D&D 4th Edition Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe) - Page 14




+ Log in or register to post
Page 14 of 49 FirstFirst ... 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ... LastLast
Results 131 to 140 of 481
  1. #131
    Registered User
    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

    Join Date
    Apr 2007
    Location
    Bahia Blanca, Buenos Aires, Argentina
    Posts
    10,746

    Ignore Voda Vosa
    Sheng frowns at the outcome of the rush and imprudence of his partners.
    "War loves prudence, you act imprudently, recklessly; hence you are bested by such a pitiful enemy such as this. It is a shame for a jadite warrior to fall because of it's own faults. Raise to your feet Raiko, and show me that you are a dragon, not a lizard!" Even as he says that, Sheng moves in a complicated way, lowering his body and raising again, posing his hands like claws. Around the elite trooper, the now familiar green vapor begins to emanate from the ground, and quickly takes the shape of Sheng's hand. It grasps the man by the throat, and although it doesn't strangulate him, the foul vapors asphyxiate the warrior, rendering him unable to move, as he fights back the gas.
    "He can't purse you now, withdraw and regain your Focus and concentration. To defeat a foe, you must be superior in mind, not in strength."
    The encouraging words of the sorceror might prove inspiring, but are more like the scowling of an old master than the cheerful words a man would need in such dire situation. However, jadites have a quite peculiar honor code, and thus this might be as much inspiring as it could.

    Actions

    Thanks Mal, thanks covaithe also! I really enjoy playing Sheng.
    Placed a green thingy on the goon for Sheng's effect.
    Move
    Stdr: Spectral claw encounter power: Hit elite guard for 9, immovilizes him until the end of my next turn.
    Roll Lookup
    Last edited by Voda Vosa; Thursday, 18th March, 2010 at 01:56 PM.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

 

  • #132
    With the arrows protruding from his body, Ashir's eyes are wide as dark spots appear in his vision. This was the closest he's ever been to mortal wounds and it terrified him. The genasi hurried behind Patrin, dropping down on the ground behind the dragonborn, and pulling out a small vial from his belt.

    ooc

    Standard:Second Wind - +2 all Defenses TENT
    Minor: draw potion
    Move: to current spot
    Free: Drop prone

    So hopefully he has cover from Patrin, +2 defenses from second wind, and the prone bonus should help against the archer... I hope.


    L4W Ashir

    Init: +0 Speed: 6 Perception:12 Insight: 12
    AC: 14 NAD:15/14/14
    HP: 9/22 Surges: 6/7 Surge Value: 5 AP: 0
    Languages: Common, Primordial
    Str:18 Dex:10 Wis:14 Con:12 Int:18 Cha:8

    Powers:
    Cantrips
    Scorching Burst
    Thunderwave
    Burning Hands
    Chill Strike

    Promise of Storms
    Second Wind
    Tome of Readiness
    Flaming Sphere
    Rolling Thunder

    Full Character Sheet

  • #133
    Registered User
    Defender (Lvl 8)

    ScorpiusRisk's Avatar

    Join Date
    Jun 2006
    Location
    Roslindale MA 02131
    Posts
    2,499

    Ignore ScorpiusRisk
    Raiko's eye's snap open. Lizard?! He stands up quickly letting some of his own inner strength wash over him with his allies words. Raiko knew it was hardly enough. Sorry wizard. Can't withdraw without opening myself to another attack. We can't afford to let him hit that hard again.

    Raiko try's to keep his head cool however, following the mystics words. He takes advantage of the surprise gained from suddenly rising but times his swing well for prime effect. His sword cuts nearly as deep as the guards had.

    Actions
    Raiko gains 6 + 3 hp. I can't wait till level 2 so I can raise my Con. I really wanted to save my lay on hands for when others needed them.
    Minor: Lay on Hands, Self, 6 more hp.
    Move: Stand
    Standard: Valiant Strike 21 vs AC, 12 damage.


    ooc
    Mal, I'm going off the assumption that we're not going to be able to regain dailies till this adventure is over, even when we level. Please correct me if I'm wrong.


