D&D 4th Edition Adventure:A Jaz of all Trades (DM:Luinnar Judge: H.M.Gimlord). - Page 24




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  1. #231
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    Dorn moves into the fray (Move to O15) and conjures a primordial storm which engulfs two of the ghosts in lightning and thunder. (Primordial Storm hits Terror 3 and Warrior 3 for 23 lightning and thunder damage each. Terror 3 takes 10 cold and fire damage at the start of its turn from even roll. Warrior 3 takes 5 cold and fire damage at start of its turn and is slowed TENT from odd roll.)

    Dorn lets out a horrific roar, and two pointy horns burst through his skull. He seems engorged with demonic power; even his allies feel the surge of energy. He whips himself into a ball of electricty, sending death and destruction through the ranks of his enemies. (Action point: Spark form. Dorn shifts 9 squares through his enemies, ending in P21, making an attack against each in turn. Roll 1 Roll 2. Terror 1 hit 18 lightning damage. Warrior 2 hit 18 lightning damage. Warrior 1 miss. Samantha hit/killed for 21 lightning damage. Warrior 3 hit for 23 lightning damage. Terror 3 CRIT for 23 lightning + 10 ongoing damage (save ends) + knock prone).

    Each of Dorn's allies gets one whole turn with +3 to hit, and Dorn's enemies get +3 to hit Dorn for one turn. Dorn will use Narrow Escape when he is next hit.

    Dorn Stat Block

    Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

    Immediate Reactions:
    If hit, use Narrow Escape to take 1/2 damage and teleport away

    Current Effects:
    +1 AC from even first roll
    resist 10 necrotic, ignore 10 necrotic resistance
    Enemies need 1 extra square of movement to move adjacent to Dorn

    Passive Perception 15, Passive Insight 15
    AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
    HP +18TMP 74/93 Bloodied 46 Surge Value 23, Surges 6/7
    Speed 7, Initiative +14
    Action Points: 0

    Notes
    Daily Wild Soul: psychic
    Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
    Dorn has CA on surprise round and against enemies with lower init 1st round
    Dorn uses the raw d20 (no mods) for all even/odd effects
    Dorn scores a crit on 19 or 20
    Dorn gets CA against enemies that are being flanked by his allies
    When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
    When using a close arcane attack power, Dorn can choose a square within 2 as the origin

    Encounter Resources
    USED Primordial Storm
    Demon-Soul Bolts
    USED Bedeviling Burst
    USED Spark Form
    USED Furious Assault (no action)
    Lightning Shift (move)
    USED Variable Resistance (minor)
    Narrow Escape
    Periapt of Cascading Health (minor)
    Half-Orc Resilience (no action)
    Second Wind
    USED Use Action Point

    Daily Resources
    Chromatic Orb
    Moon and the Stars
    Winds of Change
    Demonic Wrath (minor)
    Gambit Armor (minor)
    Luckblade Dagger
    Deep Shroud (minor)
    Diamond Cincture (minor)
    Antipathy Gloves (std)
    Soul of the Bat (minor)

    2x potion of healing
    Last edited by nerdytenor; Thursday, 21st June, 2012 at 05:03 PM. Reason: grammar

 

  • #232
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    Quote Originally Posted by Dekana View Post
    OOC: Did the charge attack against Jax include -5 for total concealment (invisible)? I think it would have missed with that.
    GM: Did Jax's granted MBA remove his invisibility from the armor?
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  • #233
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    Ignore Dekana
    OOC: Nah, attacking doesn't remove invisibility unless the power says it does. (In 3.5 that was true, but it's not part of the invisibility condition in 4e)
    close the world, .txEn eht nepo

  • #234
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    Quote Originally Posted by Dekana View Post
    OOC: Nah, attacking doesn't remove invisibility unless the power says it does. (In 3.5 that was true, but it's not part of the invisibility condition in 4e)
    GM: Thanks, I was not sure what the power said. It missed, I updated the sblock.

    Also the ghostly terrors had a +2 bonus to defenses I forgot to get rid of this turn.
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  • #235
    OOC: @nerdytenor you can shift 5 squares after spending your AP if you'd like.


    Andras carefully lines up a shot on one of the specters. "Jax, get ready to-whoops! Never mind," he exclaims as his arrow, intended only as a guide, disperses the undead creature. He shrugs, readies another arrow, and lets it fly. He curses as it misses its target, but again he's pleasantly surprised as the shot ricochets into a different ghost.

