D&D 4th Edition [Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??) - Page 40




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  1. #391
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    DM notes: Please Ignore


    The leader lashes out at Prime and Zhane, missing both, obviously flustered by recent events.

    THEY ARE ALL HERE...RIPE FOR THE PICKING!! SHOOT YOU SCUM OR DIE! YOU KNOW WHAT HAPPENS WHEN YOU DISOBEY ME!!!

    NO! yells a familiar voice. Just then 10 goblins with bows step out from their hidding places. In unison the drop their bows and arrows. YOU NOT HURT US ANY MORE! . The snipers moves slowly towards the north entrance. The one you captured looks at the party You not hurt us if we go...yes?

    AGGGHHHH! I WILL KILL YOU ALL! The leader slowly moves backwards towards the narrow passege.

    Mechanics

    Heros

    Drew: hit for 5
    Prime: miss, mark, save vs ongoing and blind, all temp hp gone
    Vermitrax: miss
    Sharpe: Miss
    Pet Dragon:
    Gellan: Enters thunder hooves rage: hits for 24
    Timber Wolf:
    Zharne: Hits for 14

    Total Damage to Enemy:
    Leader hit for 43 and slowed


    Baddies turn:
    Leader:
    attack: Dance of the leader:
    1d20+12 vs Prime AC: miss
    effect: shift 2 and attack Zharne: 1d20+12 vs AC: 1d10+6: miss

    movement: shift to current location



    Total Damage to Allies:




    map


    map



    Stats


    Palyers

    Prime:
    Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 Binded: (SAVE ENDS); 5 ongoing (SAVE ENDS)
    HP: 58/58 THP 3: Bloodied: 29, Surge value:14, Surges left: 11/13

    Gellan:
    Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14 DAZED (SAVE ENDS)
    HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

    Sharpe:
    AC 18, Fort: 15, Ref: 13, Will: 17
    HP 40/40, THP: Bloodied 20 Surge Value 10; Surges left 10/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 60/60 THP 14; Bloodied 30

    Vermitrax:
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 9/9
    Resist 5 Cold 10 Force

    Zharne:
    AC 20 THP 5; Fort: 15, Ref: 18, Will 18
    HP 47/51 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Timber Wolf:
    AC 20; Fort: 15, Ref: 18, Will 18
    HP 51/51

    Drew:
    AC 21 Fortitude 15 Reflex 19 Will 15
    HP 23/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    Guard 1: DEAD
    Guard 2: DEAD
    Ogre Savage: DEAD
    Hobgoblin 1: DEAD
    Hobgoblin 2: DEAD
    Hobgoblin 3: DEAD
    Goblin Mage 1: DEAD
    Goblin Mage 2: DEAD
    Goblin 1: DEAD
    Goblin 2: DEAD
    Goblin 3: DEAD
    Goblin 4: DEAD
    Goblin 5: 1/1
    Hobgoblin Leader: 83/162 (slowed)


    Enemies

    Hobgoblin Leader
    HP 162; Bloodied 81
    AC 22; Fortitude 19, Reflex 19, Will 19
    Saving Throws +2
    Speed 7
    Action Points: USED
    Wounding Bastard Sword (standard; at-will) Weapon
    +12 vs. AC (crit 19-20); 1d10+ 6 damage (crit 1d10+ 12) and
    ongoing 5 damage (save ends).
    + Dance of the Leader (standard; at-will) Weapon Longsword
    +12 vs. AC (crit 19-20); 1d10 + 6 damage (crit 1d6 + 12). Effect:
    The leader shifts 2 squares after the attack and
    makes one more attack against the same target or a different
    one. The leader then shifts 2 squares. USED
    Peerless Tumbler (move; recharge :X ji)
    The Leader shifts 4 squares, ignoring difficult
    terrain.




    Adventure Summary

    Motives
    Find Lord Weinfurter dead or alive
    Locate and retrieve an orb
    Fought off an ambush by a shambling mound and a black dragon.
    Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
    Sniper says help help party if they help him get home
    Party attack goblin stronghold, killing ogre and many guards



    ooc: It's your turn.

    Last edited by dimsdale; Saturday, 17th December, 2011 at 05:52 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

 

  • #392
    Zharne wildshapes to his beastform then moves past the party to the farther side of the room, turns around and charges the hobgoblin leader

    Action Details

    Minor Action:wildshape to beastform
    Move Action:move to O36
    Standard Action:charge hobgoblin leader(move to K32 and attacks WL with grasping claws; hits ref 24 for 14 damage and WL is slowed until tent)

  • #393
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    Ignore dimsdale
    The leader lashes out at Prime and Zhane, missing both, obviously flustered by recent events.

    THEY ARE ALL HERE...RIPE FOR THE PICKING!! SHOOT YOU SCUM OR DIE! YOU KNOW WHAT HAPPENS WHEN YOU DISOBEY ME!!!

    NO! yells a familiar voice. Just then 10 goblins with bows step out from their hidding places. In unison the drop their bows and arrows. YOU NOT HURT US ANY MORE! . The snipers moves slowly towards the north entrance. The one you captured looks at the party You not hurt us if we go...yes?

    AGGGHHHH! I WILL KILL YOU ALL! The leader slowly moves backwards towards the narrow passege.

    Mechanics

    Heros

    Drew: hit for 5
    Prime: miss, mark, save vs ongoing and blind, all temp hp gone
    Vermitrax: miss
    Sharpe: Miss
    Pet Dragon:
    Gellan: Enters thunder hooves rage: hits for 24
    Timber Wolf:
    Zharne: Hits for 14

    Total Damage to Enemy:
    Leader hit for 43 and slowed


    Baddies turn:
    Leader:
    attack: Dance of the leader:
    1d20+12 vs Prime AC: miss
    effect: shift 2 and attack Zharne: 1d20+12 vs AC: 1d10+6: miss

    movement: shift to current location



    Total Damage to Allies:




    map


    map



    Stats


    Palyers

    Prime:
    Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 Binded: (SAVE ENDS); 5 ongoing (SAVE ENDS)
    HP: 58/58 THP 3: Bloodied: 29, Surge value:14, Surges left: 11/13

    Gellan:
    Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14 DAZED (SAVE ENDS)
    HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

    Sharpe:
    AC 18, Fort: 15, Ref: 13, Will: 17
    HP 40/40, THP: Bloodied 20 Surge Value 10; Surges left 10/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 60/60 THP 14; Bloodied 30

    Vermitrax:
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 9/9
    Resist 5 Cold 10 Force

    Zharne:
    AC 20 THP 5; Fort: 15, Ref: 18, Will 18
    HP 47/51 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Timber Wolf:
    AC 20; Fort: 15, Ref: 18, Will 18
    HP 51/51

    Drew:
    AC 21 Fortitude 15 Reflex 19 Will 15
    HP 23/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    Guard 1: DEAD
    Guard 2: DEAD
    Ogre Savage: DEAD
    Hobgoblin 1: DEAD
    Hobgoblin 2: DEAD
    Hobgoblin 3: DEAD
    Goblin Mage 1: DEAD
    Goblin Mage 2: DEAD
    Goblin 1: DEAD
    Goblin 2: DEAD
    Goblin 3: DEAD
    Goblin 4: DEAD
    Goblin 5: 1/1
    Hobgoblin Leader: 83/162 (slowed)


    Enemies

    Hobgoblin Leader
    HP 162; Bloodied 81
    AC 22; Fortitude 19, Reflex 19, Will 19
    Saving Throws +2
    Speed 7
    Action Points: USED
    Wounding Bastard Sword (standard; at-will) Weapon
    +12 vs. AC (crit 19-20); 1d10+ 6 damage (crit 1d10+ 12) and
    ongoing 5 damage (save ends).
    + Dance of the Leader (standard; at-will) Weapon Longsword
    +12 vs. AC (crit 19-20); 1d10 + 6 damage (crit 1d6 + 12). Effect:
    The leader shifts 2 squares after the attack and
    makes one more attack against the same target or a different
    one. The leader then shifts 2 squares. USED
    Peerless Tumbler (move; recharge :X ji)
    The Leader shifts 4 squares, ignoring difficult
    terrain.




    Adventure Summary

    Motives
    Find Lord Weinfurter dead or alive
    Locate and retrieve an orb
    Fought off an ambush by a shambling mound and a black dragon.
    Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
    Sniper says help help party if they help him get home
    Party attack goblin stronghold, killing ogre and many guards



    ooc: It's your turn.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #394
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    The hobgoblin leader thinks his dancing antics can distract Prime, but the clockwork man's combat protocols are too advanced. He strikes the hobgoblin hard, and oblivious to the non-threatening goblins pressures him without pause.

    actions

    Before turn: WL triggered Combat Challenge when shifting. The melee basic attack hits for 10 damage.
    Move action: Move to current position
    Standard action: Tide of Iron on WL, fails by a mile but Marks HL again.

    Dimsdale, notice that Prime can push 3 squares when he hits with Combat Challenge. If the hobgoblin tries to to the same attack-shift-attack maneuver again, roll to hit for Prime and place the hobgoblin so, if possible, can't reach another party member with the remaining shift.



    mini-stats
    Prime Warforged Fighter 5
    Things to remember

    • Prime has damage reduction 1 against all damage
    • When an enemy marked by Prime makes an attack that doesn’t include him, he can make an Immediate Interrupt to make a Melee Basic Attack against him. If the attack connects, he can push the target up to 3 squares; since interrupts happen before the action that provoked them, pushing an enemy that attacks an ally beyond reach can potentially negate the attack altogether. Notice also that this attack isn’t an opportunity attack
    • Prime has a +2 bonus to hit with Opportunity attacks and if they hit they stop enemies if a move provoked the attack. They can resume moving using other actions.

    Trigguers:
    Shield Edge Block when the -4 to the enemy’s roll can negate the attack
    Guardian’s Counter when an ally within 2 squares is attacked, especially if the swap would negate the attack (it hit the ally’s defense, but is not high enough to hit Prime’s)

    Status:
    Initiative: +3, Passive perception: 21, Passive Insight: 16
    Defenses: AC: 23/23, Fort: 19/19, Ref: 16/16, Will: 16/16
    HP:58/58 THP: 0 Bloodied: 29, Surge value:14, Surges/day: 11/13 Speed: 5 squares
    Languages: Common
    AP: 1
    Powers:
    Tide of Iron, Shield Feint, Pass Forward
    Hack and Hew, Shield Edge Block, Warforged Resolve, Guardian’s Counter, Boots of the fencing master, Second Wind
    Villain’s Menace, Rain of Steel, Knockback Warhammer
    Last edited by Someone; Saturday, 17th December, 2011 at 06:22 PM.

  • #395
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    Ignore Voda Vosa
    Vermitrax eyes glow in silvery lights again. "You are not going anywhere."
    The hoboblin's eyes glow with the same faint silvery light, as he repeats "I'm not going anywhere..." while drooling, and stumbling towards the mage.

    Hypnotize hobgoblin, slide him 5.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #396
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    Waghalter (Lvl 7)



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    Ignore MetaVoid
    "Do not interfere. You are free to go, on my word. Thank you."

    Drew starts running, but stops short before reaching his destination. He wasn't about to risk startling unknown goblins. He felt fairly sure they won't lash out at him even when passing him close by, but why risk it.

    Instead he takes deceptively unstable stance, waits for an opening and slides over to warlords side just as he turned expecting the attack from the front.

    He punches with both hands, fingers straigh and stiff, striking the warlord hard in the neck and turning him back toward the dragon, making it difficult to retaliate.