    Stat Block
    Raiko, Male Dragonborn Paladin 1 ()
    Init: +0; P.Insight: 18; P.Perception: 13
    AC: 20; Fort: 16; Reflex: 13; Will: 14
    HP: 15/25; Surges: 6 hp, 7/10
    AcP: 0
    AdP: 1

    Skills: History +6, Insight +8, Intimidate +8, Religion +4
    Languages: Common, Draconic
    Str: 20, Con: 10, Dex: 10, Int: 8, Wis: 16, Cha: 12

    Sling Bullets: 20/20

    Divine Challenge, Holy Strike, Valiant Strike, Lay on Hands (1/3 per day)
    Dragon Breath, Piercing Smite, Second Wind, Chanel Divinity (Divine Mettle/Divine Strength)
    Paladin's Judgement
    Last edited by ScorpiusRisk; Thursday, 18th March, 2010 at 10:42 PM.
    Current Work: http://stuffershack.com/tag/brian-liberge/

  • #134
    Registered User
    Myrmidon (Lvl 10)



    Join Date
    Jan 2002
    Location
    montreal
    Posts
    3,834

    Ignore Mal Malenkirk
    Max
    You regain one inspiring word for free when you spend an adrenaline surge.


    New and Improved Adrenaline Surge

    I am of course still tinkering with this new mechanic of mine. As an ad hoc ruling, you also gain an adrenaline surge point when you recover from the dying condition.

    Also, any expenditure of an adrenaline surge lets you regain Temporary HP equal to the highest stat bonus between STR, CON, WIS or CHA (Will or Fortitude, basically)

    That would start with Max's adrenaline surge.


    Daily
    No, there is no way to recover daily until you take an extended rest.

    If you have a daily with an 'Until the end of the encounter' effect, I will need to improvise, depending on the specifics. If it's an hostile effect against an enemy and it ends with its death, everything is fine. If it's a buff, it would probably last for three 'waves' or something like that so don't kick such an effect off too early.
    Last edited by Mal Malenkirk; Thursday, 18th March, 2010 at 08:51 PM.

  • #135
    ooc

    Ok, so Flaming Sphere would last for 3 waves? Good to know, I was thinking to bust it out soon.

  • #136
    Registered User
    Defender (Lvl 8)

    ScorpiusRisk's Avatar

    Join Date
    Jun 2006
    Location
    Roslindale MA 02131
    Posts
    2,499

    Ignore ScorpiusRisk
    ooc
    Mal, could you keep an updated version of the Adrenaline rules either in the first post, or along with the stats when you update? That would be helpful, especially since they're in flux.
    Current Work: http://stuffershack.com/tag/brian-liberge/

  • #137
    Haruka circles the warforged, whispering inaudibly as she does so. As she gets behind him, she raises her rod at his back. A jet of crimson flame blasts out from it, but the warforged jumps to the side just in time. Haruka manages to pull back the fire before Patrin is scorched.

    Actions
    Move: Move to current location, retain concealment.
    Minor: Curse Warforged.
    Standard: Hellish Rebuke Warforged. Son of a Baatezu! Missed by one. That would have been quite a nice amount of damage.

    Also Mal, I'm at 37/40+3, since I took 2 damage from an AoO last round.


    Haruka's mini-stats
    Haruka Sato- human warlock 3
    Initiative: +2 | Passive perception: 10 | Passive Insight: 16
    AC: 17 (19)| For: 16 (18)
    | Ref: 16 (18)| Will: 15 (17)
    HP: 37/40+3 | Bloodied: 20 | Surge value: 10 | Surges: 10/10
    Resist: 5 Necrotic, 5 Poison
    Speed: 6 | Languages: Allarian, Tsugo
    AP: 1 | Second Wind: not used
    Basic Attack/Opportunity attack: +3 vs AC, 1d6
    Powers: Eldritch Blast, Hellish Rebuke, Eyes of the Vestige
    Vampiric Embrace
    Fiery Bolt

    Flames of Phlegethos

    Ethereal Stride

    Deathcut Armor
    Prison of Salzacas

  • #138
    Registered User
    Defender (Lvl 8)

    dimsdale's Avatar

    Join Date
    Nov 2008
    Location
    illinois
    Posts
    3,540
    Blog Entries
    1

    Ignore dimsdale
    Quote Originally Posted by Mal Malenkirk View Post

    New and Improved Adrenaline Surge

    I am of course still tinkering with this new mechanic of mine. As an ad hoc ruling, you also gain an adrenaline surge point when you recover from the dying condition.

