[Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??)

FourMonos

First Post
"Archers."

Quan stalks left and his arrow strikes the archer flanking the group. The arrow flies true. With the arrow lodging in his shin, the archer falls down, but doesn't roll off the roof.

[sblock=actions]
Movement: Shift to E-12.
Standard: Clever Shot vs bandit archer BA4: 1d20+14-2, 1d12+10+2+2 → ([13, 14, -2], [4, 10, 2, 2]) Roll Lookup . Hit AC 25 for 18 damage. Slide him one square forward: Save: 1d20 → [15] = (15) Roll Lookup . Darn, can't knock those guys off the roof. He is prone now and also -2 to hit with range and area attacks.
[/sblock]

[sblock=mini-stats]"Quan" Thatcher- Male Human Hunter 6
Active Stance: Aspect of the Lurking Spider [sblock=Lurking Spider]
1. Gain +2 to stealth checks.
2. Gains +5 power bonus to Athletics checks made to climb.
3. While he has combat advantage against an enemy, he gains +2 power bonus to damage rolls against it [/sblock]
Status: none
Initiative: +8, Passive perception: 21, Passive Insight: 16
AC: 21, For: 16, Ref: 20, Will: 17 HP: 32/50, Bloodied: 25, Surge value: 12, Surges/day: 7/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 0, Second Wind: unused
Powers: Aimed Shot, Clever Shot, Rapid Shot,
Disruptive Shot, Disruptive Shot, Reactive Shift, Assassin's Shroud 1 2, Heroic Effort
Healing Lore, Entangling Roots, Shadowdance Leather[/sblock]
 

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johnmeier1

Explorer
OOC: It is hard to layer damage on one target when following this combat. Oh well


Raijin ignores the barbarian next to him, looking up at a wounded archer. Remembering his new gauntlets and feeling Vimak's rune's power he unleashes a thunderbolt. It shifts him away from the barbarian and he retreats to cover. What chance do we have to turn the tide?

OOC: Heal 4 from Vimak
Standard: Stormwalk on BA5, shift to F8
Move: Walk to E11


[sblock=ministats]
Status:
Triggers: Attack hits by 6 or less (Sudden Scales), Attacked by an enemy from within 5 while bloodied (Slaad's Gambit)
Passive Perception 13, Passive Insight 19
AC 17, Fort 19, Reflex 14, Will 20
HP: 47/48, Bloodied 24, Surge Value 12, Surges 5/6
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Speed 6, Initiative +3
Action Points: 0, Second Wind
At-Will Powers: Blazing Starfall, Storm Walk
Encounter Powers: Dragonflame Mettle, Promise of Storm, Sudden Scales, Teleport Bash, Thundering Roar
Daily Powers: Bracers of Defense, Brooch of Shielding, Lightning Breath, Slaad's Gambit, Staff of Storms
http://l4w.wikia.com/index.php?title=PC:Raijin_(johnmeier1)

[/sblock]
 

I don't think you heal 4 from Vimak. IRC you need to wait for the enemy to attack and if he does, allies within 3 (I think) squares heal 4...

Also, I had trouble with IC today, first I couldn't log on then it froze on me after failing twice. I'll try again tomorrow.
 

Tenchuu

First Post
OOC: Note to DM: I used Brash Assault. It is the bread/butter of this build, so I thought I should explain it up front this time.

Hit or miss: I gain a bonus to defenses equal to my Charisma modifier (+5) until the start of my next turn (due to Feat). The target of brash assault can make a melee basic attack against me as a free action and has combat advantage for the attack. If the target makes this attack, an ally of my choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

For this attack, I am choosing Skaliss


"Why don't you try me?
" Halleck mocked, stabbing the berserker with his sword and lower his shield in a fiegn, "I'll even give you a free shot."

