D&D 4th Edition [Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??) - Page 85





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  1. #841
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    ° Ignore dimsdale
    DM Notes: Please Ignore


    Prime charges the bone golem and hits him with such force that the foe is backwards against the wall. It also falls due to the wizard's magic. Vermitrax and Zharne reek havoc on the bone warriors, killing four more of them. The dragon chomps at one as well. The enemies' counter attack is swift and brutal. Prime is pummeled by the golem, hit not once but twice by the club like fist of the golem. The mage moves back and then blast lightning with Zharne. The last remaining skeleton warrior scores another hit on the dragon. The archer's arrow misses its target. And another mage moves out of a notch in the wall, takes a couple steps, then blasts lightning at Zharne, Vermitrax and Drew. Zharne and Vermitrax dodge the attack, but the monk is hit. Finally, the four-armed foe scores two hits on the bard.

    ooc: one more notch left

    ooc: This is fun. It's about time I challenged you

    Mechanics

    Heroes
    Drew: miss
    Prime: Hits BG for 17, kills SA2
    Vermitrax: kills SW 14 and SW 12
    Sharpe:
    Pet Dragon: hits TG for 16
    Zharne:SW17 Hits for 5[COLOR="Red"], kills SW17, hits TG hit for 19 and dazed TENT, hit SM for 11 and dazed TENT

    Total Damage to Enemy
    SW12: Killed
    SW14: Killed
    SW17: Killed
    SA2: Killed
    TG: -35
    BG: -17
    SM: -11

    Baddies turn:
    Bone Golem: Prone
    Golem stands
    Double attack: 1d20+18 vs Prime's AC
    Attack 1: Prime Prime Hit for 15 and dazed (save ends)
    Attack 2: Prime: Prime Hit for 13
    Roll Lockup

    Note: Golem Rampage is recharged from previous round.

    Note: When BG receives 10 hp damage, he'll be bloodied, which triggers BG Berserk Attack:
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will) The bone golem makes a slam attack against a random target
    within its reach

    SW13:
    Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SW18:
    Attack: +11 vs AC; 5 damage vs Zharne AC:
    Zhare hit for 5
    Roll Lookup

    SA2
    Attack: ranged attack: 1d20+8 vs Prime AC for 6:
    Dragon: Miss
    Roll Lookup

    TG
    Attack: Double Scimitar attack vs Sharpe 1d20+13 for 1d8+4
    Attack 1: Sharpe hit for 5
    Attack 2: Sharpe hit for 7
    Roll Lookup

    recharge power: cascade of steel: yes

    SM1
    Attack: Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage: Targets: Zharne, Sharpe and Dragon
    Zhane: Hit for 10
    Sharpe: Miss
    Dragon: Miss
    Roll Lookup

    SM2
    Attack: Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage: Targets: Drew, Vermitrax, and Zharne
    Drew hit for 5
    Vermitraz: Miss
    Zharne: Miss
    Roll Lookup


    Total Damage to Allies:

    Zharne: -15
    Dragon: -5
    Drew: -5
    Sharpe: -12
    Prime: -28 dazed (save ends)



    Stats

    Palyers

    Prime:
    Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
    HP: 70/77 THP: 14 Bloodied: 38, Surge value:19, Surges left: 14/14

    Sharpe:
    AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
    HP 51/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 44/60 THP 0; Bloodied 30

    Vermitrax: Not Updated Stats
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
    Resist 5 Cold 10 Force

    Zharne: Not Updated Stats
    AC 20 Fort: 15, Ref: 18, Will 18 AP 0
    HP 33/51 THP 4 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Drew: Not Updated Stats [COLOR="Red"] (Dazed Save Ends)
    AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
    HP 33/34 THP 14 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    BG1 113/250
    SW1 1/1 Dead
    SW2 1/1 Dead
    SW3 1/1 Dead
    SW4 1/1 Dead
    SW5 1/1 Dead
    SW6 1/1 Dead
    SW7 1/1 Dead
    SW8 1/1 Dead
    SW9 1/1 Dead
    SW10 1/1 Dead
    SW11 1/1 Dead
    SW12 1/1 Dead
    SW13 1/1
    SW14 1/1 Dead
    SW15 1/1 Dead
    SW16 1/1 Dead
    SW17 1/1 Dead
    SW18 1/1 Dead
    SA1 30/30 Dead
    SA2 7/30
    SA3 19/30 Dead
    TG 76/126
    SM1 31/42
    SM1 42/42





    map

    map


    Enemies

    Skeleton Warrior Minions
    HP 1; a missed attack never damages a minion.
    AC 21; Fortitude 18, Reflex 19, Will 18
    Immune disease, poison
    Speed 6
    Longsword (standard, at-will) Weapon
    +11 vs AC; 5 damage.

    Skeleton Archers
    HP 30/39
    AC 16; Fortitude 13, Refl ex 14, Will 13
    Immune disease, poison
    Speed 6
    rShortbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +8 vs. AC; 6 damage.


    Bone Golem
    Bone Golem
    HP 250; Bloodied 125; see also berserk attack
    AC 24; Fortitude 29, Refl ex 21, Will 22
    Saving Throws +2
    Speed 6; canĺt shift
    Action Points 1
    m Slam (standard; at-will)
    Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
    the target is dazed (save ends).
    M Double Attack (standard; at-will)
    The bone golem makes two slam attacks.
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will)
    The bone golem makes a slam attack against a random target
    within its reach.
    M Golem Rampage (standard; recharge 5,6 )
    The bone golem moves up to its speed plus 2 and can move
    through enemiesĺ spaces, provoking opportunity attacks as
    normal. When it enters a creatureĺs space (ally or enemy), the
    golem makes a slam attack against that creature. The creature
    remains in its space, and the golem must leave the space after
    it attacks. The golem must end its rampage in an unoccupied space.

    Tomb Guardian
    Tomb Guardian
    HP 126; Bloodied 63
    AC 23; Fortitude 22, Refl ex 23, Will 20
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 8
    mTwin Scimitar Strike (standard; at-will) ✦ Weapon
    The skeletal tomb guardian makes two scimitar attacks against
    the same target: +13 vs. AC; 1d8 + 4 damage. This
    also holds true for opportunity attacks.
    M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
    The skeletal tomb guardian makes two twin scimitar strike attacks
    (four scimitar attacks total).
    M Sudden Strike (immediate reaction, when an adjacent enemy
    shifts; at-will) ✦ Weapon
    The skeletal tomb guardian makes a melee basic attack against
    the enemy.

    Skeleton Mage
    HP 42; Bloodied 21
    AC 17; Fortitude 13, Refl ex 14, Will 15
    Speed 6
    mQuarterstaff (standard; at-will) ✦ Weapon
    +4 vs. AC; 1d8 damage.
    rMagic Missile (standard; at-will) ✦ Force
    Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage.
    R Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
    A Thunder Burst (standard; encounter) ✦ Thunder
    Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4




    ooc: sorry all. I thought I was waiting for everyone to finish. There is nothing I rather do on father's day then updating pbp adventures ...well, I'll spend time with my kids first
    Last edited by dimsdale; Monday, 18th June, 2012 at 04:21 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

 

  • #842
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    ° Ignore dimsdale
    Prime charges the bone golem and hits him with such force that the foe is backwards against the wall. It also falls due to the wizard's magic. Vermitrax and Zharne reek havoc on the bone warriors, killing four more of them. The dragon chomps at one as well. The enemies' counter attack is swift and brutal. Prime is pummeled by the golem, hit not once but twice by the club like fist of the golem. The mage moves back and then blast lightning with Zharne. The last remaining skeleton warrior scores another hit on the dragon. The archer's arrow misses its target. And another mage moves out of a notch in the wall, takes a couple steps, then blasts lightning at Zharne, Vermitrax and Drew. Zharne and Vermitrax dodge the attack, but the monk is hit. Finally, the four-armed foe scores two hits on the bard.

    ooc: one more notch left

    ooc: There might be some mistakes. Please point them out of you see some...like you've done 100 times before.