    Also, any expenditure of an adrenaline surge lets you regain Temporary HP equal to the highest stat bonus between STR, CON, WIS or CHA (Will or Fortitude, basically)

    That would start with Max's adrenaline surge.


    ooc


    Thank you kind DM. Max +4 temp hp (STR) and regain an AP attack

    Also, Max has used 2 surges bring his total left down to 5. I think you had him down as having six on your last update



    stats

    Adverse Condition: none
    Initiative: +4
    Max - Human Bravura Warlord
    *Passive Insight 12
    *Passive Perception 13
    *Senses Normal
    *HP 22 18 + 4 temp = 22
    *Bloodied 22 Surge Value 5; Surges Per-Day 7 5 LEFT
    *AC =18
    *Fortitude 16 Reflex 15 Will 13 Speed 5
    *action Points: 1
    *Second Wind: 1
    Powers
    *At will:
    Commander's Strike
    Brash Assault
    Opening Shove
    *Encounter:
    Inspiring Word 2
    Battle Awareness
    Hammer and Anvil USED
    *Daily
    Concentrated Attack
    Last edited by dimsdale; Thursday, 18th March, 2010 at 10:37 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #139
    Registered User
    Myrmidon (Lvl 10)



    Join Date
    Jan 2002
    Location
    montreal
    Posts
    3,834

    Ignore Mal Malenkirk
    Patrin and the warforged are locked in a stand still, but the dragonborn at last clears his mind from the ringing blow he suffered earlier.

    The sniper and archer keep raining death but this time the heroes duck.

    Back at the entrance, the elite guard snarls as he is entabgled by Sheng's magic. He manages to swing at Raiko but the paladin takes the blow on his shield.

    The archer facing Max steps back and fires a bolt right to his helmet.

    -''Booyah! Uh...''

    Despite perfect placement he is disappointed to see the arrow bounced fairly harmlessly off the helmet, not even breaking Max's concentration.

    Actions

    Patrin
    resolute shield (1d20+11=12, 1d10+6=15) miss
    Increasing his HP by 2 because I forgot last round's resolute shield effect
    save (probably another fail) (1d20=15) oh, wow, success.

    Warforged vs Patrin
    vs Patrin (1d20+9=14, 1d8+4=5) miss

    Sniper vs Haruka
    vs AC 17 +2 Haruka (1d20+9-2=13, 1d8+4=9)

    Archer vs Haruka
    1d20+9-2=11

    Move:
    stealth (1d20+10=19)

    Elite Guard
    vs AC 20 Raiko (1d20+10=18, 1d10+3=5)

    Archer:
    Shifts back then:
    vs AC 18 Max (1d20+9=29) A crit! This allows the Archer to say: Booyah! That's about it.


    Status

    Elite Trooper: 26/47 Immobilized TENT

    Warforged: 22 +14 /56

    Haruka: 37/40 +3 [10/10] AS 0
    Max: 18 +1 /22 [5/7] AS 0
    Raiko: 15/25 [7/10] AS 1
    Patrin: 21/52 AS 1
    Sheng 26/36 AS 2
    Ashir: 10/22 [6/7] AS 0


    Stats

    Bladebearer Sharpshooter
    Perception 12;
    HP 31; Bloodied 15
    AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics
    OA: none, unless short sword drawn.
    Short Sword (standard, at-will) Weapon
    +7 vs AC; 1d6 + 2 damage.

    Warforged Cultist
    Perception 13
    HP 56; Bloodied 28
    AC 20; Fortitude 17, Reflex 15, Will 14
    Saving Throws +2 against ongoing damage
    Speed 5
    OA Longsword (standard, at-will)
    +9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldiers next turn.
    Battlefield Tactics:
    The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.

    Guard Drake
    Perception 17
    HP 48; Bloodied 24
    AC 15; Fortitude 15, Reflex 13, Will 12
    Immune fear (while within 2 squares of an ally)
    OA: Bite (standard, at-will)
    +6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.

    Guards (G)
    Perception 11
    HP 1; a missed attack never damages a minion.
    AC 16; Fortitude 16, Reflex 14, Will 13
    Morningstar (standard, at-will) Weapon
    OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.
    Combat Advantage
    The toughs attack deals 1 extra damage to any target granting combat advantage to it.

    Archers (A)
    Perception 16
    HP 1; a missed attack never damages a minion.
    AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
    Crossbow (standard, at-will) Weapon
    Ranged 15/30; +9 vs AC; 3 damage.
    OA none unless they dropped the crossbow and drew a spear
    Then; +7 vs AC; 2 damage.
    Mob Rule:
    The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.