[sblock=Note to other Players: Bravura]
Halleck has the Bravura Presence:
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Melee characters might also want to save their AP until I hit with Withering Courage, so they can double dip on the +5 damage bonus.
[/sblock][sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Move: Shift to H11 (+1 to AC / Ref) (used Boots enc power to shift 2)
Minor: N/A
Standard: Brash Assault

  • Target1: BB4
  • Attack1: 1d20+11=30
  • Damage: 1d8+4=12
  • Effect: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+5) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Warlord/Bard 7
Initiative: +3, Passive Perception: 18, Passive Insight: 20

Defenses:

AC: 23, Fort: 17, Reflex: 17, Will: 20 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 41/55, THP: 0/8 Bloodied: 25, Surge Value: 12, Surges left: 8/9
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
:ranged: Ranged Basic Attack: N/A

Properties:
On Shift: +1 to AC/REF
On Second Wind: If bloodied, you can spend 2 healing surges

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Diabolic Stratagem, Withering Courage, Divine Challenge, Battlefront Shift, Boots of the Fencing Master Enc, Recoil Shield Knockdown Immediate Reaction
Daily: Stirring Shout, Stand the Fallen, Heroic Effort, Canon of Avoidance, Dwarven Scale Healing, Harmonic Spellblade Boon,

Weapons:
Harmonic Spellblade Longsword +1

Skills:
Acrobatics +2, Arcana +3, Athletics +9, Bluff +9, Diplomacy +17, Dungeoneering +5, Endurance +8, Heal +9, History +3, Insight +7, Intimidate +13, Nature +5, Perception +5, Religion +3, Stealth +2, Streetwise +9, Thievery +2

[/sblock][sblock=Halleck's Log]
1. Thorkelson, a bald, tattooed man, entered the hangman's tavern and recruits Halleck and Vimak for a job. Thorkelson, needed some protection at the docks, but apparently had some sinister other motive, since he used drinks from the bar to drug Halleck and Vimak.

2. Wake up in the middle of a fight, being helped by strangers.

[/sblock]
[/sblock]
 


dimsdale

First Post
OOC: It is hard to layer damage on one target when following this combat. Oh well

OOC: I am having a hard time as well.

Should we add health stats to the map spreadsheet, and we can update those as we post our turns? It might make things a little easier.

ooc: sounds good to me.

OOC: [MENTION=85539]Tenchuu[/MENTION]. I play a bravura warlord as well. Here is what Mal suggested when using the brash assault power

1. make your attack. In this case you hit.
2. You also roll bad guy's attack (granted CA) and damage if he hits.
3. You also roll the ally's basic attack (granted CA) and his damage. (in this case Skalisss)

This way takes less time and it is all there in one post. Let me know what you think.

 
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dimsdale

First Post
OOC: [MENTION=87106]MetaVoid[/MENTION] You are up, then bad guys. Update: BA5 and BB4 are dead. BB3 is bloodied and BA4 is bloodied as well, down to just 6 hp.


OOC: [MENTION=85539]Tenchuu[/MENTION] You initial attack from Brash Assault killed BB4. No need for bad guy attack or Skalisss free BMA on foe since he's already dead. Ya know, he could have struck back at you as a last action just before dying...hmmmm ;)


OOC: Everyone: I've made revisions to the map. For now on, everytime you hit a foe, please subtract the damage from the foe's total hp as shown on the latest version of the map. I think this will take care of some of the concerns stated in previous post. Let me know if that will work. I will tell you that it will make life easier on me when I make my summary of mechanics. Thanks for the idea Tenchuu.


[sblock=work in progress]
Bodies of the Skull and Sword gang litter the street as the heroes continue their lethal attacks.

With the floating unicorn eyes boring into one of the archers, he panics Billy Bob! I didn't sign up for this! They just killed Bobby and Bubba!

The archer across the street yells back Shut up and man your post!

But it's too late for he has already fled.

Come back you coward! You know the penalty for running away! The remaining archer fires two more bolts and the ground forces, oblivious to what's going happening on the roof tops, continue to fight to the death.


[sblock=Mechanics]
Skalisss: Hits BB4 for 24 and Rocco spends HS

Vimak: Hits BB4 for 14, if BB4 attacks, all allies within 4 squares regain 4 hp

Rocco: Hits BB4 for 11, Hit BB3 for 14, mark both BB3 and BB4. Uses HS, +1 to AC and Reflex

Quan: Hits BA4 for 18, BA4 saves vs falling off roof. BA4 -2 to range attacks

Raijin: Hit BA5 for 24

Halleck: Hits BB4 for 12 Kills BB4

Nementah: Hits BA1 for 24 and marks him (-5 to attack anyone but Primera), Hits and kills BA4, used AP


Total Damage Tally:
BB4: 61 points damage DEAD
BB3: 14 points damage
BA1: 24 and marked
BA4: Dead
BA5: 24 points damage DEAD

BB2: 25 damage
BB3: 19 damage and marked by Rocco


Baddies turn:

BA2: Bolt 1: Hit Halleck for 12 Bolt 2: Crit Skalisss for 14
BB4: miss attack against Halleck, giving an opening to Skalisss for a free attack which I rolled here: miss with a javelin ranged attack.
BB4: Attacks Vimak: Miss
BB3: Now bloodied: Free attack vs Rocco (see monster stats) Miss
BB3: Attacks Rocco again: Miss
B4: Attacks Vimak: miss

[/sblock]

[sblock=Stats]
Quan: 32/50 HS 7/7 AP 0:
Rocco: 35/61 HS 10/12 AP 0:
Nementah: 45/56 +4 THP HS 11/11 AP 1
Raijin: 43/48 HS 6/6 AP 0:
Skalisss: 61/68 HS 11/11 AP 0
Primera: 2/13 for one round
Vimak: 45/54 +0 THP HS 10/10 AP 1
Halleck: 41/55 HS 8/8 AP 1



Enemies:
Bandit Minions B1:1//1 DEAD
Bandit Minions B2:1//1 DEAD
Bandit Minions B3:1//1 DEAD
Bandit Minions B4:1//1
Bandit Minions B5:1//1 DEAD
Bandit Minions B6:1//1 DEAD
Bandit Minions B7:1//1 DEAD
Bandit Minions B8:1//1 DEAD
Bandit Minions B9:1//1 DEAD
Bandit Berserker BB1:66/66 DEAD
Bandit Berserker BB2:41/66
Bandit Berserker BB3:31/66 BLOODIED
Bandit Berserker BB4:55/66 DEAD
Bandit Knife Fighter B1:62/162 DEAD
Bandit Archers BA1 25/43 RAN AWAY
Bandit Archers BA2 43/43
Bandit Archers BA3 DEAD
Bandit Archers BA4 DEAD
Bandit Archers BA5 DEAD

[/sblock]

[sblock=Enemies]
Enemies:
Bandit Minion
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Ref 14, Will 15; see also mob rule
Speed 6
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while
at least two other human lackeys are within 5 squares of it.

Bandit Berskerers:
HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.

Knife Fighter
HP 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The human knife fighter shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The knife fighter then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji:])
The human knife fighter shifts 4 squares, ignoring difficult
terrain.
Combat Advantage '
A human knife fighter deals 2d6 extra damage

Bandit Archer
Initiative +6 Senses Perception +9; darkvision
HP 33; Bloodied 21
AC 14; Fortitude 15, Reflex 17, Will 15
Immune disease, poison
Speed 6 ______
© Slam (standard; at-will)
+11 vs. AC; 1 d6 + 4 damage.
© Bolt (standard; at-will)
Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
•Y Double Shot
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.
[/sblock]

[sblock=Map]
map

Note: Archers have cover -2 for hero attack rolls

Note: If you hit a foe, please subtract damage from total hp as shown on map
[/sblock]


[sblock=Adventure Summary]
Motives

Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
[/sblock]

[/sblock]
 
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Primera moves slightly, 'charging' the archer and Nementah moves through the protective zone.

Primera thrusts with her horn forward, impaling the man and quickly lowering her head again, threatening to pull it down if he as much as twitches. Nementah calls the vengeful spirits of nature, uprooted when the building was raised. They respond and the archer on the roof slumps to the ground, two small ferrets visible for a moment before fading back into the spirit world.

She then invokes healing spirits of the wild and green-gold tendrils wrap around Quan and Rocco, soothing their wounds.

[sblock=Actions]
Move: Primera move I14, still 1 square up, Nementah to E7Standard: Certain Threat vs Ref (BA1); damage (1d20+10=30, 2d6+5+2=15) - CRIT: 19 +4 (Insight of the Vault) + Extra crit (1d6=1) = 24
BA1 is marked and penalty to attack anyone but Primera is -5.

AP: Haunting spirits vs Will (BA4); psychic damage (1d20+10+1-2=17, 1d6+7=10) -hit, kill

Free: Move back to F10, Vimak grants resist and cover :)

If BA1 attacks Primera with melee attack use
[sblock=Infectious Spark ]
(Encounter Immediate Interrupt Melee spirit 1 ✦ Implement, Primal, Psychic, Spirit)
Target: Triggering enemy
Trigger: SC is hit a melee attack
Attack: +10 vs Will +1 (because it's bloodied)
Hit: 1d8+7 psychic damage and the target makes melee basic attack against the enemy of Nementah's choosing. SC dissapears and Nementah takes no damage from the dissapearance.
[/sblock]

Minor: Healing spirit on Quan heals surge +4; Rocco heals Healing spirit extra (2d6=11) and gains 4thp
[/sblock]


[sblock=Nementah]
Initiative +4; Senses Passive Insight 16, Passive Perception 22
HP 45/56 +4thp, Bloodied 28, Surge Value 14, Surges 11/11
AC 19; Fortitude 19, Reflex 18, Will 19 +16 AC within the zone
1 AP
Speed 6

+1 to hit vs bloodied enemies

Spirits Shield
Protecting Strike
Call Spirit Companion
Spirit of the Tempest


Voyage of the Ancients
Wrath of the Destroyer
Pursuit of the Hunter
Healing spirit
Healing spirit
Speak with spirits
Certain threat


Cleansing Wind of the North
Protective Roots
Winds of Pain and Succor
Spirit of the Keeper



Repulsion Armor daily

[/sblock]

[sblock=Primera - please read]
Primera grants to those adjacent:
+1 NADs
+4 to surge value on second wind
+8 to surge value on healing spirit
4thp on healing spirit

Primera can make OA:
Trigger: Enemy leaves a square adjacent to SC without shifting
Attack: +10 vs. Reflex
Hit: 4 damage
Effect: One ally within 5 squares of SC regains 4hp

Primera CANNOT flank, grant CA, cover
Primera cannot be targeted or damaged by area attacks

If she takes 13hp in single melee or ranged attack she dissapears and Nementah takes 8damage (can be reduced by DR)
[/sblock]
 
Last edited:

dimsdale

First Post
Bodies of the Skull and Sword gang litter the street as the heroes continue their lethal attacks.
With the floating unicorn eyes boring into one of the archers, he panics Billy Bob! I didn't sign up for this! They just killed Bobby and Bubba!

The archer across the street yells back Shut up and man your post!

But it's too late for he has already fled.

Come back you coward! You know the penalty for running away! The remaining archer fires two more bolts deadly accuracy and the ground forces, oblivious to what's going happening on the roof tops, continue to fight to the death, but can't hit the broadside of a barn.

[sblock=Mechanics]
Skalisss: Hits BB4 for 24 and Rocco spends HS

Vimak: Hits BB4 for 14, if BB4 attacks, all allies within 4 squares regain 4 hp

Rocco: Hits BB4 for 11, Hit BB3 for 14, mark both BB3 and BB4. Uses HS, +1 to AC and Reflex

Quan: Hits BA4 for 18, BA4 saves vs falling off roof. BA4 -2 to range attacks

Raijin: Hit BA5 for 24

Halleck: Hits BB4 for 12 Kills BB4

Nementah: Hits BA1 for 24 and marks him (-5 to attack anyone but Primera), Hits and kills BA4, used AP


Total Damage Tally:
BB4: 61 points damage DEAD
BB3: 14 points damage
BA1: 24 and marked
BA4: Dead
BA5: 24 points damage DEAD

BB2: 25 damage
BB3: 19 damage and marked by Rocco


Baddies turn:

BA2: Bolt 1: Hit Halleck for 12 Bolt 2: Crit Skalisss for 14
BB4: miss attack against Halleck, giving an opening to Skalisss for a free attack which I rolled here: miss with a javelin ranged attack.
BB4: Attacks Vimak: Miss
BB3: Now bloodied: Free attack vs Rocco (see monster stats) Miss
BB3: Attacks Rocco again: Miss
B4: Attacks Vimak: miss

[/sblock]

[sblock=Stats]
Quan: 36/50 HS 7/7 AP 0:
Rocco: 61/61 HS 9/12 AP 0:
Nementah: 49/56 +4 THP HS 11/11 AP 0
Raijin: 48/48 HS 6/6 AP 0:
Skalisss: 53/68 HS 11/11 AP 0
Primera: 13/13 for one round
Vimak: 51/54 +0 THP HS 9/10 AP 1
Halleck: 45/55 HS 8/8 AP 1



