D&D 4th Edition The Rerisen Tower(DM: Iron Sky, Judge: ScorpiusRisk) - Page 62




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  1. #611
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    An arrow grazes Livia painfully and she at last turns her attention to the skeleton archers.

    actions
    Standard: biting swarm on Archer 5 (M14) 1d20+9=25 hit, -2 attacks to adjacent.

    Minor: craftsman 5 fires at Archer 7 (M16) 1d20+4=11 miss.

    Minor: craftsman 2 reloads.

    ministats
    Livia Female Human Seeker 3
    Initiative: +8, Passive Perception: 20, Passive Insight: 15, Senses: Normal
    AC:16, Fort:13, Reflex:16, Will:17
    HP: 16/35, Bloodied:17, Surge Value:8, Surges left: 4/8
    Action Points: 0
    Powers:
    Biting Swarm
    Elemental Spirits
    Grappling Spirits
    Agile Recovery

    Inevitable Shot
    Encaging Spirits
    Possessing Spirits
    Escaping Shot
    Second Wind
    Rebounding Greatbow

    Swarming Bats

    Basic ranged attacks: Biting Swarm +9 vs AC, 1d12+7 damage, target and adjacent enemies take -2 penalty to attack until start of my next turn; Grappling Spirits +9 vs AC, 1d12+7 damage, target is slowed and can't shift until the end of its next turn.

    Conditions: bloodied

    Full sheet: Livia
    Papolstaanas (babbling kobold); Pharodeys (living statue); Scarmiglione (singing kenku)

 

  • #612
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    My communities:

    With complete disregard for her own safety, Eithal sees an opportunity to do some damage, "Yeeeeeeehaaaaaaaah!" Charging across the rocky ground, she slams into the last standing undead thing, knocking it on its back. The blow nearly does her in too, but she manages to stay on her feet.

    Wary of the risks that come with turning ones back on an undead creature, she stands ready for anything.
    Actions
    Move: to T6
    Standard: Charge to Q6
    Target: RRD at P7
    Attack: 1d20+9+1(Charge)= 16 vs. AC (forgot to add the charge bonus to the IC roll)
    LEB Character: Arkavas - Deva Artivicer 5
    L4W Character: Mikara Li Mesadh - Elf Ranger 7
    L4W Character: Eithal Lemindt Arehei - Goliath Warden 10
    L4W Character: Ixenvalignat - Dragonborn Warlord 3

    "Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

  • #613
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    "We've almost got em mates. Keep those shots coming!," shouts Yimayngurr as he ineffectively targets one of the rerisen archers.

    Yimayngurr actions and stats
    Standard: RBA vs. Archer 4 (M13) = miss

    Minor: Craftsman 2 fires at Archer 4 = miss

    Minor: Craftsman 5 reloads

    statblock
    Yimayngurr Male Half-Orc Hunter Ranger 2
    PC:Yimayngurr (pacdidj) - L4W Wiki
    Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light Vision
    AC:18, Fort:16, Reflex:16, Will:13
    HP:21/32, Bloodied:16, Surge Value:8, Surges left:3/6
    Action Points: 0, Second Wind: unused
    Hungry Longspear +1: +8 vs AC 1d10+5 dmg
    Throw Hungry Longspear +1: +8 vs AC 1d10+7 dmg
    Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Half-orc Resilience, Sure Shot, Begin the Hunt, Hungry Longspear
    Conditions:
    L4W: Auntie Mab and Fierro | LEB: Kalimashtri

  • #614
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    OOC: Hanging out with relatives most of the rest of today. I'll update tonight or tomorrow some time.

  • #615
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    All three of the dead assaulting Cale go down to short cheers from the party. Unfortunately, one of them revives and slams Kaz's legs, sending him stumbling back.

    The archer Livia took down doesn't get up again while the others fire another nearly-futile volley at the tower.

    Enemy Actions
    Rerisen Dead 7: Rerise: Fail. Dead.
    Rerisen Dead 8: Rerise: Fail. Dead.
    Rerisen Dead 12: Rerise: Success. Slam(-2 prone): 20 AC vs Kaz, hit, 5 damage and push 1.

    Rerisen Archer 2: Longbow(-5 total cover, -2 attacks): 9 AC vs Craftsman 5, miss.
    Rerisen Archer 4: Longbow(-5 total cover, -2 attacks): CRIT vs Craftsman 5, 4 damage taken by Livia.
    Rerisen Archer 5: Rerise: Fail. Dead.
    Rerisen Archer 6: Longbow(-5 total cover, -2 attacks): 13 AC vs Craftsman 5, miss.
    Rerisen Archer 7: Longbow(-5 total cover): 14 AC vs Craftsman 5, miss.


    Combatants
    Rerisen Dead 12: Q8, dazed, prone
    Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
    Rerisen Dead destroyed: 17

    Rerisen Hulks destroyed: 7

    Rerisen Beasts Destroyed: 4

    Rerisen Archer 2
    : L14, -2 attacks
    Rerisen Archer 4: M13, -2 attacks
    Rerisen Archer 6: M15, -2 attacks
    Rerisen Archer 7: M16
    Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
    Rerisen Archers destroyed: 3

    Rerisen Swarms destroyed: 3

    Rerisen Lords destroyed: 1

    Livia
    : S12, 23 damage taken, bloodied
    Yimanyngurr: T4, 11 damage taken
    Eithal: Q6, 40 damage taken, bloodied
    Kaz: S6, 17 damage taken, bloodied
    Fedrock: S8, 23 damage taken, bloodied, DR4

    Craftsman 2: S11
    Craftsman 4: Fled
    Craftsman 5: R12
    Craftsman: Minion, AC 15, Fort 12, Ref 13, Will 10, speed 4. Longspear(Craftsmen 6-10 only): Reach 2, +4 vs AC, 4 damage. Crossbow(Craftsmen 1-5 only): Range 15/30, +4 vs AC, 4 damage. Shortspear(all): +4 vs AC, 3 damage.
    Craftsmen killed: 7

    Master Mason: Fled, 16 damage taken
    38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.

    Captain Cale: Q7, 23 damage taken, bloodied
    43 max hp, AC 19, Fort 16, Ref 15, Wil 15, speed 5. All allies gain +1 to hit and +3 to damage when they spend an action point while Cale is conscious.
    Cale's powers
    Viper's Strike(MBA): +10 vs AC, 19-20 crit range, 1d12+1 damage (crit 1d12+13) and the enemy provokes and OA from an ally if it shifts.
    Paint the Bulls-Eye(RBA, Longbow): +8 vs AC, range 20/40, 1d10 damage and all allies get +3 to damage rolls against the target until the end of Cale's next turn.
    Vengeance is Mine: immediate reaction, when hit by an enemy melee attack, +10 vs AC, 1d12+8 damage and an ally can move their speed and make a melee basic attack against the target.
    Knight's Move: Move action, an ally within 10 may move their speed as a free action.
    No Gambit is Wasted: immediate reaction, when an ally misses all targets with an encounter or daily attack, attack one adjacent targeted enemy, +10 vs AC, 2d12+4 damage and the ally's power is not wasted.
    Inspiring Word(x2): Minor action, one ally in close burst 5 heals surge+1d6.
    Second Wind: Cale heals 10hp and gains +2 defenses until the end of his next turn.


    Special rules for this fight
    As a minor action, you may let one of the Craftsmen, the Master Mason, or Captain Cale take a standard action. They may take move and minor actions as well each round if you convert additional minor actions to "fuel" them.

    As before, if an adjacent craftsman is hit, you may take the damage instead as a free action. Alternatively, if you are hit, you may make an adjacent craftsman take the hit instead.


    Terrain
    *Any terrain with rocks is difficult terrain. You can ignore it by making DC 15 Acrobatics checks to keep your balance as you run across the rocks. Fail the Acrobatics check and you are knocked prone. You can, of course, use Athletics to jump over difficult terrain as always.

    *The palisades fill all the squares they are in and will make attacks against anything that tries to climb over them.
    Attached Thumbnails Attached Thumbnails TheTowerRound16.jpg  
    Last edited by Iron Sky; Monday, 8th November, 2010 at 05:31 AM.

  • #616
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    Cale quickly fells the last of the zombies next to him and dusts his hands off over the limp body, "There. Take that you bloody abomination!"

    Eithal, still in her rage of disregard, charges off after the archers, not caring whether or not the others follow, "Hah Honey! Did'ja miss ole' Eyathal! 'Course yew deyid, but Ah wown't miss yew!" And she doesn't. Down goes the archer. She stands ready for the other three with an evil grin on her bloodied face.
    Actions
    Minor: Cale's Viper's Strike
    Target: Adjacent RRD
    Attack: 1d20+10= 22 vs. AC
    Last RRD is "Dead"

    Move: To N9
    Standard: Charge To M12
    Target: Adjacent Archer
    Attack: 1d20+9+1(Charge)=22 vs. AC