    Elite Troopers
    Perception 16
    HP 47; Bloodied 23
    AC 18; Fortitude 16, Reflex 15, Will 14
    OA Longsword (standard, at-will) Weapon
    +10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.

    Dretch
    Perception 11; darkvision
    Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.
    HP 44; Bloodied 22
    AC 14; Fortitude 14, Reflex 13, Will 11
    +5 vs AC; 2d6+2 damage.


    Adrenaline Rules (with even more improvement!)


    You get an adrenaline surge point when:

    1 - You see a new 'wave' of opponent.

    A wave being:
    1. Any numbers of new monsters including a monsters of at least the same level as the highest level PC.
    2. a number of new non-minions monsters at least equal to the number of PCs in the group
    3. twice as many minions as there are PCs in the group.


    2 - An ally enters the dying condition.

    3 - You recover from the dying condition.

    You can amass several adrenaline points. This is a modification from the previous rules and it started with Sheng who currently holds 2 points.

    Spending Adrenaline Points

    It requires a minor action.

    You immediately gain as temp HP the highest stat modifier from the following list : STR, CON, WIS, CHA (fortitude or will).

    A leader reagain a healing word / inspiring word / majestic word etc.

    Then you can choose from the following:

    1. Spend a healing surge + the higher of STR, CON, WIS or CHA modifier
    2. Regain an AP an dthe right to use it
    3. Regain an encounter power
    4. Regain a healing surge (do not spend it)



  • #140
    Registered User
    Defender (Lvl 8)

    dimsdale's Avatar

    Join Date
    Nov 2008
    Location
    illinois
    Posts
    3,540
    Blog Entries
    1

    Ignore dimsdale
    Max looks at the archer and laughs "You're not worthy of a fight maggot. Run away while you can. Go home!." He then turns and lauches an attack of his own on the elite guard in order to assist the paladin. Scoring a minor hit on the elite guard Max yells "Let's get'm Raiko We got him now!." With Max's words, Raiko feeling revived. Max strikes again, but the guard deflects his blow.

    attack

    movement: halfway between last postition and elite guard
    attack: charge the elite guard. 1d20+8+1=23 for 5 hp damage
    minor: inspiring word on Raiko: 1d6 = 4 plus Raiko gets to spend a surge if he wants.

    AP: Brash attack 1d20+8 vs AC = 15 miss.


    states

    Adverse Condition: none
    Initiative: +4
    Max - Human Bravura Warlord
    *Passive Insight 12
    *Passive Perception 13
    *Senses Normal
    *HP 22 18 + 1 temp = 19
    *Bloodied 22 Surge Value 5; Surges Per-Day 7 5 LEFT
    *AC =18
    *Fortitude 16 Reflex 15 Will 13 Speed 5
    *action Points: USED
    *Second Wind: 1
    Powers
    *At will:
    Commander's Strike
    Brash Assault
    Opening Shove
    *Encounter:
    Inspiring Word 2 (1 USED)
    Battle Awareness
    Hammer and Anvil USED
    *Daily
    Concentrated Attack
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • + Log in or register to post
    Page 14 of 49 FirstFirst ... 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ... LastLast

    Similar Threads

    1. A Simple Errand (DM:renau1g, Judge: covaithe)
      By renau1g in forum Living 4th Edition
      Replies: 1008
      Last Post: Wednesday, 25th August, 2010, 06:26 AM
    2. Zombies and Crooks (DM:Mal Malenkirk Judge: Covaithe )
      By Mal Malenkirk in forum Living 4th Edition
      Replies: 589
      Last Post: Monday, 11th January, 2010, 02:51 AM
    3. The Closed Eye, part II (DM: covaithe, Judge: garyh)
      By covaithe in forum Living 4th Edition
      Replies: 498
      Last Post: Monday, 7th December, 2009, 09:39 PM
    4. [Adventure] The Sibylline Idol (Judge covaithe)
      By Erekose13 in forum Living 4th Edition
      Replies: 711
      Last Post: Saturday, 24th October, 2009, 04:54 PM
    5. The Necromancer's Skull (Judge - covaithe)
      By garyh in forum Living 4th Edition
      Replies: 446
      Last Post: Sunday, 1st February, 2009, 03:39 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •