perception: 3
Religion: 1
Stealth: 4
Streetwise: 3
Thievery: 4

Quick Reply
Cancel
1 year ago  ::  May 11, 2012 - 12:08PM #96
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
Nakir breaks out into loud cruel laughter tinged with madness, "Is this not what you wanted Turloff? You have rattled the cage and placed your hand in it.  There is always a reckoning."  He shook his grisly fetish at the terrified man and flashed his savage sharpend grin.


Mechanics Show
 Init: Initiative (1d20+3=5)  Starting Postion is fine. 
Quick Reply
Cancel
1 year ago  ::  May 11, 2012 - 9:02PM #97
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Luusi, Iandak]

The leader shouts "Take them out, keep Turloff with us, Fall back!"

One of the guards pulls a dagger and throws it at Iandak, but the Half-Giant already had his swords in hand and paries it easily. He moves away to the right, pulling a screaming Turloff.

The other guard approaches Zaffa, with a raised shield and swings at the gladiator, who parries most of the hit with her large shield.

Fight Rules Show
Goal: Exit through the southern part of the map with Turloff

Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement.
Then, as a minor action you must roll an opposed Athletics check vs +5
Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn)
Failure by less than 5: You grab him but the opponent hangs on
Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn)

Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd

Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects.
In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction.

Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction.

POWER: Crowd Control (Standard Action):
Target: one crowd pack of 5 with at least 1 member within 5 squares of you
Roll: Streetwise, Diplomacy or Intimidate DC16 check
Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent.

Crowd Behavior: 
The crowd operates in 10 packs of 5 (numbered on the map) 

Packs can have the following 3 statuses:
Friendly, i.e. attacking mercenaries
Neutral
Hostile, i.e. attacking PCs

During crowd’s turn: I will roll 1d6 per group that has a neutral status
1: becomes hostile
2-4: neutral
5-6: attacks nearest mercenary

End of turn: moral check on each crowd involved in a fight.
I will count hits landed by the crowd minus crowd deaths.
If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral
If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent

Mechanics Show
Veteran 2's turn:
Standard: Dagger on Iandak, 18 vs AC, Miss!
Move: to H18 (dragging Turloff in H17)

Veteran 1's turn:
Move: to K16
Standard: Maneuvering Strike on Zaffa
The veteran makes a longsword attack. If the attack hits, the human veteran makes a free secondary attack.
Longsword on Zaffa: 23 vs AC, Hit! Triggers Zaffa's Battle Resilience.
Zaffa loses 8-5=3hp and is marked UEONT
Secondary Attack on Zaffa: 15 vs Fort, Miss!

Map Show



Crowd Effect: The whole map is treated as difficult terrain.
Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.

Turloff has a red square around him
The two white tokens are veteran guards
The single token is the leader of the guards
The 9 others are regular guards
The yellow tokens with a sort of afro are the crowd

Map Zoomed Show



Status Show

Veteran 1 [K16] 61/61
Veteran 2 [H18] 61/61 
>>>Luusi 37/37
>>>Iandak 47/47
Crowd Neutral 1, 2, 3, 4, 5
Guard 1 [G12] 56/56
Guard 2 [G14] 56/56
Guard 3 [G17] 56/56
Guard 4 [G19] 56/56
Zaffa 49/52 +5 Resist All UEONT, Marked (Veteran 1) UEONT
Guard 5 [K19] 56/56
Guard 6 [L18] 56/56
Guard 7 [L14] 56/56
Guard 8 [K13] 56/56
Overseer [I17] 72/72
Azimuth [M14] 43/43
Nakir [M16] 38/38
Crowd Neutral 6, 7, 8, 9, 10

Enemy Knowledge Show
Overseer:
HP: 72
AC: 22
Fort/Ref/Will: 18/19/20

Veteran:
HP: 61
AC: 21
Fort/Ref/Will: 18/17/16

Guard:
HP: 56
AC: 18
Fort/Ref/Will: 17/16/15

Crowd (minion):
HP: 1
AC: 15
Fort/Ref/Will: 15/13/13
Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it.
Club: At-Will, +7 vs AC, Hit: 5 Damage
Quick Reply
Cancel
1 year ago  ::  May 11, 2012 - 9:27PM #98
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,718
Luusi focuses on the space by Turloff and then she is suddenly there.  She tries to grab him by the arm but the guard next to him deflects her with his shield.  Pulling a small poisoned dagger from a hidden sheath, she attempts to strike it into his side but his sweeping shield knocks it from her quickly numbing fingers.  Snarling, she glares at him and braces herself for attack.

mechanics Show

Move:  Using Fey Step, move to I-16
Minor/Athletics to grab Turloff:  Fail -- rolls here
Standard:   Poisoned Strike on I-17 for 12; MISS