Enemies:
Bandit Minions B1:1//1 DEAD
Bandit Minions B2:1//1 DEAD
Bandit Minions B3:1//1 DEAD
Bandit Minions B4:1//1
Bandit Minions B5:1//1 DEAD
Bandit Minions B6:1//1 DEAD
Bandit Minions B7:1//1 DEAD
Bandit Minions B8:1//1 DEAD
Bandit Minions B9:1//1 DEAD
Bandit Berserker BB1:66/66 DEAD
Bandit Berserker BB2:41/66
Bandit Berserker BB3:31/66 BLOODIED
Bandit Berserker BB4:55/66 DEAD
Bandit Knife Fighter B1:62/162 DEAD
Bandit Archers BA1 25/43 RAN AWAY
Bandit Archers BA2 43/43
Bandit Archers BA3 DEAD
Bandit Archers BA4 DEAD
Bandit Archers BA5 DEAD

[/sblock]

[sblock=Enemies]
Enemies:
Bandit Minion
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Ref 14, Will 15; see also mob rule
Speed 6
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while
at least two other human lackeys are within 5 squares of it.

Bandit Berskerers:
HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.

Knife Fighter
HP 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The human knife fighter shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The knife fighter then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji:])
The human knife fighter shifts 4 squares, ignoring difficult
terrain.
Combat Advantage '
A human knife fighter deals 2d6 extra damage

Bandit Archer
Initiative +6 Senses Perception +9; darkvision
HP 33; Bloodied 21
AC 14; Fortitude 15, Reflex 17, Will 15
Immune disease, poison
Speed 6 ______
© Slam (standard; at-will)
+11 vs. AC; 1 d6 + 4 damage.
© Bolt (standard; at-will)
Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
•Y Double Shot
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.
[/sblock]

[sblock=Map]
map

Note: Archers have cover -2 for hero attack rolls

Note: If you hit a foe, please subtract damage from total hp as shown on map
[/sblock]


[sblock=Adventure Summary]
Motives

Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
[/sblock]

OOC: Heroe's turn. I rolled for the foe and Skaliss OA's for Halleck's Brash Assault power in order to keep the encounter moving...which still has a few surprises left :) heh...heh...heh...
 
Last edited:

Tenchuu

First Post
Halleck repositioned himself next to Vimak. "How about you?" Halleck asked the other berserker, slicing the man in the face for little damage. "Your friend was no match for my blade. I hope you are at least marginally better. This is starting to get boring."

His jape lured the berserker into a poor attack which was easily blocked. Meanwhile Vimak took the opportunity to sink his Halberd deep into the enemy.

"Well done, sir."

[sblock=Note to other Players: Bravura]
Halleck has the Bravura Presence:
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Melee characters might also want to save their AP until I hit with Withering Courage, so they can double dip on the +5 damage bonus.
[/sblock][sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Move: Shift to H10 (+1 to AC / Ref)
Minor: N/A
Standard: Brash Assault

  • Target1: BB2
  • Attack1: 1d20+11=30
  • Damage: 1d8+4=5
  • Effect: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+5) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
  • BB2 MBA on Halleck: 1d20+7=8 Miss
  • Vimak MBA on BB2: 1d20+11+2=15 hit for 15

[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Warlord/Bard 7
Initiative: +3, Passive Perception: 18, Passive Insight: 20

Defenses:

AC: 23, Fort: 17, Reflex: 17, Will: 20 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 41/55, THP: 7/8 Bloodied: 25, Surge Value: 12, Surges left: 8/9
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
:ranged: Ranged Basic Attack: N/A

Properties:
On Shift: +1 to AC/REF
On Second Wind: If bloodied, you can spend 2 healing surges

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Diabolic Stratagem, Withering Courage, Divine Challenge, Battlefront Shift, Boots of the Fencing Master Enc, Recoil Shield Knockdown Immediate Reaction
Daily: Stirring Shout, Stand the Fallen, Heroic Effort, Canon of Avoidance, Dwarven Scale Healing, Harmonic Spellblade Boon,

Weapons:
Harmonic Spellblade Longsword +1

Skills:
Acrobatics +2, Arcana +3, Athletics +9, Bluff +9, Diplomacy +17, Dungeoneering +5, Endurance +8, Heal +9, History +3, Insight +7, Intimidate +13, Nature +5, Perception +5, Religion +3, Stealth +2, Streetwise +9, Thievery +2

[/sblock][sblock=Halleck's Log]
1. Thorkelson, a bald, tattooed man, entered the hangman's tavern and recruits Halleck and Vimak for a job. Thorkelson, needed some protection at the docks, but apparently had some sinister other motive, since he used drinks from the bar to drug Halleck and Vimak.

2. Wake up in the middle of a fight, being helped by strangers.

[/sblock]
[/sblock]
 
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