    Mechanics

    Heroes
    Drew: miss
    Prime: Hits BG for 17, kills SA2
    Vermitrax: kills SW 14 and SW 12
    Sharpe:
    Pet Dragon: hits TG for 16
    Zharne:SW17 Hits for 5[COLOR="Red"], kills SW17, hits TG hit for 19 and dazed TENT, hit SM for 11 and dazed TENT

    Total Damage to Enemy
    SW12: Killed
    SW14: Killed
    SW17: Killed
    SA2: Killed
    TG: -35
    BG: -17
    SM: -11

    Baddies turn:
    Bone Golem: Prone
    Golem stands
    Double attack: 1d20+18 vs Prime's AC
    Attack 1: Prime Prime Hit for 15 and dazed (save ends)
    Attack 2: Prime: Prime Hit for 13

    damage reduced by 2 so only 26
    Roll Lockup

    Note: Golem Rampage is recharged from previous round.

    Note: When BG receives 10 hp damage, he'll be bloodied, which triggers BG Berserk Attack:
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will) The bone golem makes a slam attack against a random target
    within its reach

    SW13:
    Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SW18:
    Attack: +11 vs AC; 5 damage vs Zharne AC:
    Zhare hit for 5
    Roll Lookup

    SA2
    Attack: ranged attack: 1d20+8 vs Prime AC for 6:
    Dragon: Miss
    Roll Lookup

    TG
    Attack: Double Scimitar attack vs Sharpe 1d20+13 for 1d8+4
    Attack 1: Sharpe hit for 5
    Attack 2: Sharpe hit for 7
    Roll Lookup

    recharge power: cascade of steel: yes

    SM1
    Attack: Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage: Targets: Zharne, Sharpe and Dragon
    Zhane: Hit for 10
    Sharpe: Miss
    Dragon: Miss
    Roll Lookup

    SM2
    Attack: Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage: Targets: Drew, Vermitrax, and Zharne
    Drew: Miss
    Vermitraz: Miss
    Zharne: Miss
    Roll Lookup


    Total Damage to Allies:

    Zharne: -15
    Dragon: -5
    Sharpe: -12
    Prime: -28 dazed (save ends)



    Stats

    Palyers

    Prime:
    Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
    HP: 58/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

    Sharpe:
    AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
    HP 38/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 39/60 THP 0; Bloodied 30

    Vermitrax: Not Updated Stats
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
    Resist 5 Cold 10 Force

    Zharne: Not Updated Stats
    AC 20 Fort: 15, Ref: 18, Will 18 AP 0
    HP 22/51 THP 0 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Drew: Not Updated Stats [COLOR="Red"] (Dazed Save Ends)
    AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
    HP 33/34 THP 14 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    BG1 113/250
    SW1 1/1 Dead
    SW2 1/1 Dead
    SW3 1/1 Dead
    SW4 1/1 Dead
    SW5 1/1 Dead
    SW6 1/1 Dead
    SW7 1/1 Dead
    SW8 1/1 Dead
    SW9 1/1 Dead
    SW10 1/1 Dead
    SW11 1/1 Dead
    SW12 1/1 Dead
    SW13 1/1
    SW14 1/1 Dead
    SW15 1/1 Dead
    SW16 1/1 Dead
    SW17 1/1 Dead
    SW18 1/1 Dead
    SA1 30/30 Dead
    SA2 7/30
    SA3 19/30 Dead
    TG 76/126
    SM1 31/42
    SM1 42/42





    map

    map


    Enemies

    Skeleton Warrior Minions
    HP 1; a missed attack never damages a minion.
    AC 21; Fortitude 18, Reflex 19, Will 18
    Immune disease, poison
    Speed 6
    Longsword (standard, at-will) Weapon
    +11 vs AC; 5 damage.

    Skeleton Archers
    HP 30/39
    AC 16; Fortitude 13, Refl ex 14, Will 13
    Immune disease, poison
    Speed 6
    rShortbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +8 vs. AC; 6 damage.


    Bone Golem
    Bone Golem
    HP 250; Bloodied 125; see also berserk attack
    AC 24; Fortitude 29, Refl ex 21, Will 22
    Saving Throws +2
    Speed 6; can’t shift
    Action Points 1
    m Slam (standard; at-will)
    Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
    the target is dazed (save ends).
    M Double Attack (standard; at-will)
    The bone golem makes two slam attacks.
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will)
    The bone golem makes a slam attack against a random target
    within its reach.
    M Golem Rampage (standard; recharge 5,6 )
    The bone golem moves up to its speed plus 2 and can move
    through enemies’ spaces, provoking opportunity attacks as
    normal. When it enters a creature’s space (ally or enemy), the
    golem makes a slam attack against that creature. The creature
    remains in its space, and the golem must leave the space after
    it attacks. The golem must end its rampage in an unoccupied space.