Stat block Show

Luusi Pavana


Female Unaligned Eladrin Wizard (Sha'ir) Lv. 4


Vitals: Medium, 5'3" tall, 113 lbs


Senses: 17 Insight, 12 Perception, Low Light Vision


Encounter Powers
[_] Action Point
[_] Second Wind
[_] Skewering Spikes 
[_] Pinioning Vortex
[_] Chameleon's Mask
[X] Fey Step
[X] Poisoned Strike
[_] Suggestion
[_] Whispering Wind
[_] Concealed Weapon


Daily Powers
[_] Arcane Whirlwind

 



HP:
HS:
AC:

Fort:
Ref:
Will:


Core
37
8
18
15
18
17


RndX
37
8



Temp
: 0 hp 


 Surge: 9 hp
Init: +2
Speed: 6


Resist: none
Saves: none
MBA: +4 vs AC,1d6+2 damage




Quick Reply
Cancel
1 year ago  ::  May 14, 2012 - 5:22PM #99
Klockwork
Date Joined: Feb 21, 2011
Posts: 613
Mechanics Show

Minor: Stone's Endurance
Move: Use Combat Sprint to move to I16, then to J15 if I succeed on my athletics check (5 squares total).  I get +4 to all OAs I provoke while taking this move (25 AC).
Minor: Ath to grab (1d20+12=26)
AP (if grab succeeds): Move back to M15 (3 squares, shouldn't provoke at this point).
Turloff will hang out at M15.


Iandak's Combat Statblock Show

AC: 21 Fort: 19 Ref: 18 Will: 15 Speed: 6
HP: 47/47
Healing Surges: 10/10
Healing Surge Value: 11
Resist: 2 Poison
Initiative: +5

Status Effects:  Resist 5 all UEoNT
Action Points: 1 []
Failed Death Saving Throws  [] [] []

Whirling Slayer Feature Show

Once per  round, when you bloody an enemy you can  shift 2 squares as a free  action, and each enemy adjacent to you at the  end of the shift grants  combat advantage to you until the end of your  next turn.


Powers Show


Melee Basic Attack Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +10 vs. AC (+4 Strength, +3 Proficiency, +2 Half-level, +1 Enhancement)
Hit:  1d10 + 6 (+4 Strength, +1 Enhancement, +1 Untyped from TWF)


Ranged Basic Attack Show

Standard Action, Javelin
Ranged: 10/20
Target: One Creature
Attack: +9 vs. AC (+4 Strength, +2 Proficiency, +2 Half-level, +1 Enhancement)
Hit: 1d6 + 5 (+4 Strength, +1 Enhancement)


Pressing Strike Show

Standard Action, Bastard Sword
Target: One Creature
Effect: Before the attack, you shift 2 squares.  You can move through an enemy's space, but you can't end there.
Attack: +10 vs. AC
Hit: 1d10 + 6, and you push the target one square.  If you are raging, the attack deals 1d6 extra damage.


Whirling Rend Show

Standard Action, Bastard Swords
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage.  If you are raging, add your Dexterity modifier (+3) to both damage rolls.


Body Equilibrium Show

Move Action
Effect: You move your speed.  During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.


[]Whirling Frenzy Show

Standard Action, Bastard Swords
Close burst 1
Target: Each Creature in burst
Attack: +10 vs. AC or Ref
Hit: 2d10 + 6 damage
Miss: You take 1d6 damage, with no modifiers


[]Whilring Step Show

Standard Action, Bastard Swords
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6 damage
Effect: You shift Dex mod squares (3).  If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift.


[]Mark of Thunder Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +10 vs. AC
Hit: 1d10 + 6 thunder damage
Effect: You mark the target until the end of your next turn.  Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.


[]Whirling Lunge Show

Free Action, Bastard Sword
Melee 1
Trigger: Your attack reduces an enemy to 0 hit points.
Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see


[X]Stone's Endurance Show

Minor Action
Effect: You gain resist 5 to all damage until the end of your next turn


[X]Combat Sprint Show

Move Action
Effect: You move your speed +4.  You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement


[]Second Wind Show

Standard Action
Effect: You can spend a healing surge to regain hit points and gain a +2 bonus to all defenses until the start of your next turn.


[]Thunder Hooves Rage Show

Standard Action, Bastard Sword
Target: One creature
Attack: +10 vs. AC
Hit: 3d10 + 6 damage
Miss: Half damage
Effect: You enter the rage of the thunder hooves.  Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns.  When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.



