[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]


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Velmont

First Post
[SBLOCK=OOC]My situation is not clear. Is S1 and S2 in the water with me. In which square is JK? I have low hp, it's not time to mess up my move and get an AoO uselessly...[/SBLOCK]
 


Velmont

First Post
Jarel-karn falls into the water. The creature within attack him, but the Genasi ignore them and quickly find a more solid ground. He then move to the stairs, trying to reach again the leader and the sorcerer

[SBLOCK=OOC]Move:
- Move to J9 at the cost of 2 squares:Swimming (1d10+9=13) Success assuming this is calm water (DC:10 to Swim)
- Climb back on the ground at I10 for a cost of 2 squares: Climb (1d10+9=13) Rolling poorly, but I will assume I can climb.
- Walk 2 squares to G11
Minor: Mark S3
Move: Walk to B9 (B 10 if stairs cost 2 squares each)
End: Save (1d20=15) saved vs Hex.[/SBLOCK]
 




Voda Vosa

First Post
"Run you fool!" schouts the leader of the mercenaries, as he rushes through the upper deck. The sorceror quickly follows him. From their vantage point, they both assault the heroes below! The sorceror lunches a ball of magical force that hits Soldier, and makes him reel. "Great, do it again, now!" encourages the leader, but the second attempt fails. "Idiot! You made me waste my power!"
One of the fighters turns to face Soldier, but his backflip swing misses completely. The other one approaches Bell menacingly, but his swings is off, and she evades it with a simple step back.
The predatory-like slime creatures don't seem to care much about Jarel, as the genasi goes to the stairs. Instead, they surround Grakk, one of them lashing at the barbarian successfully, opening a nasty gash on his forearm with it's claws. The remaining slime creature follows the swordmage to the stairs, trying to catch him offguard, but misses the attack by far.
The dwarf tryies to pommel Grakk with his hammer, bringing it up and down, crushing on the barbarian.



[sblock=Final Battle!]

MAP of course.

MF1 attacks Soldier; miss
MF2 attacks Bell; miss
DM1 attacks Grakk; hits for 11
Mercenary Sorcerer uses magic missiles on Soldier, hitting for 10
Mercenary Leader moves and uses appoint champion on Sorcerer, he misses though
S1 and S2 leap out and attack Grakk; S2 hits for 8
S3 attacks Jarel, misses

Code:
Character   	  Contition/HP

Mercenary 1                Dead
Mercenary 2                Dead
Mercenary 3                Dead
Mercenary 4                Dead
Mercenary 5                Dead
Mercenary 6                Dead
Mercenary fighter 1	4/66 gives 4 thp to whoever hits him. 
Mercenary fighter 2	36/66 -2 to attack rolls 
Mercenary fighter 3	Dead 
Dwarf Mercenary 1	8/64 
Dwarf Mercenary 2	Dead 
Mercenary Leader	        74/77
Mercenary Sorceror       13/80
Slime Slave 1              ??/??
Slime Slave 2              ??/??
Slime Slave 3              ??/??

Morvannon   		9/42  AC: 19, Fort:15, Reflex:17, Will:18
Garkk		  	21/52  AC: 20, Fort:20, Reflex:14, Will:14 
Jarel-Karn   10/62  AC: 24, Fort:19, Reflex:19, Will 18 
Mikara    	       15/39  AC: 20, Fort:14, Reflex: 18, Will: 15
Soldier            43/69  AC: 26, Fort:19, Reflex:16, Will:16  
Bell                         40/40          AC 21, F 15, R 19, W 18

Mercenary:

Minion
AC 19; Fortitude 17, Refl ex 14, Will 15
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.


Mercenary fighter:

HP 66; Bloodied 33;
AC 15; Fortitude 15, Reflex 14, Will 14
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
HP 60; Bloodied 30
AC 19; Fortitude 17, Reflex 17, Wil l 18

Dwarf Mercenary

HP 64; Bloodied 32
AC 23; Fortitude 18, Refl ex 15, Will 17
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square.

Mercenary Sorccerer:

Hex:
Capricious Earth: Targets Hexed creatures in area burst 3: +11 vs will for 1d10+3 dmg and moves 3 squares

Slime Slave

????

Mercenary Leader:
Longsword (standard; at-will) • Weapon
+10; 1d8+3
<- Appoint Champion (standard; at-will)
Close burst 10; targets one ally; the target makes a basic attack
as a free action and shifts 1 square before or after the attack.
«< • Inspirational Authority (standard; encounter)
Close burst 10; targets one ally; the target uses an at-will,
encounter, or recharge attack power as a free action.
•< * Urge Hesitation (standard; encounter) • Charm
Close burst 5; targets enemies; +9 vs. Will ; the target cannot
use a standard action during its next turn.

Rolls
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup

[/sblock]
 

Ozymandias79

First Post
OOC: [MENTION=51271]Voda Vosa[/MENTION] , Soldíer had 8thp and regained 4 hp from stirring shout so that attack did bring him to 56 hp + 0thp IE (53+8thp)+4hp(from stirring shout) - (10 from MM but get reduced to 9 due to resist all 1) = 56+0thp
 

Ozymandias79

First Post
Soldier moves away from the mercenary and moves infront of the mercenary leader & makes a rude gesture at him then charges the dwarf mercenary and cuts him down


[sblock=Action Details]
Move Action:Moves to K10(MF1 misses with his OA)
Standard Action:Charge the dwarf(moves to H13 and hits ac 26 for 11 damage and Soldier gains 4thp)
Minor Action:N/A
[/sblock]

OOC: @H.M.Gimlord & @RedBeardJim , I hope/believe you can dispose of Mf1 between the two of you
my suggestion is that Morvannon acts before Mikara so both of you can get prime shot
 
Last edited:

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