    Tomb Guardian
    Tomb Guardian
    HP 126; Bloodied 63
    AC 23; Fortitude 22, Refl ex 23, Will 20
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 8
    mTwin Scimitar Strike (standard; at-will) ✦ Weapon
    The skeletal tomb guardian makes two scimitar attacks against
    the same target: +13 vs. AC; 1d8 + 4 damage. This
    also holds true for opportunity attacks.
    M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
    The skeletal tomb guardian makes two twin scimitar strike attacks
    (four scimitar attacks total).
    M Sudden Strike (immediate reaction, when an adjacent enemy
    shifts; at-will) ✦ Weapon
    The skeletal tomb guardian makes a melee basic attack against
    the enemy.

    Skeleton Mage
    HP 42; Bloodied 21
    AC 17; Fortitude 13, Refl ex 14, Will 15
    Speed 6
    mQuarterstaff (standard; at-will) ✦ Weapon
    +4 vs. AC; 1d8 damage.
    rMagic Missile (standard; at-will) ✦ Force
    Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage.
    R Dancing Lightning (standard; encounter) ✦ Lightning
    The mage makes a separate attack against three different targets:
    ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
    A Thunder Burst (standard; encounter) ✦ Thunder
    Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4

    Last edited by dimsdale; Monday, 18th June, 2012 at 10:00 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #843
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    ° Ignore Someone
    The golem brings its firsts on Prime many times with such force that a normal warrior would have had his bones turned into splinters long ago, but Prime is made of steel and adamantine and only shows a very slight tarnish on his armor. The pounding however has taken some toll on some of his internal mechanisms as his movements are now erratic and slow. A soft female voice can be heard coming from his insides

    "Warning. Recalibrating gyroscope"

    Looks like the mechanical warrior won't able to defend the rest of the party for the time beign.

    actions

    Immediate interrupt: When Prime is hit for the first time, Unbreakable. This reduces the damage taken by 10, plus the armor property, he takes 4 damage from the first hit which leaves hit THP at 10. The second hit deals 13-1 damage, which deletes Prime's remaining THP and deals 2 actual damage. MEDIC!!
    Standard action: Crushing Surge on golem. It fails to hit.
    End of turn: Save vs Dazed fails. This means I can't take OAs or immediate actions.


    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:75/77 THP: 0 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
    Languages: Common
    AP: 1, Power points 2/4
    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, Knockback Warhammer


    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.

    Last edited by Someone; Monday, 18th June, 2012 at 05:36 PM.

  • #844
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    ° Ignore Voda Vosa
    "Enough!" Vermitrax exclaims, after he dodges the attack from the mage. His book flies open in front of him, the pages flapping until one is displayed in front of the wizard. His had trails across the glyphs and runes, as he chants softly the enchantment. His other hand produces coarse bone from his spell pouch, and sprinkles it on the book. As the spell nears completion, Vermitrax's robes start weaving as if moved by a wind that its not there. Spectral images of red skulls and wailing distorted faces surge from a red light pentagram that appears around the wizard. "Vitah, Mortis, Caridion!" Vermitrax closes the spell with the last three words, and the negative energy swirling around him funnels into one of the destroyed skeletons, fuelling it with new life! The corpse rises, the negative energy powering it's moves. Without hesitation, it lunges forward to the four armed skeleton, penetrating it with it's sword.

    actions

    Minor: Summon Shadow Servant
    Standard: Command it to attack TG. Hits for 14 dmg, TG is marked by the skeleton.
    Move: Move over there.
    HP: Cordon of bones: Roll Lookup hits the mage for 22, but not the golem. 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.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #845
    OOC: @dimsdale , but the SM1 is dazed teZnt so he couldn't shift away and attack because he only had 1 action since he was Dazed so that either means he attacks OR shifts away. if he attacked he hit Zharne but Zharne gets an OA because he uses a randed power in melee or he don't and shifts, what will it be? I and Zharne hopes OA
    Last edited by Ozymandias79; Monday, 18th June, 2012 at 06:57 PM.