Skills Show

Passive Perception: 13
Passive Insight: 13

Trained Skills:
Athletics: 12
Endurance: 8
Nature: 12

Untrained Skills:
Acrobatics: 4
Arcana: 1
Bluff: 2
Diplomacy: 2
Dungeoneering: 3
Heal: 3
History: 1
Insight: 3
Intimidate: 2
Perception: 3
Religion: 1
Stealth: 4
Streetwise: 3
Thievery: 4

Quick Reply
Cancel
1 year ago  ::  May 14, 2012 - 6:42PM #100
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Zaffa]

Iandak runs through the crowd pushing every one around him as if they were insects. He is so fast that the veteran and the leader nearby try to swing at him with their longswords, but the crowd distract them and causes them to miss. The Half-Giant grabs the whimpering Turloff "Aaaaaaahhhh!" and spins him around, pushing through the crowd and away from the guards "Heyyyyy, you're hurting me!"

Seeing this, the leader's eyes grow wide in horror "Don't let him get away you idiots! charge!". And swiftly, four guards attack. One tries to take out Luusi to free up the leader from her. But the Eladrin is way to swift for him and he swings wide with his Halberd. Two go after Iandak but one misses and the other's glancing blow ricochets as if against stone. The last one charges Zaffa, only to meet her giant shield.
 
Mechanics Show
Very well played Mr. Klock. I will give less details on rolls than usual, because, too much work!!!

Please note I zoomed in on the map to help you see, but you have to get Turloff to line V to be out of the woods

Both OAs from [K16] and [H17] miss and Klock succeeds the opposed Athletics check, grabbing Turloff
I assume you meant to put him in N15 with Iandak already in M15.


Crowd 1,2,3,4,5's turn: Crowd 2 & 5 turn 'friendly' and charge the nearest guards.

Crowd 2 moves around Guard 6 in L18 and attack: 3 hits for a total of 15 damage.
Crowd 5 only moves closer and cools down since it has nothing to hit or charge (so back to neutral)

Guard 1 moves then charges Iandak in L14, Miss!   
Guard 2 moves then charges Iandak in L15, Hit! 5-5=0 Damage and marked UEONT
Guard 3 moves and uses Powerful Strike on Luusi, Miss!
Guard 4 moves then charges Zaffa in K17, Miss!   

Please note I added the following rule (in the combat rule block below):
Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement  

Tonight I roll terrible rolls both as PC and as DM! TPK in one game, Layup in the other

Map Show


Larger Version 

Crowd Effect: The whole map is treated as difficult terrain.
Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.

Turloff has a red square around him
The two white tokens are veteran guards
The single token is the leader of the guards
The 9 others are regular guards
The yellow tokens with a sort of afro are the crowd
 
Status Show

Veteran 1 [K16] 61/61 OA
Veteran 2 [H18] 61/61 
Luusi 37/37 
Iandak 47/47 +5 Resist All UEONT, Marked (Guard 2) UEONT
Neutral Crowd 1, 3, 4, 5
Friendly Crowd 2
Guard 1 [L14] 56/56
Guard 2 [L15] 56/56
Guard 3 [H15] 56/56
Guard 4 [K17] 56/56
>>>Zaffa 49/52 +5 Resist All UEONT, Marked (Veteran 1) UEONT
Guard 5 [K19] 56/56
Guard 6 [L18] 41/56
Guard 7 [L14] 56/56
Guard 8 [K13] 56/56
Overseer [I17] 72/72 OA
Azimuth [M14] 43/43
Nakir [M16] 38/38 
Neutral Crowd 6, 7, 8, 9, 10
**Crowd Morale**
 
Special:
Turloff Grabbed by Iandak

Used Powers:
Azimuth HS 0/9, AP 1/1, Slick Negotiator
Iandak HS 0/10, AP 1/1, Stone's Endurance, Combat Sprint
Luusi HS 0/8, AP 0/1, Fey Step
Nakir HS 0/7, AP 0/1
Zaffa HS 0/14, AP 0/1 Battle Resilience

Enemy Knowledge Show
Overseer:
HP: 72
AC: 22
Fort/Ref/Will: 18/19/20

Veteran:
HP: 61
AC: 21
Fort/Ref/Will: 18/17/16

Guard:
HP: 56
AC: 18
Fort/Ref/Will: 17/16/15

Crowd (minion):
HP: 1
AC: 15
Fort/Ref/Will: 15/13/13
Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it.
Club: At-Will, +7 vs AC, Hit: 5 Damage

Fight Rules Show
Goal: Exit through the southern part of the map with Turloff
Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn)
Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd 
Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement
Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction.
Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction.
POWER: Crowd Control (Standard Action): Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent.
Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map)
Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs
During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary
End of turn: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent
  
Quick Reply
Cancel
Page 10 of 42  •  Prev 1 ... 8 9 10 11 12 ... 42 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing