The Forges of the Mountain King Chapter 1- Bottom's Up! - Page 15




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  1. #141
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    Len

    Hearing Cinara's shout for help, Len abandons all his complex, well thought out, and general absolutely genius tactics, and instead charges straight at the nasty scorpion.

    OOC: Charge straight across to AF21 with a Melee Basic at the end, marking the scorpion.


    LDA
    Leonard D Apricot
    Played by Hairychin
    Dwarf Fighter- Weaponmaster Level 1

    Perception: 11 Insight: 11 Low-light Vision

    AC 18 Fortitude 18 Reflex 13 Will 12
    Initiative: +0 Speed: 5
    Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10

    Hit Points: 29 / 29 Bloodied: 14
    Temporary Hit Points: 0
    Healing Surge: 7 Surges per day: 11 / 11

    Resist:
    Saving Throw: +5 vs Poison

    Action Points: 1

    Second Wind: 1 (Minor Action)

    Languages: Common, Dwarven.

    Trained Skills: Athletics +7, Endurance +6, Intimidate +5.
    Other Skills: Acrobatics -3, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +5, Heal +1, History 0, Insight +1, Nature +1, Perception +1, Religion 0, Stealth -3, Streetwise 0, Thievery -3.

    Feats: Improved Defences.

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
    Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).

    At-Will Powers: Standard Actions
    Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage.
    Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.
    Cleave (Battleaxe): +8 vs AC 1d10+5 damage, and a different adjacent enemy takes Str (5) damage.
    Shield Feint (Battleaxe & Shield): +8 vs AC 1d10+5 damage, and +3 To Hit on next attack roll against same creature before end of next turn.

    At-Will Powers: Free Actions
    Combat Challenge- you Mark all you attack; Marked are -2 To Hit others; if Move or Attack other you make attack with Combat Superiority. Free Action.

    Encounter Powers: Standard Actions
    Shield Bash (Battleaxe & Shield): +8 vs Reflex 1d10+6 damage (Wis bonus added to damage), and you Push target 1 square and knock it Prone. Can be used as a Charge attack.

    Encounter Powers: Minor Actions
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions
    Shove & Slap (Battleaxe & Shield): +9 vs Fortitude 2d10+5 damage, and you Push target 2 squares (including Wis bonus) and can Shift 1 in to vacated square. Miss: Half damage. Then make a Secondary Attack on one creature other than the Primary target: +9 vs Fortitude 5 damage, and the target is Dazed (save ends).

    Conditions:

    Equipment:

 

  • #142
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    Quote Originally Posted by hairychin View Post
    Hearing Cinara's shout for help, Len abandons all his complex, well thought out, and general absolutely genius tactics, and instead charges straight at the nasty scorpion.

    OOC: Charge straight across to AF21 with a Melee Basic at the end, marking the scorpion.
    CRUNCH!

    Len's battleaxe does a little surgery on the scorpion, Len has to lean hard on the beast to lever his axe free. The creature's hard exterior shell is split open wide- it staggers, bloodied- perhaps looking for reverse gear.



    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 3

    Initiative (* = Next to play)

    24 Stirge #1*
    20 Thorgrim
    19 Kazzagin
    18 Scorpion
    10 Krogan
    9 Mardred
    8 Cinara
    7 Len

    HP & Conditions

    PCs
    Cinara 29/22 Immobilised, Ongoing 5 Poison.
    Kazzagin 31/31
    Krogan 34/15 Bloodied. +2 on Saves.
    Len 29/29
    Mardred 25/25
    Thorgrim 33/26

    Monsters

    Fire Beetle #1 Damage 37 Hit Points- DEAD.
    Fire Beetle #2 Damage 37 Hit Points- DEAD.
    Stirge #1 Damage 10 Hit Points & Combat Challenge (Kazzagin).
    Stirge #2 Damage 31 Hit Points- DEAD.
    Scorpion Damage 23 Hit Points- Bloodied. Marked (Len)

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1- Hit 21 damage & Bloodied.

    Kazzagin- Divine Challenge FB#2. Move to AH24. Holy Strike FB#2- Hit 10 damage.

    Krogan- Draw Greataxe. Charge- Howling Strike FB#2- Hit 9 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AI30. Ranged Basic Dagger with Combat Advantage FB#2- '1' Miss.

    Cinara- Draw Warhammer. Move to AH23- INTERRUPTED as stone door collapses, Athletics Check or stuck.

    Fire Beetle #1- Fire Spray Thorgrim- Hit 7 Fire damage.

    Fire Beetle #2- Fire Spray Kazzagin & Krogan- Hit Krogan only for 9 Fire damage.

    Len- Move to AL26. Shield Bash FB#1- Hit 16 damage & DEAD.

    Turn #2

    Stirge #1- Move (Fly) to AG24. Bite Kazzagin- Miss.

    Stirge #2- Move (Fly) to AG27. Bite with Combat Advantage Krogan- Hit 5 damage & Grabbed (DC 12 to Escape) and taking Ongoing 5 HP damage- Blood Drain.

    Thorgrim- Move AJ24. Twin Strike with Combat Advantage FB#2- Hit & Hit 18 damage- DEAD.

    Kazzagin- Divine Challenge Stirge #1. Divine Mettle Krogan. Holy Strike Stirge #1- Hit 10 damage.

    Scorpion- Move AF21. Claws with Combat Advantage Cinara- '20' Hit 8 damage and Grabbed (DC 14 to Escape) and taking Ongoing 5HP Lightning damage.

    Krogan- 5HP Blood Drain & Grabbed. Athletics Check to break Grab- Success. Howling Strike Stirge #2- Hit 14 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AG29. Ranged Basic Dagger with Combat Advantage & Backstab Stirge #2- 17 damage with Sneak Attack- DEAD.

    Cinara- Escape Grab- Success. Scorpion Reactive Sting Cinara- Hit 6 damage & Immobilised & Ongoing 5 Poison damage. Earth's Endurance Scorpion- Hit 9 damage and Pushed 1 back, next attack on Scorpion +1 To Hit. Healing Word +3 HP Self. Save vs Immobilised & Ongoing Poison- Fail.

    Len- Move. Charge (with +1 To Hit) Scorpion- Hit 14 damage & Bloodied & Marked.

    Turn #3

    Stirge #1-




    New Map-

    The Forges of the Mountain King
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  • #143
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    Stirge #1

    Is still looking for the sweet taste of Dwarf blood- and of limited intelligence, certainly not put off by its partner's demise- it swoops in to alight, and bite at Kazzagin some more.

    Alas Kazzagin is too heavily protected the Stirge is buffeted back.

    The creature flutters up in to the air, it's still within reach, but only just- another move will take it away from you.

    OOC: Standard: Bite Kazzagin- Miss.
    Move: Shift up 1 square.



    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 3

    Initiative (* = Next to play)

    24 Stirge #1
    20 Thorgrim*
    19 Kazzagin
    18 Scorpion
    10 Krogan
    9 Mardred
    8 Cinara
    7 Len

    HP & Conditions

    PCs
    Cinara 29/22 Immobilised, Ongoing 5 Poison.
    Kazzagin 31/31
    Krogan 34/15 Bloodied. +2 on Saves.
    Len 29/29
    Mardred 25/25
    Thorgrim 33/26

    Monsters

    Fire Beetle #1 Damage 37 Hit Points- DEAD.
    Fire Beetle #2 Damage 37 Hit Points- DEAD.
    Stirge #1 Damage 10 Hit Points & Combat Challenge (Kazzagin).
    Stirge #2 Damage 31 Hit Points- DEAD.
    Scorpion Damage 23 Hit Points- Bloodied. Marked (Len)

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1- Hit 21 damage & Bloodied.

    Kazzagin- Divine Challenge FB#2. Move to AH24. Holy Strike FB#2- Hit 10 damage.

    Krogan- Draw Greataxe. Charge- Howling Strike FB#2- Hit 9 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AI30. Ranged Basic Dagger with Combat Advantage FB#2- '1' Miss.

    Cinara- Draw Warhammer. Move to AH23- INTERRUPTED as stone door collapses, Athletics Check or stuck.

    Fire Beetle #1- Fire Spray Thorgrim- Hit 7 Fire damage.

    Fire Beetle #2- Fire Spray Kazzagin & Krogan- Hit Krogan only for 9 Fire damage.

    Len- Move to AL26. Shield Bash FB#1- Hit 16 damage & DEAD.

    Turn #2

    Stirge #1- Move (Fly) to AG24. Bite Kazzagin- Miss.

    Stirge #2- Move (Fly) to AG27. Bite with Combat Advantage Krogan- Hit 5 damage & Grabbed (DC 12 to Escape) and taking Ongoing 5 HP damage- Blood Drain.

    Thorgrim- Move AJ24. Twin Strike with Combat Advantage FB#2- Hit & Hit 18 damage- DEAD.

    Kazzagin- Divine Challenge Stirge #1. Divine Mettle Krogan. Holy Strike Stirge #1- Hit 10 damage.

    Scorpion- Move AF21. Claws with Combat Advantage Cinara- '20' Hit 8 damage and Grabbed (DC 14 to Escape) and taking Ongoing 5HP Lightning damage.

    Krogan- 5HP Blood Drain & Grabbed. Athletics Check to break Grab- Success. Howling Strike Stirge #2- Hit 14 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AG29. Ranged Basic Dagger with Combat Advantage & Backstab Stirge #2- 17 damage with Sneak Attack- DEAD.

    Cinara- Escape Grab- Success. Scorpion Reactive Sting Cinara- Hit 6 damage & Immobilised & Ongoing 5 Poison damage. Earth's Endurance Scorpion- Hit 9 damage and Pushed 1 back, next attack on Scorpion +1 To Hit. Healing Word +3 HP Self. Save vs Immobilised & Ongoing Poison- Fail.

    Len- Move. Charge (with +1 To Hit) Scorpion- Hit 14 damage & Bloodied & Marked.

    Turn #3

    Stirge #1- Bite Kazzagin- Miss. Shift up 1 square.

    Thorgrim-




    New Map-

    http://gallery.rptools.net/v/contrib...rf1/?g2_page=4

    OOC: Thorgrim you're up...
    Last edited by Goonalan; Sunday, 29th May, 2011 at 07:55 PM.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  • #144
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    Thorgrim Wildaxe

    Thorgrim moves moves forward, focusing his attention on the vulnerable parts of the stirge, then, catapulted up by wiry muscles he makes a cross-swing with both axes on it in midair.

    OOC


    minor: Hunter Quarry on Stirge 1
    move: move to 23 AH -> Highjump (should give no OAs)
    standard: Twin Strike vs Stirge 1 (targets AC)

    I don't think that was successful

    sheet

    Thorgrim Wildaxe
    Played by Walking Dad
    Dwarf Ranger Level 1

    Perception: 17 Insight: 12 Low-light Vision

    AC 14 Fortitude 15 Reflex 12 Will 12
    Initiative: +1 Speed: 5
    Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8

    Hit Points: 26 / 33 Bloodied: 16
    Temporary Hit Points: 0
    Healing Surge: 8 Surges per day: 9 / 9

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 Second Wind: 1 (Minor Action)

    Languages: Common, Dwarven.

    Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
    Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.

    Feats: Toughness, Dwarven Weapon Training.

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
    Prime Shot- +1 To Hit if closest to enemy with Ranged attack.

    At-Will Powers: Standard Actions.
    Melee Basic Attack (Waraxe): +6 vs AC 1d12+6 damage.
    Ranged Basic Attack (None):
    Maraunder's Rush (Waraxe): +6 vs AC 1d12+8 damage (Wis bonus included in damage). Can use in place of Charge attack.
    Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12+2 damage & +6 vs AC 1d12+2 damage.

    At-Will Powers: Minor Actions.
    Hunter's Quarry: You designate the nearest enemy as your Quarry and deal an extra 1d6 damage against the creature. The Quarry remains active until the creature is killed or you designate a different enemy as Quarry. Minor Action.

    Encounter Powers: Minor Actions.
    Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+6 damage. Minor Action.
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions.
    Sudden Strike (Waraxe & Waraxe): +6 vs AC 1d12+2 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d12+6 damage, and the target is Weakened until the end of your next Round.

    Conditions:


    Last edited by Walking Dad; Sunday, 29th May, 2011 at 11:44 PM.
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  • #145
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    Quote Originally Posted by Walking Dad View Post
    Thorgrim Wildaxe

    Thorgrim moves moves forward, focusing his attention on the vulnerable parts of the stirge, then, catapulted up by wiry muscles he makes a cross-swing with both axes on it in midair.

    OOC


    minor: Hunter Quarry on Stirge 1
    move: move to 23 AH -> Highjump (should give no OAs)
    standard: Twin Strike vs Stirge 1 (targets AC)

    I don't think that was successful

    Thorgrim comes to earth with a bump, alas his waraxes were both short of their target.

    It's down to Kazzagin...


    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 3

    Initiative (* = Next to play)

    24 Stirge #1
    20 Thorgrim
    19 Kazzagin*
    18 Scorpion
    10 Krogan
    9 Mardred
    8 Cinara
    7 Len

    HP & Conditions

    PCs
    Cinara 29/22 Immobilised, Ongoing 5 Poison.
    Kazzagin 31/31
    Krogan 34/15 Bloodied. +2 on Saves.
    Len 29/29
    Mardred 25/25
    Thorgrim 33/26

    Monsters

    Fire Beetle #1 Damage 37 Hit Points- DEAD.
    Fire Beetle #2 Damage 37 Hit Points- DEAD.
    Stirge #1 Damage 10 Hit Points & Combat Challenge (Kazzagin).
    Stirge #2 Damage 31 Hit Points- DEAD.
    Scorpion Damage 23 Hit Points- Bloodied. Marked (Len)

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1- Hit 21 damage & Bloodied.

    Kazzagin- Divine Challenge FB#2. Move to AH24. Holy Strike FB#2- Hit 10 damage.

    Krogan- Draw Greataxe. Charge- Howling Strike FB#2- Hit 9 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AI30. Ranged Basic Dagger with Combat Advantage FB#2- '1' Miss.

    Cinara- Draw Warhammer. Move to AH23- INTERRUPTED as stone door collapses, Athletics Check or stuck- Fail. Use Warhammer & Dungeoneering check to lever foot out- Success. Free Shift.

    Fire Beetle #1- Fire Spray Thorgrim- Hit 7 Fire damage.

    Fire Beetle #2- Fire Spray Kazzagin & Krogan- Hit Krogan only for 9 Fire damage.

    Len- Move to AL26. Shield Bash FB#1- Hit 16 damage & DEAD.

    Turn #2

    Stirge #1- Move (Fly) to AG24. Bite Kazzagin- Miss.

    Stirge #2- Move (Fly) to AG27. Bite with Combat Advantage Krogan- Hit 5 damage & Grabbed (DC 12 to Escape) and taking Ongoing 5 HP damage- Blood Drain.

    Thorgrim- Move AJ24. Twin Strike with Combat Advantage FB#2- Hit & Hit 18 damage- DEAD.

    Kazzagin- Divine Challenge Stirge #1. Divine Mettle Krogan. Holy Strike Stirge #1- Hit 10 damage.

    Scorpion- Move AF21. Claws with Combat Advantage Cinara- '20' Hit 8 damage and Grabbed (DC 14 to Escape) and taking Ongoing 5HP Lightning damage.

    Krogan- 5HP Blood Drain & Grabbed. Athletics Check to break Grab- Success. Howling Strike Stirge #2- Hit 14 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AG29. Ranged Basic Dagger with Combat Advantage & Backstab Stirge #2- 17 damage with Sneak Attack- DEAD.

    Cinara- Escape Grab- Success. Scorpion Reactive Sting Cinara- Hit 6 damage & Immobilised & Ongoing 5 Poison damage. Earth's Endurance Scorpion- Hit 9 damage and Pushed 1 back, next attack on Scorpion +1 To Hit. Healing Word +3 HP Self. Save vs Immobilised & Ongoing Poison- Fail.

    Len- Move. Charge (with +1 To Hit) Scorpion- Hit 14 damage & Bloodied & Marked.

    Turn #3

    Stirge #1- Bite Kazzagin- Miss. Shift up 1 square.

    Thorgrim- Move AH23. Twin Strike Stirge #1- Miss & Miss.

    Kazzagin-




    New Map-

    The Forges of the Mountain King
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  • #146
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    Kazzagin

    If there was one thing Kazzagin wasn't good at, then it was jumping in plate armor. He didn't even consider trying to mimic Thorgrim's feet, instead growling, mostly to Mardred, "Take care of that thing..." He then turned his attention briefly to Cinara to see that she was still healty, before turning his attention to the beleaguered scorpion. The thought did cross his mind that lightning and armor didn't mix, but hopefully this would finish soon. Using his shield as protection from pincers and sting, he struck out with his battleaxe, striking hard into the creature's carapace.

    OOC: Minor - Divine Challenge on Scorpion (Marked)
    Move - To AE21
    Standard - Holy Strike 16 vs. AC Scorpion - Damage 7 hp

    Kazzagin
    Kazzagin
    Played by Pinotage
    Dwarf Paladin of Pelor Level 1

    Perception: 11 Insight: 16 Low-light Vision

    AC 20 Fortitude 15 Reflex 13 Will 13
    Initiative: 0 Speed: 5
    Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14

    Hit Points: 31 / 31 Bloodied: 15
    Temporary Hit Points: 0
    Healing Surge: 7 Surges per day: 13 / 13

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 Second Wind: 1 (Minor Action)

    Languages: Common, Dwarven.

    Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
    Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.

    Feats: Weapon Expertise (Axe).

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.

    At-Will Powers: Standard Actions.
    Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
    Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
    Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
    Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.

    At-Will Powers: Minor Actions.
    Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
    Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.

    Encounter Powers: Standard Actions.
    Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).

    Encounter Powers: Minor Actions.
    Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
    Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions.
    Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.

    Conditions:

    Equipment: Plate Armor, Heavy Shield, Battleaxe, Handaxe (4), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin), Holy Symbol (Pelor), Torch (4), Oil (Pint) (6), Lantern, Climber's Kit, Trail Rations (10), Waterskin, Hempen Rope (50 ft.), Sunrods (4)

    Gold: 39 gp 6 sp
    Last edited by Pinotage; Monday, 30th May, 2011 at 10:17 AM.

  • #147
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    Quote Originally Posted by Pinotage View Post
    If there was one thing Kazzagin wasn't good at, then it was jumping in plate armor. He didn't even consider trying to mimic Thorgrim's feet, instead growling, mostly to Mardred, "Take care of that thing..." He then turned his attention briefly to Cinara to see that she was still healty, before turning his attention to the beleaguered scorpion. The thought did cross his mind that lightning and armor didn't mix, but hopefully this would finish soon. Using his shield as protection from pincers and sting, he struck out with his battleaxe, striking hard into the creature's carapace.

    OOC: Minor - Divine Challenge on Scorpion (Marked)
    Move - To AE21
    Standard - Holy Strike 16 vs. AC Scorpion - Damage 7 hp
    Alas Kazzagin's blow is mistimed, but just by a fraction of a second, the Scorpion rears back and his battleaxe misses the beast.

    OOC: May as well include the Scorpion's turn here-


    Scorpion

    The creature is bruised, battered and almost broken- it turns tail and scuttles off, at speed.


    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 3

    Initiative (* = Next to play)

    24 Stirge #1
    20 Thorgrim
    19 Kazzagin*
    18 Scorpion
    10 Krogan*
    9 Mardred
    8 Cinara
    7 Len*

    HP & Conditions

    PCs
    Cinara 29/22 Immobilised, Ongoing 5 Poison.
    Kazzagin 31/31
    Krogan 34/15 Bloodied. +2 on Saves.
    Len 29/29
    Mardred 25/25
    Thorgrim 33/26

    Monsters

    Fire Beetle #1 Damage 37 Hit Points- DEAD.
    Fire Beetle #2 Damage 37 Hit Points- DEAD.
    Stirge #1 Damage 10 Hit Points.
    Stirge #2 Damage 31 Hit Points- DEAD.
    Scorpion Damage 23 Hit Points- Bloodied. Marked (Kazzagin)

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1- Hit 21 damage & Bloodied.

    Kazzagin- Divine Challenge FB#2. Move to AH24. Holy Strike FB#2- Hit 10 damage.

    Krogan- Draw Greataxe. Charge- Howling Strike FB#2- Hit 9 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AI30. Ranged Basic Dagger with Combat Advantage FB#2- '1' Miss.

    Cinara- Draw Warhammer. Move to AH23- INTERRUPTED as stone door collapses, Athletics Check or stuck- Fail. Use Warhammer & Dungeoneering check to lever foot out- Success. Free Shift.

    Fire Beetle #1- Fire Spray Thorgrim- Hit 7 Fire damage.

    Fire Beetle #2- Fire Spray Kazzagin & Krogan- Hit Krogan only for 9 Fire damage.

    Len- Move to AL26. Shield Bash FB#1- Hit 16 damage & DEAD.

    Turn #2

    Stirge #1- Move (Fly) to AG24. Bite Kazzagin- Miss.

    Stirge #2- Move (Fly) to AG27. Bite with Combat Advantage Krogan- Hit 5 damage & Grabbed (DC 12 to Escape) and taking Ongoing 5 HP damage- Blood Drain.

    Thorgrim- Move AJ24. Twin Strike with Combat Advantage FB#2- Hit & Hit 18 damage- DEAD.

    Kazzagin- Divine Challenge Stirge #1. Divine Mettle Krogan. Holy Strike Stirge #1- Hit 10 damage.

    Scorpion- Move AF21. Claws with Combat Advantage Cinara- '20' Hit 8 damage and Grabbed (DC 14 to Escape) and taking Ongoing 5HP Lightning damage.

    Krogan- 5HP Blood Drain & Grabbed. Athletics Check to break Grab- Success. Howling Strike Stirge #2- Hit 14 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AG29. Ranged Basic Dagger with Combat Advantage & Backstab Stirge #2- 17 damage with Sneak Attack- DEAD.

    Cinara- Escape Grab- Success. Scorpion Reactive Sting Cinara- Hit 6 damage & Immobilised & Ongoing 5 Poison damage. Earth's Endurance Scorpion- Hit 9 damage and Pushed 1 back, next attack on Scorpion +1 To Hit. Healing Word +3 HP Self. Save vs Immobilised & Ongoing Poison- Fail.

    Len- Move. Charge (with +1 To Hit) Scorpion- Hit 14 damage & Bloodied & Marked.

    Turn #3

    Stirge #1- Bite Kazzagin- Miss. Shift up 1 square.

    Thorgrim- Move AH23. Twin Strike Stirge #1- Miss & Miss.

    Kazzagin- Combat Challenge Scorpion. Move AE21. Holy Strike Scorpion- Miss.

    Scorpion- Move away. AoO Kazzagin & Len.






    OOC: AoO for Kazzagin and Len please, with Combat Advantage for both- the creature is running.

    If the Scorpion is still alive it will move a further 11 squares.

    Then its Krogan up.


    New Map-

    The Forges of the Mountain King
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  • #148
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    Gallant (Lvl 3)

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    The carapace is like stone and Kazzagin's axe slams into it without cutting through it. The jolt sends waves of shock through his arm, but it appears the scorpion suffers from more. It chitters and turns and Kazzagin, trained and prepared for situations like this, takes one step forward, smashes a pincer out of the way with his shield, and coming under the swinging tail, slams his battleaxe neatly into where the creature's nerve-center would be. The axe bites and cuts, cleaving to the carapace and sending the creature twitching for a second or two before it lay still on the ground. He turns to see the last stirge and the mad eyes of Krogan. The battle was won.

    OOC: OA 18 vs. Running Scorpion. Damage 14 hp.

    Kazzagin
    Kazzagin
    Played by Pinotage
    Dwarf Paladin of Pelor Level 1

    Perception: 11 Insight: 16 Low-light Vision

    AC 20 Fortitude 15 Reflex 13 Will 13
    Initiative: 0 Speed: 5
    Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14

    Hit Points: 31 / 31 Bloodied: 15
    Temporary Hit Points: 0
    Healing Surge: 7 Surges per day: 13 / 13

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 Second Wind: 1 (Minor Action)

    Languages: Common, Dwarven.

    Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
    Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.

    Feats: Weapon Expertise (Axe).

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.

    At-Will Powers: Standard Actions.
    Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
    Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
    Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
    Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.

    At-Will Powers: Minor Actions.
    Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
    Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.

    Encounter Powers: Standard Actions.
    Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).

    Encounter Powers: Minor Actions.
    Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
    Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions.
    Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.

    Conditions:

    Equipment: Plate Armor, Heavy Shield, Battleaxe, Handaxe (4), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin), Holy Symbol (Pelor), Torch (4), Oil (Pint) (6), Lantern, Climber's Kit, Trail Rations (10), Waterskin, Hempen Rope (50 ft.), Sunrods (4)

    Gold: 39 gp 6 sp
    Last edited by Pinotage; Monday, 30th May, 2011 at 11:18 PM.

  • #149
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    Myrmidon (Lvl 10)

    Goonalan's Avatar

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    Quote Originally Posted by Pinotage View Post
    Quick post now - will fix later with more detail.
    Too slow- the scorpion is dead, crushed by Kazzagin as it attempts to flee... cue Kazzagin's speech.

    Which just leaves one Stirge left, fluttering high overhead, more than likely it's about to get as far away as it can from you guys, besides it'll be back to take advantage of the bodies of the recently fallen.

    OOC: Krogan you're up, you need to jump to hit the Stirge...




    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 3

    Initiative (* = Next to play)

    24 Stirge #1
    20 Thorgrim
    19 Kazzagin
    18 Scorpion
    10 Krogan*
    9 Mardred
    8 Cinara
    7 Len

    HP & Conditions

    PCs
    Cinara 29/22 Immobilised, Ongoing 5 Poison.
    Kazzagin 31/31
    Krogan 34/15 Bloodied. +2 on Saves.
    Len 29/29
    Mardred 25/25
    Thorgrim 33/26

    Monsters

    Fire Beetle #1 Damage 37 Hit Points- DEAD.
    Fire Beetle #2 Damage 37 Hit Points- DEAD.
    Stirge #1 Damage 10 Hit Points.
    Stirge #2 Damage 31 Hit Points- DEAD.
    Scorpion Damage 37 Hit Points- DEAD.

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1- Hit 21 damage & Bloodied.

    Kazzagin- Divine Challenge FB#2. Move to AH24. Holy Strike FB#2- Hit 10 damage.

    Krogan- Draw Greataxe. Charge- Howling Strike FB#2- Hit 9 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AI30. Ranged Basic Dagger with Combat Advantage FB#2- '1' Miss.

    Cinara- Draw Warhammer. Move to AH23- INTERRUPTED as stone door collapses, Athletics Check or stuck- Fail. Use Warhammer & Dungeoneering check to lever foot out- Success. Free Shift.