    Actions

    Move: From J31 -> K32 -> K33 -> J34 -> I34
    Minor: Movement technique of Fallen Needle: Drew shifts 1 square to H34

    Standard: Fallen Needle vs Ref (warlord); damage (1d20+7+2=21, 1d10+6=16) - add 6 damage from FoB; Drew gains +1 AC & Ref - slide warlord to I33; Warlord is at -2 to hit Drew

    Total effects:
    warlord slid and takes 22 damage
    warlord is at -2 to hit Drew
    Drew gains +1 AC & Ref

  • #397
    Gellan follows up the attacks on the hapless hobgoblin, racing around his draconic ally to pass by the warleader with a dizzying slash that sends him stumbling.

    Actions
    Minor: Designate warleader as Hunter's Quarry
    Move: Walk to H-33
    Standard: Attack warleader with Pressing Strike. Shift before the attack to J-33, passing through the warleader's square. Attack hits AC 25 for 23 damage, including bonus damage for rage and for Hunter's Quarry. Warleader is pushed to H-33.

    Mini stat
    Gellan Bonesaw

    - Level 5 Halfling Barbarian
    Passive Perception: 18, Passive Insight: 13, Initiative: +5 Senses: Normal
    AC: 20, Fortitude: 19, Reflex: 17, Will: 14 -- Speed: 6, Size: Small
    HP: 51/51, Bloodied 25, Surge Value 12, Surges left 8/9
    Action Points: 1, Second Wind: not used
    Powers -
    Pressing Strike, Whirling Rend
    Second Chance, Whirling Lunge, Hunter's Quarry
    Combat Sprint, Whirling Frenzy, Whirling Step

    Swift Panther Rage, Thunder Hooves Rage, Rage Strike

  • #398
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    Ignore dimsdale
    Quote Originally Posted by Someone View Post

    Dimsdale, notice that Prime can push 3 squares when he hits with Combat Challenge. If the hobgoblin tries to to the same attack-shift-attack maneuver again, roll to hit for Prime and place the hobgoblin so, if possible, can't reach another party member with the remaining shift.
    @Someone Got it. But I see a potential problem with this. How will I know where you want Prime to shift the foe. Should I make the shift, then you verify if the shift is acceptable to you when you post again. I'll assume that all of your CS hit and shifts are designed to move the foe away from any ally until you tell me otherwise.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #399
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    Ignore Someone
    Quote Originally Posted by dimsdale View Post
    @Someone Got it. But I see a potential problem with this. How will I know where you want Prime to shift the foe. Should I make the shift, then you verify if the shift is acceptable to you when you post again. I'll assume that all of your CS hit and shifts are designed to move the foe away from any ally until you tell me otherwise.
    OOC: Yes, that's probably the best solution for a common problem with immediate interrupts in pbp. Having in mind that the general idea is to avoid group members being hit, simply try to push enemies so they have the most trouble reaching them. The exact square won't be too much important.

  • #400
    Sneak attack! Sharpe yells, but as he tries to sneak he forgets about the attack part, missing the leader with his weapon.
    actions

    Standard:Guiding Strike vs leader, 20 vs AC and if hit 13 damage and -2 to AC EONT.


    Sharpe

    Sharpe Wellington- Male Half-Elf Bard 3
    Init: +1, Passive Perception: 13, Passive Insight: 11
    AC 18 Fortitude 15 Reflex 13 Will 17, Spd: 5
    HP 40/40
    Bloodied 20 Surge Value 10; Surges Per-Day 11/11
    AP: 0, Milestones:0

    Basic Attacks:
    Basic Attack +3 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
    Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence)

    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:

    Malifixindalaunt The White Dragon

    Malifixindalaunt (Veserab) Level 6 Lurker
    Large shadow beast (mount)
    HP 14+60/60; Bloodied 30 Surge 0/1
    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
    Bite At-Will
    Attack: +11 vs. AC
    Hit: 2d6 + 5 damage.

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

    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.

    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

    My PBP characters: http://tinyurl.com/yy9skz2

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