D&D 4th Edition Adventure: Protection (Mal Malenkirk) - Page 26




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  1. #251
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    Quote Originally Posted by LogicsFate View Post
    OOC: That sounds right, I was referring to critical misses that are in some rpgs and a lot of home rules where if you roll a one you have a chance to; stab your buddy, break your weapon, trip and fall, watch your weapon explode, ect.
    OOC: I've actually played with a house rule like this. It's pretty comedic, but it does waste time in a large game such as this.
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    "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

 

  • #252
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    Ý Ignore Mal Malenkirk
    Owen attempts to kill an archer with a javelin throw but misses.

    Halcyon also fall bloodied to the floor after a vicious attack from the gang leader. But he is himself wounded and battered. The fight is on its last legs. The remaining archers are accurate but no heroes fall. The archer who targeted Artemis is not so lucky as a coil of darkness wraps around his neck and leech his life away.


    Actions

    Owen
    Move: TPL
    Minor: Draw Javelin (hold the greatsword in Offhand)
    Standard:Javelin vs Archer North (Cover) AC (1d20+6-2=13, 1d6+4=7) miss

    Start of bad guys turn
    Flaming Sphere (1d4+5=7, 1d4+5=6, 1d4+5=6, 1d4+5=6, 1d4+5=8, 1d4+5=6, 1d4+5=9, 1d4+5=9, 1d4+5=8, 1d4+5=7, 1d4+5=9)

    Errr... Let's just use the the first roll.

    Boss:
    Standard
    Chain Trip vs Halcyon ref (1d20+6=20, 1d6+4=10) hit
    Move: TPL
    Move:TPL
    AP: Chain Yank vs Lenard
    vs Lenard AC (1d20+8=13, 1d10+4+1d6=16) miss... That Lenard is a lucky SOB!

    Archers
    Moves: TPL
    1:Gilgamesh 2:Artemis (1d20+7=16, 1d10+4=11, 1d20+7=25, 1d10+4=5) hit both

    Huh, when I targeted Artemis I had in mind he was down to 3 hp. Turns out this attack doesn't lay him down. On the other hand, the Archer dies tragically from the dark curse. I was kind of having him take a one for the team with this attack.


    S&S

    Big Boss: 72/185 2/2 AP spent, Cursed (Art.). marked (Hal.)
    Archer North: 8/32 cursed (Art.)

    Aedan: 0/27 AP spent (dying)
    Artemis Hark: 4/24 -1H
    Dante: -4/27 +2 def SW&AP used, stabilized
    Gilgamesh: 11/26 -1H +2 defenses TENT, SW spent
    Halcyon: -6 /29 AP&SW spent, dying
    Lenard: 9/28 Ap spent, +1 AC
    Mercurial: 12/24 -2H, AP&SW spent
    Mikara: 3/39, AP spent, Hidden
    Owen: 7/28 AP&SW spent, +2 def
    Queen: 20/30 WS +2 defenses (fog of ins.)
    Sound of Stone: 5/24 AP&SW spent

    Gang Leader (Sinruth, Hobgoblin)
    Perception 13
    HP 185; Bloodied 92
    AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12
    OA: Chain Trip (standard; requires spiked chain, at-will) Weapon
    reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone.
    Phalanx Soldier
    Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

    Archers
    Perception 21
    HP 32; Bloodied 16
    AC 15; Fortitude 11, Reflex 13, Will 12
    OA: Short Sword (if drawn)
    +5 vs AC; 1d6+4 damage.
    Attached Thumbnails Attached Thumbnails Round8-1.jpg  

  • #253
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    Sound of Stone uses his spear for leverage and lifts himself over the heads of the other fighters to deliver a kick to the Hobgoblin, but his strike fails to land.

    OOC: Crane's Wings on Sinruth (1d20+5=11, 1d10+5=13), using Spiral stance to attack from range.


    He then turns, takes a step backwards and fails to scale the wall beside him. "Hold fast up there! I will ascend to aid you!"