    Fire Beetle #1- Fire Spray Thorgrim- Hit 7 Fire damage.

    Fire Beetle #2- Fire Spray Kazzagin & Krogan- Hit Krogan only for 9 Fire damage.

    Len- Move to AL26. Shield Bash FB#1- Hit 16 damage & DEAD.

    Turn #2

    Stirge #1- Move (Fly) to AG24. Bite Kazzagin- Miss.

    Stirge #2- Move (Fly) to AG27. Bite with Combat Advantage Krogan- Hit 5 damage & Grabbed (DC 12 to Escape) and taking Ongoing 5 HP damage- Blood Drain.

    Thorgrim- Move AJ24. Twin Strike with Combat Advantage FB#2- Hit & Hit 18 damage- DEAD.

    Kazzagin- Divine Challenge Stirge #1. Divine Mettle Krogan. Holy Strike Stirge #1- Hit 10 damage.

    Scorpion- Move AF21. Claws with Combat Advantage Cinara- '20' Hit 8 damage and Grabbed (DC 14 to Escape) and taking Ongoing 5HP Lightning damage.

    Krogan- 5HP Blood Drain & Grabbed. Athletics Check to break Grab- Success. Howling Strike Stirge #2- Hit 14 damage & Bloodied.

    Mardred- Draw Dagger. Move Ambush Trick to AG29. Ranged Basic Dagger with Combat Advantage & Backstab Stirge #2- 17 damage with Sneak Attack- DEAD.

    Cinara- Escape Grab- Success. Scorpion Reactive Sting Cinara- Hit 6 damage & Immobilised & Ongoing 5 Poison damage. Earth's Endurance Scorpion- Hit 9 damage and Pushed 1 back, next attack on Scorpion +1 To Hit. Healing Word +3 HP Self. Save vs Immobilised & Ongoing Poison- Fail.

    Len- Move. Charge (with +1 To Hit) Scorpion- Hit 14 damage & Bloodied & Marked.

    Turn #3

    Stirge #1- Bite Kazzagin- Miss. Shift up 1 square.

    Thorgrim- Move AH23. Twin Strike Stirge #1- Miss & Miss.

    Kazzagin- Combat Challenge Scorpion. Move AE21. Holy Strike Scorpion- Miss.

    Scorpion- Move (Run) away. AoO Kazzagin with Combat Advantage Scorpion- Hit 14 damage- DEAD.

    Krogan-



    New Map-

    The Forges of the Mountain King

    OOC: And we're winding down- start to think about what comes next, certainly there's a large hole in the chamber now- from which the Fire Beetles emerged, and funnily enough there's an opening beneath the fallen portal- discovered by Cinara- from which the Scorpion emerged.
    Check out my 4E Campaign- HARD CORE a final attempt to play through the WOTC core modules- obviously we've made a few changes along the way.

    Or else there's my Let's Play scenarios, a bunch of one-off games, mostly, you'd best go check out the list.

    Let's Play series also available, all in one place, at Obsidian Portal.

  • #150
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    Acolyte (Lvl 2)

    Ressurectah's Avatar

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    Krogan

    Pissed that his kill was stolen by his team member (not really, but let`s say I am..), Krogan zeroes in the remaining stirge. The sound of his wings starts to annoy him more than those damn statues, but this he can manage.. with this sound he can do something about it. He remembered the game his father played with him when he was a kid... he would jump as high as he can, while his father would keep something delicious attached on a peace of stick, laughing his ass off while Krogan tried to grab it. Actually, he was furious at his father right now, and he decided that this Stirge will be a suitable target for payback!
    With the running start, Krogan stretches his arms, positions his axe in upward motion and with the precision of a cat, takes down the wretched Stirge...
    OOC: I got critical.. Is that (2d12+6)30+ 1d12 dmg?.

    Last edited by Ressurectah; Monday, 30th May, 2011 at 08:33 PM.

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