  • #846
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    Waghalter (Lvl 7)



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    ° Ignore MetaVoid
    Also, highest roll you have under attacking Drew, Zharne and Vermitrax is 17, Drews Reflex is 22, there is no chance he's hit by those 5 damage

    Drew moves between the archer and the mage. Jumping high and coming on them from above, he crushes more then few bones on his way down. He also brings the mage down in clatter of bones. The archer remains heap of bones, while the mage continues moving.

    Draconic

    "The dragon lands from the mountain!"


    Actions

    Move: C9
    Standard: Eternal mountain vs Fort (SA2; SM2); damage (1d20+11=28, 1d20+11=16, 2d8+7+1=15) - hit, kill SA2; SM2 takes 15 damage from the attack, 4 damage from Rain of Hammers and ongoing 8 from Flurry of blows. SM2 is prone and slid to C10
    SM2 total: 19 damage and prone; ongoing 8 (save ends), Drew gains +1 AC & Ref TENT; if saving throw fails, Drew gains 5 thp
    Last edited by MetaVoid; Monday, 18th June, 2012 at 09:04 PM.

  • #847
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    ° Ignore dimsdale
    Quote Originally Posted by MetaVoid View Post
    Also, highest roll you have under attacking Drew, Zharne and Vermitrax is 17, Drews Reflex is 22, there is no chance he's hit by those 5 damage
    @MetaVoid I don't have the most recent statblock for Drew. I'm using your stats from a previous statblock (obviously not correct). Here is what i have.

    Drew Statblock

    Drew: Stats [COLOR="Red"] (Dazed Save Ends)
    AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
    HP 33/34 THP 9 Bloodied 17 Surge Value 8 Surges left 6/8

    Can you post one for me so I don't have to search for it? Thanks. Attack against Drew negated.

    Quote Originally Posted by Ozymandias79 View Post
    OOC: @dimsdale , but the SM1 is dazed teZnt so he couldn't shift away and attack because he only had 1 action since he was Dazed so that either means he attacks OR shifts away. if he attacked he hit Zharne but Zharne gets an OA because he uses a randed power in melee or he don't and shifts, what will it be? I and Zharne hopes OA
    @Ozymandias79 Good point. Mage attacks without being able to shift. I'll fix the map. Zharne gets an OA. Go ahead and roll the OA.

    ooc: Updating both revisions.
    Last edited by dimsdale; Monday, 18th June, 2012 at 09:58 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #848
    Zharne slashes the skeleton mage when it attacks with lightning

    OOC: OA hits reflex 22 for 27 Damage !

  • #849
    I knew he was a Necromancer! Sharpe says happily. Trying to stab the other skeleton.

    Time/space shifts again as Sharpe forgets about his combat advantage and manages to hit the nearby skeleton.
    actions

    Free: Grant Drew 5THP for killing SA2.

    Minor:Revitalizing Incantation on Zharn, he spends 1 surge and heals 1 surge worth of HP and gets 1 surge worth of THP.

    Minor:Majestic word on Dragon. Dragon heals 15+5+2=22 hp+4 THP

    Standard:Guiding strike vs TG 21 vs AC miss.Edit Actually Sharpe has CA from attacking from H9 so it is 23 vs AC hitting for 15 damage and the target gets -2 to AC EONT.


    Moment of Escape

    Moment of Escape. (Encounter Move Ranged 10; Arcane)
    Target:
    One ally
    Effect: Sharpe slides the target 4 squares.

    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: 1, Milestones:0

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

    Powers:
    Staggering Note, Guiding Strike
    Majestic Word X1, 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 #1 ), Dragon I Choose You! (Ring of Dragon's power #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:

    Malifixindalaunt The White Dragon

    Malifixindalaunt (Veserab) Level 6 Lurker
    Large shadow beast (mount)
    HP 4+
    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 —

    Last edited by Luinnar; Tuesday, 19th June, 2012 at 06:04 AM.
    My PBP characters: http://tinyurl.com/yy9skz2

  • #850
    Zharne claws off the skeleton mage's skull after which the druid moves to join the valiant warforged in his struggle against the bone monstrosity

    Action Details

    Standard Action:grasping claws against SM1(hits reflex 14, natural 1= miss, for 26 damage , I'll use elven accuracy = GC hits reflex 30 )
    Move Action:move to H6
    Minor Action:N/A
    Last edited by Ozymandias79; Wednesday, 20th June, 2012 at 10:12 AM.

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