  • #254
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    OOC: Go saving throw!
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  • #255
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    OOC: Oh no, I hope this isn't the start of another round where we all roll sixes and sevens

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    Ý Ignore Fyrm
    A strange glow emanates from Mercurial. He then tosses his dagger at the hobgoblin {reserved for analyses of results} Mercurial then moves around the thug, giving him a wide amount of room, so as not to be punished by that wicked chain, and changes into a Bullywug /OOC A frogman, for those of you that don't know.

    OOC: Actions:
    Standard: magic weapon on BBEG. If hit, then Artemis gains a plus 1 to hit, and a plus 2 to damage.
    Move: move to L22 without provoking an AoO.
    Minor: changeling disguise


    mini-stats

    Mercurial- Changeling Artificer
    Status: Bloodied Initiative:+0 Passive Perception:17Passive Insight:12
    AC:17 Fort:12 Ref:15 Will:14 HP:12/24 Bloodied:12 Surge Value:6 Surges:6/7 Speed:6 Action Points:0
    Powers Used: Second Wind,Healing Infusion, Healing Infusion, Obedient Servant
    Powers Unused: Changeling Trick, Shielding Cube


    OOC: Sorry about the two attack rolls. I realized that I had forgot to add the tittle after I hit the save and add more, so I tried to remove it and redo it with a tittle. Apparently, it did not work. I'll leave which one is the one to use up to Mal, and write my RP accordingly.
    Last edited by Fyrm; Sunday, 28th November, 2010 at 02:41 PM.

  • #257
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    OOC: Queen moved to N21 last turn, would I have gotten a Grasping Claws OA against the boss man? It might have slowed him and or changed his target preference.
    Trivially Analytic, Righteously Skeptical

  • #258
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    Lenard ducks just in the nick of time to avoid getting his neck crushed by the hobgoblin's chain. Since the warforged has already joined the fallen, it seems that a more defensive approach would be in order. Lenard crosses his arms in front of him in a defensive posture and refocuses his thoughts. While the mage is readying himself for melee combat, the deadly ball of fire sails closer toward the gang leader from behind.

    OOC: Warning: Any creature that starts their turn adjacent to the flaming sphere in N22 takes 1d4+5 damage, including allies.

    ...Go mage tank, go!

    Lenard stat block/actions
    actions
    Standard: Second Wind. Lenard is now at 15/28 hp, and he has +2 defenses TSNT.

    Move: Move Flaming Sphere to N22.

    Minor: Sustain Flaming Sphere.
    PC:Lenard (Dekana) - L4W Wiki- Male Human Mage 1
    Passive Perception: 12, Passive Insight: 12
    AC:15+2, Fort:12+2, Reflex:16+2, Will:15+2 -- Speed:6
    HP:15/28, Bloodied:14, Surge Value:7, Surges left:6/7
    Initiative +0
    Action Points: 0

    Conditions

    Powers
    Arc Lightning, Beguiling Strands, Hypnotism, Light, Magic Missile, Prestidigitation
    Conduit of Ice, Second Wind, Suggestion
    Flaming Sphere

    spellbook

    Conduit of Ice, Illusory Obstacles
    Flaming Sphere, Sleep
    Last edited by Dekana; Monday, 29th November, 2010 at 05:31 PM. Reason: forgot to deduct a surge
    close the world, .txEn eht nepo

  • #259
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    Ý Ignore Mal Malenkirk
    Quote Originally Posted by LogicsFate View Post
    OOC: Queen moved to N21 last turn, would I have gotten a Grasping Claws OA against the boss man? It might have slowed him and or changed his target preference.
    GM: Sorry about that, but it changes nothing. With Halcyon down, he didn't have to go through a threatened square.

    And considering the amount of damage that Flaming Sphere has done, there is absoluetely no one he wants to attack beside Lenard.

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    OOC: In Lenard's defense, the flaming sphere has only done 31 damage to the boss by my count. Still, Lenard's not exactly being subtle in his attacks, hehe.
    close the world, .txEn eht nepo

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