D&D 4th Edition [Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??) - Page 6




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  1. #51
    OOC: So should we be rolling initiative now?

 

  • #52
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    ° Ignore dimsdale
    Quote Originally Posted by RedBeardJim View Post
    OOC: So should we be rolling initiative now?
    OOC: I was going to wait for Prime to react first since he is the only one that knows about the monster and its current location.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

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    ° Ignore Someone
    Prime whistles, releasing steam and strikes his shield with the hammer, causing a racket loud enough to wake up the dead and probably his companions too.

  • #54
    OOC: I know I'm getting ahead of myself, but will those sleeping have to stand up, draw their weapons and hop on their dragons as actions, or will there be time to do that before combat?
    My PBP characters: http://tinyurl.com/yy9skz2

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    ° Ignore MetaVoid
    Equipping :) DM, please DO NOT read
    And don't forget time to don the armor and shields...after spending minor to retrieve it...
    minor: grab the armor
    move: stand up
    minor: put it on ROUND 1
    minor: grab the shield
    standard: put it on
    minor: put on boots ROUND 2
    move: get into position
    minor: draw weapon implement
    standard: ATTACK, third round at the soonest


    Drew reacts quickly, interrupting his slow waking round and getting ready for combat.

  • #56
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    ° Ignore Voda Vosa
    Vermitrax is awaken by Prime's battering, and instinctively knows something's wrong. He'll leave the "I tell you so" show for later, now it was time for rending the soul of whatever was going to try to kill the necromancer of the Living Isle. From his position on the tree, he grabs his staff and his spellbook and remains on the branches.


    Vermitrax

    Human Wizard (Evil) Level 4 (XP 4635)
    Initiative +2
    Passive Insight 19 Passive Perception 19; Senses normal
    HP 38 Bloodied 19 Surge Value 9; Surges Per-Day 9
    AC 20 Fortitude 18 Reflex 20 Will 20
    Resist 5 Cold 10 Force
    Speed 6 Size Medium
    Basic Attack +5 vs AC 1d8+1
    Ranged Basic Attack Magic Missile power: Deals 8 dmg at 20 squares range
    At will powers

    Magic Missile (At Will Standard Range 20 ✦ Arcane, Implement, Force) Wizard 1
    Target: One creature
    Attack: Hits automatically
    Hit: 8 force damage
    Stone blood (At Will Standard Area burst 1 within 10 ✦ Arcane, Transmutation, Implement) Wizard 1
    Target: Creatures in burst
    Attack: +8 vs. fort
    Hit: 1d6+6 damage, the target is slowed until the end of your next turn.
    Beguiling Strands (At Will Standard Close blast 5 ✦ Arcane, Psychic, Implement, Charm, Enchantment) Wizard 1
    Target: Each Enemy in blast
    Attack: +8 vs. Ref
    Hit: 7 psychic damage, push up to 3 squares
    Hypnotism (At Will Standard Range 10 ✦ Arcane, Implement, Charm, Enchantment) Wizard 1
    Target: One creature
    Attack: +8 vs. Will
    Hit: Choose one of the following effects:
    • The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
    • You slide the target up to 3 squares.
    Disrupt undead (At Will Minor Range 5 ✦ Arcane, Necromancy, Shadow) Wizard Cantrip
    Target: One undead creature
    Attack: Hits automatically
    Hit: Target's necrotic resistance is reduced by 5

    *: Prepared spells
    Encounter Powers

    *Suggestion (Encounter Free Personal ✦ Arcane) Wizard Cantrip
    Target: Personal
    Trigger: You make a diplomacy check
    Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check
    *Spook (Encounter Free Personal ✦ Arcane) Wizard Cantrip
    Trigger: You make an initimidate check
    Effect: You make an Arcana check instead, using that result to determine the outcome of the Intimidate check
    Grasping Shadows (Encounter Standard Area burst 1 within 10 ✦ Arcane, Implement, Psychic, Illusion) Wizard 1
    Target: Each creature in burst
    Attack: +8 vs. Will
    Hit: 1d8+6 force damage, target is slowed until the end of your next turn
    Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your intelligence modifier (+5) and is slowed until the end of its next turn
    *Darkening Flame (Encounter Standard ✦ Necromancy , Arcane, Shadow, Fire, Implement) Wizard 1
    Target: One creature
    Attack: +8 vs Reflex
    Hit: 2d8+7 Necrotic damage
    Secondary Target: Each creature adjacent to the target takes fire damage equal to your Int modifier (+5)
    *Ebony Razors (Encounter Standard Close blast 5 ✦ Arcane, Implement, Nethermancy, Psychic, Shadow) Wizard 3
    Target: Each creature in blast
    Attack: +8 vs. Will
    Hit: 2d8+7 psychic damage
    Effect: Until the end of your next turn, you have partial concealment, and when an adjacent enemy hits you with an attack, that enemy takes 5 psychic damage
    *Shield (Encounter Immediate Interrupt ) Wizard Utility 2
    Target: Personal
    Effect: You gain a +4 power bonus to AC and reflex until the end of your next turn.
    Cordon of Bones (Encounter Standard Area 1 at range 10 ✦ Arcane, Implement, Necromancy, Shadow) Wizard 3
    Target: Eache creature in burst
    Attack: +8 vs Will
    Hit: 2d8+6 damage
    Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack.

    Daily Powers

    *Spirit Rend (Daily Standard Area burst at 10 ✦ Arcane, Implement, Necromancy, Necrotic, Shadow) Wizard 2
    Target: Each enemy in burst
    Attack: +8 vs. Will
    Hit: 3d6+7 necrotic damage and the target is immobilized (save ends). If the target is undead, it takes no damage and
    is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save
    ends).
    Miss: Half damage.
    Phantom Chasm (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Psychic, _Illusion, Zone) Wizard 1
    Target: Each Enemy in burst
    Attack: +8 vs. Will
    Hit: 2d6+7 psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.
    Miss: Half damage, and the target falls prone
    Effect: The burst creates a zone that lasts until
    the end of the encounter. Any enemy that enters
    the zone falls prone.
    [Already casted]Summon Shadow Serpent (Daily Minor Ranged 10 ✦ Arcane, Shadow, Summoning) Wizard 2
    Effect: You summon a shadow serpent in an unoccupied square
    within range. The creature is an ally to you and your allies. The serpent lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the serpent to command it. When you command the serpent, the two of you share knowledge but not senses. When the serpent makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties. The serpent lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until
    you dismiss it as a minor action or until the end of the encounter.
    Special: Spellbook
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #57
    Gellan is startled out of a light sleep and rolls quickly to his feet, grasping for the hilts of his tan'gat.

    OOC: Initiative: 24.

  • #58
    Wha, what happened? Sharpe says sleepily getting up. Did the Necromancer summon something and it got out of control? Maybe a Dracolich!? he says excitedly.

    OOC: Init=13
    My PBP characters: http://tinyurl.com/yy9skz2

  • #59
    Zharne awakes and reaches for his staff, which aids him in getttin to his feet quicker

    OOC: Initiative: 25


    OOC: response to Equipping - DM, please DO NOT read
    Oh , and when in sleeping outdoors, Zharne sleeps in his armor as it offer extra protection from the cold(IE he would otherwise be nude and he ain't that crazy) and has his staff under the pillow/backpack for extra elevation and easy to get.
    Last edited by Ozymandias79; Thursday, 1st September, 2011 at 06:18 PM.

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    ° Ignore dimsdale
    ooc: Monster initiative roll:

    OOC: I'll assume that everyone slept with weapons nearby as Vermitrax had warned that this
    was a possible explanation for all of the bone fragments. Everyone standing. You'll have to equip your weapons.

    Anyone with a higher intitiative roll can go first.
    Last edited by dimsdale; Thursday, 1st September, 2011 at 10:18 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

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