    Archer at M13 is "Dead"
    OOC: OK folks. We better end this quick. I don't think Eithal's going to make it through this round, but that's kind of the idea. If we can finish these guys off, she won't be any worse for wear.
    LEB Character: Arkavas - Deva Artivicer 5
    L4W Character: Mikara Li Mesadh - Elf Ranger 7
    L4W Character: Eithal Lemindt Arehei - Goliath Warden 10
    L4W Character: Ixenvalignat - Dragonborn Warlord 3

    "Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

  • #617
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    OOC: Thought I'd moved to Q9, nor S8. will assume I moved to Q9 last round in my actions, if I couldn't have for some reason, I'll retcon it
    Last edited by Xeterog; Monday, 8th November, 2010 at 04:37 PM.
    -Xeterog

  • #618
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    I just hope this is the last of them..but let's get this over with. Fredrock says as he charges into the archers alongside Eithal, taking one of them down.

    actions

    Note: warhammer is not brutal, but is still a D10+6 for damage

    Move: from Q9 to O12
    Minor:minor: Battlemind Demand RRA 2 in L14
    Standard: Charge to M14, attacking RRA 6 in M15. Hitting it (minion, so I did not roll damage) RRA 6 is "dead"

    Note: I will use Blurred Step if RRA2 moves away.



    Fredrock

    Will take damage for any NPC hurt.


    Fredrock Hammersmith - Male Dwarf Battlemind, level 1
    Passive Perception: +14, Passive Insight: +19 Senses: Low-Light
    Init -1, Speed:5
    AC:19, Fort:14, Reflex:14, Will:16
    HP 10/33, Bloodied:16, Surge Value:8, Surges left:9/13
    Action Points: 0/1, Power points 0/2
    Powers-
    Battlemind Demand link
    Mind Spike link
    Blurred Step link
    Bull's Strength link
    Iron Fist link
    Battle Resilience link
    Second Wind link
    Aspect of Elevated Harmony link

    MBA +3 vs AC, 1d10+6 (brutal 2)
    RBA -1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
    Last edited by Xeterog; Monday, 8th November, 2010 at 04:39 PM.
    -Xeterog

  • #619
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    "Lets finish this," Livia growls to the men on the tower, although she is looking considerably worse for wear, her hand shaking a little as she draws back the bowstring. The shots from the tower both strike true.

    actions
    Standard: biting swarm vs archer 7 (in M17) 1d20+9=29 crit.

    Minor: craftsman 5 fires at archer 2 (in L14) 1d20+4=21 hit.

    Minor: craftsman 2 reloads.

    ministats
    Livia Female Human Seeker 3
    Initiative: +8, Passive Perception: 20, Passive Insight: 15, Senses: Normal
    AC:16, Fort:13, Reflex:16, Will:17
    HP: 12/35, Bloodied:17, Surge Value:8, Surges left: 4/8
    Action Points: 0
    Powers:
    Biting Swarm
    Elemental Spirits
    Grappling Spirits
    Agile Recovery

    Inevitable Shot
    Encaging Spirits
    Possessing Spirits
    Escaping Shot
    Second Wind
    Rebounding Greatbow

    Swarming Bats

    Basic ranged attacks: Biting Swarm +9 vs AC, 1d12+7 damage, target and adjacent enemies take -2 penalty to attack until start of my next turn; Grappling Spirits +9 vs AC, 1d12+7 damage, target is slowed and can't shift until the end of its next turn.

    Conditions: bloodied

    Full sheet: Livia
    Papolstaanas (babbling kobold); Pharodeys (living statue); Scarmiglione (singing kenku)

  • #620
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    Go back to the shadow forces of chaos! Kaz shouts killing the fallen zombie near Cale for good.

    actions

    Move: Shift to R7

    Standard: Overwhelming Strike Coupe-de-grace Q8
    26 vs AC: hit it is destroyed. Shift to Q8 as part of the attack.

    Minor: Craftsmen 2: RBA L14 Archer 2. Crit miss.

    stat block

    Kaz Male Elf Avenger 1, bloodied
    Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
    AC:16, Fort:13+2, Reflex:14, Will:15
    HP: 11/28, Bloodied:14, Surge Value:7, Surges left:4/9
    Action Points: 0
    Basic Attack Executioner's Axe +3 vs AC, 1d12+1 damage (+1d12 on crit)

    Powers:
    Bond of Pursuit
    Overwhelming Strike

    Angelic Alacrity
    Oath of Enmity
    Abjure Undead/Divine Guidance
    Second Wind
    Elven Accuracy

    Aspect of Might


    Conditions:
    Non-elf allys within 5 square get +1 to perception.
    If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)
    Will take all damage for the craftsmen.
    Can shift through difficult terrain (wild step)
    My PBP characters: http://tinyurl.com/yy9skz2

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