    Actions
    Standard: On My Mark vs Terror 1. Hits AC 35 for 19 damage. Uh, which kills it, actually.
    AP: Staggering Shot vs Warrior 1. Misses by 1.
    Free Action: Rebounding Longbow. I get to make a RBA against, oh Terror 3. So that's a crit. 21+6=27 damage.
    Move: Move to Q16.

    If an ally within 5 is hit by an enemy by 1 or less, I'll use Insightful Warning, giving the ally a +2 power bonus to defenses against the attack and an MBA against the attacker.


    Andras's mini-stats
    Andras genasi Warlord/Captain of Fortune 12
    Initiative: +18 | Passive perception: 26 | Passive Insight: 26
    AC: 27 | For: 29 | Ref: 26 | Will: 25
    HP: 81/81+18 | Bloodied: 40 | Surge value: 20 | Surges: 9/9
    Resist: 10 Fire
    Speed: 6 | Languages: Allarian, Primordial
    AP: 0 | Second Wind: not used
    Melee Basic Attack: +17 vs AC, 1d10+7 damage
    Ranged Basic Attack: +18 vs AC, 1d10+10 damage
    Powers: Paint the Bulls-Eye, Direct the Strike
    Insightful Warning, Staggering Shot, On My Mark, Lady Luck Smiles, Disciplined Counter
    Relentless Wounding, Create Opportunity, Coordinated Assault
    Firedeath, Inspiring Word (1/2), Shake It Off, Reorient the Axis, Unintended Feint, Favored Fortune
    Rebounding Longbow, Boots of the Fencing Master, Feytouched Armor, Boar Tusk Helm, Legacy Undying

    Skirmishing Presence:
    When an ally who can see Andras spends an Action Point to make an attack, that ally can shift five squares before or after the attack.

    Conditions:


  • #236
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    OOC: Thanks for the reminder! I'm always forgetting those warlord bonuses... Dorn will shift to O24 and heal 13 hp (from Quagmire). Fixed stat block below.


    Dorn Stat Block

    Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

    Immediate Reactions:
    If hit, use Narrow Escape to take 1/2 damage and teleport away

    Current Effects:
    +1 AC from even first roll
    resist 10 necrotic, ignore 10 necrotic resistance
    Enemies need 1 extra square of movement to move adjacent to Dorn

    Passive Perception 15, Passive Insight 15
    AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
    HP +18TMP 87/93 Bloodied 46 Surge Value 23, Surges 6/7
    Speed 7, Initiative +14
    Action Points: 0

    Notes
    Daily Wild Soul: psychic
    Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
    Dorn has CA on surprise round and against enemies with lower init 1st round
    Dorn uses the raw d20 (no mods) for all even/odd effects
    Dorn scores a crit on 19 or 20
    Dorn gets CA against enemies that are being flanked by his allies
    When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
    When using a close arcane attack power, Dorn can choose a square within 2 as the origin

    Encounter Resources
    USED Primordial Storm
    Demon-Soul Bolts
    USED Bedeviling Burst
    USED Spark Form
    USED Furious Assault (no action)
    Lightning Shift (move)
    USED Variable Resistance (minor)
    Narrow Escape
    Periapt of Cascading Health (minor)
    Half-Orc Resilience (no action)
    Second Wind
    USED Use Action Point

    Daily Resources
    Chromatic Orb
    Moon and the Stars
    Winds of Change
    Demonic Wrath (minor)
    Gambit Armor (minor)
    Luckblade Dagger
    Deep Shroud (minor)
    Diamond Cincture (minor)
    Antipathy Gloves (std)
    Soul of the Bat (minor)

    2x potion of healing

  • #237
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    Brenn stepped back and fired another arrow into the spectral creature- and again the force-imbued projectile seemed to tear at its ectoplasmic form, spinning it to the ground.

    OOC

    >Move: to M 13
    >Standard: Clever shot RBA at Terror 2, 1d20+21= 36 (hit for 24 force, Terror 2 is knocked prone); rolls Roll Lookup


    Be Advised

    >I'm probably going to have to take some time off from online gaming. I'll try to hang in until this fight is over- but Brenn may get stuck in were-raven form, cawing at foes, for an extended period.

  • #238
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    Quagmire sees that none of his friends are in immediate need of healing, so he wades further into the fray and slices across one of the ghostly warriors.

    actions
    Move: shift to O20
    Minor: None, I think? Nobody particularly needs healing right now do they?
    Standard: War of Attrition vs Ghost Warrior 3: 28 vs. AC hits for 19 damage, and allies gain +1 to hit and +5 damage with basic attacks or at-will powers until start of my next turn. Warrior 3's AC penalty goes up to -3 (save ends).



    Quagmire
    Quagmire Weaselcrust- Male Hobgoblin Warlord/Battlelord of Kord 12
    Passive Perception: 15, Passive Insight: 15
    AC:28, Fort:26, Reflex:23, Will:26 -- Speed:5
    HP:65/82, Bloodied:41, Surge Value:20, Surges left:9/9
    Action Points: 1, Second Wind: not used
    MBA +18 vs. AC, 1d8+7 damage
    Powers
    Rousing Assault, Commander's strike, Body of the Shark, Throwing shield
    Inspiring Word x3 [ ][ ][ ], Hammer and Anvil, Hobgoblin resilience, Inspired Belligerence, Warlord's Strike, War of Attrition, Tactical Orders, Tempest of Triumph,
    Bastion of Defense, Stand the Fallen, Stand Tough, Knock Them Down, Blood-tested Inspiration, Soul of the Shark, Dwarven Chainmail, Gauntlets of Ogre Power, Throwing Shield, Diamond Cincture

    Conditions:

    Notes:
    • When I spend an AP, I can make a basic attack as a free action, and Allies who can see and hear me gain +1 to attack and damage rolls until start of my next turn.
    • Allies within 10 who can see and hear Quagmire gain +2 initiative
    • Allies who spend an AP within sight of me regain 13 HP and can make a saving throw at +5
    • When I hit an enemy with withering longsword, they take a cumulative -1 to AC (save ends)

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  • #239
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    GM: Thanks for letting me know pathfinderq1

    Terror 1 was dead before Andras attacked it, so I changed both attacks to Terror 3 and had Jax take the shift/MBA killing it.

    Nooooooo! I will kill...you'll never...I'll.. Samantha whispers as she fades away from view as Dorn hits her with his spell. In response to her demise the ghostly warriors stab into Sir ExSixTen's armor with their spears, ripping metal plates off him. The terrible female ghost near Brenn attempts to get closer to him, but is hindered by his shot. Another warrior charges Brenn,who easily leaps aside.

    actions

    Ghost Terror 2:
    Move:Stand up
    Move:08
    saved

    Ghost warrior 1:
    Charge Brenn miss

    Ghost warrior 2&3
    #3 stand up
    rolls
    Spirit Spear vs Sir ExSixTen
    27 & 26 vs ref, hit for 29+34=63 damage

    #3 saved vs AC, no ongoing damage

    Combatants

    Ghost Warrior:
    HP
    185; Bloodied 93
    AC
    25; Fortitude 27; Reflex 24; Will 23
    Immune
    disease, poison;
    MBA:
    Attack: Reach 2; +13 vs. Reflex
    Hit:
    4d10 + 11 damage.
    Ghost Warrior 1: 171/185, marked EONT,
    Ghost Warrior 2: 72/185, marked EONT
    Ghost Warrior 3: 64/185 slowed EONT, 10 ongoing damage (save ends)

    Ghostly Terror:
    HP
    140; Bloodied 70
    AC
    27; Fortitude 23; Reflex 25; Will 26
    Immune
    disease, poison;
    MBA:

    Attack:
    +16 vs. Reflex;
    Hit:
    5d8 + 6 necrotic damage.
    Ghostly Terror 2:106/140

    Sir ExSixTen:63/116, Any enemy that starts its turn next to Sir Exsixten takes 12+3(5 if he has THP) damage,
    Dorn: 18+84/93, 10 necrotic until end of encounter, +3 to ally hit, +3 to hit Dorn EONT.
    Jax:70/88, dagger deals 1d6 damage
    Andras:18+81/81,
    Quagmire: 65/82,allies gain +1 to hit and +5 damage with basic attacks or at-will powers until start of my next turn.
    Brenn: 49/76
    Uncle Jaz: 91/91


    Uncle Jaz

    Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
    HP 91; Bloodied 46
    AC
    27; Fortitude 25; Reflex 29; Will 24
    Speed
    6
    Saving Throws
    +2; Action Points 1
    Initiative
    +17 Perception +19

    Traits:
    Sneak Attack

    Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.

    Masterful Action

    When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.

    Standard Actions:
    (Note: Jaz does not have to reload his crossbow).
    RBA: Custom Made Hand Crossbow • At-Will
    Attack:
    Ranged 5; +18 vs. AC
    Hit:
    1d8 + 8.

    Standard Actions:
    MBA: Dagger
    Attack:
    Melee 1; +18 vs. AC
    Hit:
    1d4

    Move Actions:
    Technical Trick • At-Will

    Effect:
    Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.

    Trapmaker's Trick • At-Will

    Effect:
    No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.

    Coward's Trick • At-Will

    Effect:
    No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.

    Minor Actions

    R Sneak in the Attack • Encounter
    Effect:
    Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.

    Shifty • At-Will

    Effect:
    Jaz shifts 1 square.

    Free Actions:

    Backstab • Encounter

    Effect:
    Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.

    Triggered Actions:

    It's a Trap! • Encounter

    Requirements:
    An enemy hits Jaz with a melee attack.
    Effect (Immediate Reaction):
    Jaz shifts 5 squares and makes an RBA against the target.

    Skills
    Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20

    Alignment:
    unaligned Languages: Common, Draconic

    Terrain

    Treasure is difficult terrain.

    The side areas with the jars and statues cannot be moved into.

    As a move action you can pick up 100 gold pieces when adjacent to the treasure pile.

    The jars can be picked up as a move action and either used as a +3 melee or +3 ranged weapon, dealing 3d6 + str or dex damage, breaking them and scattering gold all over.

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  • #240
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    With the Warriors locked up in melee combat, Dorn focuses on the remaining terror. He moves a bit closer (Move to R17) and lets loose a triple blast of demonic energy. The first blast seems to rip through the very fabric of space, sending friend and foe flying.

    Critical miss - everyone except Terror 3 is pushed one square away from Dorn (currently at R17). This seems like a reasonable outcome (DM correct/approve at will):
    Andras -> P15
    Brenn -> M12
    Ghost Warrior 1 -> M14
    Ghost Warrior 2 -> M19
    Sir Exsixsten -> N19
    Ghost Warrior 3 -> N20
    Quagmire -> N21
    Jax -> Q21
    Jaz -> R20


    Dorn regains control for the second and third blasts, sending the terror to the ground in a seeming terror of its own (Second attack CRITS for 25 max lightning damage, Terror 3 is knocked prone, takes 10 ongoing damage (save ends) and slides to N8. Third attack hits for 19 lightning damage, and Terror 3 slides to M8. Rolls here)

    Dorn Stat Block

    Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

    Immediate Reactions:
    If hit, use Narrow Escape to take 1/2 damage and teleport away

    Current Effects:
    resist 10 necrotic, ignore 10 necrotic resistance
    Enemies need 1 extra square of movement to move adjacent to Dorn

    Passive Perception 15, Passive Insight 15
    AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
    HP +18TMP 87/93 Bloodied 46 Surge Value 23, Surges 6/7
    Speed 7, Initiative +14
    Action Points: 0

    Notes
    Daily Wild Soul: psychic
    Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
    Dorn has CA on surprise round and against enemies with lower init 1st round
    Dorn uses the raw d20 (no mods) for all even/odd effects
    Dorn scores a crit on 19 or 20
    Dorn gets CA against enemies that are being flanked by his allies
    When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
    When using a close arcane attack power, Dorn can choose a square within 2 as the origin

    Encounter Resources
    USED Primordial Storm
    USED Demon-Soul Bolts
    USED Bedeviling Burst
    USED Spark Form
    USED Furious Assault (no action)
    Lightning Shift (move)
    USED Variable Resistance (minor)
    Narrow Escape
    Periapt of Cascading Health (minor)
    Half-Orc Resilience (no action)
    Second Wind
    USED Use Action Point

    Daily Resources
    Chromatic Orb
    Moon and the Stars
    Winds of Change
    Demonic Wrath (minor)
    Gambit Armor (minor)
    Luckblade Dagger
    Deep Shroud (minor)
    Diamond Cincture (minor)
    Antipathy Gloves (std)
    Soul of the Bat (minor)

    2x potion of healing

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