[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)


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Someone

Adventurer
OOC: As a side note, now that the fight is almost over I think Prime has avoided through powers, negated by damage reduction or absorbed with temporary HP around 100 points of damage or so, not counting the attacks to other characters that failed thanks to mark penalties, cover or attack redirection. He's a tough MF, and I really like this char.

And that's nothing compared to what he'll become when he reaches level 12!
 

dimsdale

First Post
OOC: As a side note, now that the fight is almost over I think Prime has avoided through powers, negated by damage reduction or absorbed with temporary HP around 100 points of damage or so, not counting the attacks to other characters that failed thanks to mark penalties, cover or attack redirection. He's a tough MF.

ooc: So true...<dm curses silently> :)
 

Voda Vosa

First Post
Vermitrax simply rises his hands and conjures effortlessly a sphere of cian energy that crashes unerringly on the tomb guardian.

OOC: MM: Autohit for 8
 

Luinnar

First Post
OOC: Dragon saved from faze last turn :)

I have a warforged fighter in the group I am DMing for as well, they are impossible to kill!
.
Attack vs will! Sharpe shouts, blasting an arcane bolt at the tomb guardian, who ducks his head just in time.

What happened? They always hit!

[sblock=actions]
Standard: Staggering note vs TG miss
[/sblock]

[sblock=Moment of Escape (used)]
Moment of Escape. (Encounter Move Ranged 10 &http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1[URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 [/URL] 0022; Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 6
Init: +3, Passive Perception: 18, Passive Insight: 16
AC 20 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 56/56
Bloodied 25 Surge Value 12; Surges Per-Day 11/11
AP: 0, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1[URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 [/URL] ), Dragon I Choose You! (Ring of Dragon's power http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2#2 )

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 14+45/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 


Someone

Adventurer
The remaining skeletons are scattered, their magic destroyed. Prime watches for a few moments the room, now silent as tombs shoud be. He steps forward, towards the doors the golem was hitting.

KERRRUNCH

At each step Prime crushes with ihs metallic soles some of the countless bones fragments littlering the floor.

KA-KERRRRRRUNCH

Doesn't look like trying to sweep them aside before atepping is doing much to help either.

+++Let's leave this place+++
 

dimsdale

First Post
short rest here

With the skeletons killed and the room silent, one can't help but hear noises on the other side of the double doors. You can easily tell that it is the sound of battle.

ooc: I'll figure out xp for this last encounter and post it later tonight.

You now have a choice

1. Head back home to the tavern
2. Investigate what is causing the noise on the other side of the door.

[sblock=drew]
[MENTION=87106]MetaVoid[/MENTION]: this would be a good time for Drew to set up his dragon lair :)
[/sblock]

[sblock=Prime]
[MENTION=5656]Someone[/MENTION]: Prime has the orb. You sense the presence of a powerful force within the orb pulling you towards the set of double doors
[/sblock]

[sblock=Vermitrex]
You sense the presence of Vlastoes, but something has changed. There is no sign of life within him.
[/sblock]
 

Someone

Adventurer
Prime removes the armor plate on his right arm and straights it with a few well placed hammer blows before putting it back.

OOC: Spending a healing surge


+++Fighting noise? There must be more goblins beyond the doors, that would explain the mage's minions trying to reach them.+++

+++Though, now that I notice+++

+++the orb in the bag is tugging in that direction. It's like it wants to go there
+++

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 8

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
HP:73/77 THP: 0 Bloodied: 38, Surge value:19, Surges/day: 13/14 Speed: 5 squares
Languages: Common
AP: 0, Power points 4/4
Powers:
Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Living Fortress, Rain of Steel, Endure Pain, Moradin't blessing of Iron , Knockback Warhammer[/sblock]

[sblock=A guide to Prime's out of turn actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

  • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
  • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
  • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
  • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
 

Luinnar

First Post
OOC: I thought Sharpe had the orb? :)

Sharpe will spend 1 surge to get to full HP.

HELLO? Other adventure party, is that you? Are you in the rock? Have your Arcane Caster cast Stone to Flesh to get out.



Hello?




Hello?







HELLO???
 

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