D&D 4th Edition [Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??) - Page 13


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  1. #121
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    Ignore FourMonos
    "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.

    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.


    mini-stats
    "Quan" Thatcher- Male Human Hunter 6
    Active Stance: Aspect of the Lurking Spider
    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

    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

 

  • #122
    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


    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, [s]Brooch of Shielding[s], Lightning Breath, Slaad's Gambit, Staff of Storms
    http://l4w.wikia.com/index.php?title...in_(johnmeier1)


  • #123
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    Ignore MetaVoid
    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.

  • #124
    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."

    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.
    Action Block, Mini-Stats

    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.


    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
    :
    Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
    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

    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.


    L4E Character: Jin | Pic | Token

  • #125
    [QUOTE=johnmeier1;5605765]
    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.
    L4E Character: Jin | Pic | Token

  • #126
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    Ignore dimsdale
    [quote=Tenchuu;5606109]
    Quote Originally Posted by johnmeier1 View 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: @Tenchuu. 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.

    Last edited by dimsdale; Wednesday, 29th June, 2011 at 05:40 AM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #127
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    Ignore dimsdale
    OOC: @MetaVoid 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: @Tenchuu 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.


    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.


    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



    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



    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.


    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



    Adventure Summary

    Motives

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


    Last edited by dimsdale; Wednesday, 29th June, 2011 at 08:25 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #128
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    Ignore MetaVoid
    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.

    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
    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.


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



    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



    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)
    Last edited by MetaVoid; Wednesday, 29th June, 2011 at 09:36 AM.

  • #129
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    Ignore dimsdale
    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.

    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



    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



    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.


    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



    Adventure Summary

    Motives

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


    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 by dimsdale; Thursday, 30th June, 2011 at 05:28 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #130
    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."

    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.
    Action Block, Mini-Stats

    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


    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
    :
    Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
    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

    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.


    Last edited by Tenchuu; Thursday, 30th June, 2011 at 01:44 AM.
    L4E Character: Jin | Pic | Token

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