D&D 4th Edition Assassination! DM: FourMonos Judge: Renau1g - Page 12


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  1. #111
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    kal'Tarron steps out from between the two enemies that had surrounded him.

    Turning towards the one who had injured him, he raises his holy symbol again and spits an imprecation in draconic, reiterating his oath of emnity upon the unfortunate thug.

    He then swings his axe. As the blow connects, his eyes glow with a fearsome light that pireces the very souls of those who he gazes upon.

    OOC:
    Move: Shift to F24

    Standard: menacing presence on 5 (OoE); (1d20+12=24, 1d20+12=25, 3d12+6=19)
    Until end of encounter, and enemy that begins its turn adjacent to me suffers a -2 penalty to AC until end of its next turn


 

  • #112
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    ° Ignore KarinsDad
    OOC: As a reminder, Rohna and Kal are +2 to all defenses being next to Dusk (and 5 and 6 are -3 to hit anyone but Chael). Kal should be pretty well protected even before all of the IIs fire off.
    The first sign of a broken rule is when someone suggests that the way to stop it is by readying an action.

  • #113
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    OOC: On the topic of iis, kal'Tarron will use wrath of the divine if a crit is scored against him.

  • #114
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    ° Ignore KarinsDad
    Quote Originally Posted by rb780nm View Post
    OOC: On the topic of iis, kal'Tarron will use wrath of the divine if a crit is scored against him.
    OOC: Our plethora of possible IIs/IRs in this round (10 plus OAs, good luck keeping track of all of those 4M ) brings up a weird rules question, especially for PBP. @FourMonos, how will you be running IIs and IRs with regard to which II or IR takes precedence between players? For example, a foe hits Kal with a natural 20. By posting order (KD protects Kal first with Guardian's Counter because KD posted first, SG protects Kal second with Guardian's Counter because SG posted second, RB protects Kal with Wrath of the Divine third because RB posted last), or by specific vs. general order (RB protects Kal first with Wrath of the Divine because a critical is a very specific and rare trigger, KD protects Kal second with Guardian's Counter because specifying "protecting Kal" is a very specific trigger, SG protects Kal third with Guardian's Counter because specifying "bloodied ally" is a very general trigger). I could see an argument for either (the former method is unambiguous and requires no specifric adjudication, so that's a good method; the latter method rewards players who are specific in their triggers, so that's a good method although it does require the DM to adjudicate which triggers are more specific than others).

    Some of the IIs and IRs will prevent other IIs and IRs from even firing off, so some type of rule seems to be necessary. This is one of the first high Heroic level parties here at LEB who happen to have a lot of OAs, IIs, and IRs. That makes it a lot tougher for the DM to keep track of all of the things going on (which even with OAs, IIs, and IRs, is a pretty hefty job at times with 6 sets of PC actions to keep track of, fortunately, the players updating the map helps with the movement and location of effects portions of that tracking).
    The first sign of a broken rule is when someone suggests that the way to stop it is by readying an action.

  • #115
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    Ship Showdown, Round 5

    GM: Not sure if there is a perfect way to plan interrupts, ect. But I like KD's idea that whoever posts first will interrupt first. Speaking of which, this is when they happen.


    After another round of beatings, the swordsman identified as Leak stands up and takes off.

    The leader is infurated, "You're dead, Leek! Dead! You hear me! Quintas will never take you back!"

    If anything, this seems to inspire the thugs and they renew their attacks with vigor.

    Much as Chael surmised, these goons don't seem to be too much of a threat. Perhaps they served a different purpose...

    current conditions
    The pedestrians have cleared off, opening the street for the melee.


    Round Summary

    Malehan hits ringleader for 24 damage, teleports position.

    Rohna hit ringleader for 15 damage, gains 10 THP.

    Chael hit #3 (removed from play), #4, #5, #7 for 15 damage each, shifts. #4 knocked prone.
    Dusk moves forward.

    Venakhad Peacemakers Light: (RL, Leek, #6, #5) - attack triggers 10 cold and radiant damage, healing word on Czern for 32 hit points (surge +11).

    Czern hits #4 for 16 damage, slowed TENT.

    Alexia divine challenge Leek (#7), misses with Rally the Spectral Host, creates zone 2 TENT.

    kal'tarron hits #5 for 19 damage and adjacent enemies are-2 AC until end of encounter.



    Map Details

    Illumination: Daylight.

    Black squares are buildings.

    Brown squares are carts/booths: difficult terrain.

    Map.

    Stats Update prior to round start

    Czern Belog (E-27): 78/85; HS 13/15; AP 1; Second Wind; Status:

    Chael: (E-24): 66/66; HS 12/12; AP 1; Second Wind; Status: +2 all defenses (Dusk), +5 THP

    Dusk: (E-23): 33/33 AC 21 F 23 R 19 W 15 Bonus: +1 defenses if adjacent to Chael. +5 THP

    Malehan (C-26): 66/68; HS 9/9; AP 1; Second Wind; Status: +5 THP

    Alexia Madgearu (E-26): 51/65 +5THP; HS 11/11; AP 1; Second Wind; Status: +5 THP

    kal-Tarron (F-24): 21/56; HS 8/8; AP 1; Second Wind; Status: bloodied, +2 all defenses (Dusk), +5 THP

    Venakhad (E-25): 59/59; HS 8/8; AP 1; Second Wind; Status: +5 THP

    Rohna
    (C23-D24): 74/76; HS 13/13; AP 1; Second Wind; Status; +2 all defenses (Dusk)



    Enemy Actions


    Ringleader: Hammer Blow vs. Rohna: miss. Take 10 damage (Venakhad)

    Ruffian 1: Nimble Slash: shift to D-22. Attack vs. Rohna: Hit AC 28 for 14 damage. Roll. Take 10 damage (Venakhad).

    Ruffian 2 (Leek): Move: Stand. Standard: convert to move, run south.

    Thug 1: Movement: Stand. Attack vs. Czern: Hit AC 32 for 6 damage. Roll. Minus one for damage means he just ate up the THP.

    Thug 2: Shift to Move: G-28. Standard: short sword vs. kal'Tarron: Vs. AC 22, miss. Take 10 damage (Venakhad).



    Enemies

    Ruffians: 22 AC 18 F 22 R ??W
    1: (C-25) Damage taken: 20 damage, used Blade Flourish
    2: Leek (F-26) Damage taken: 77 damage, bloodied, used Blade Flourish

    Thugs: 22 AC 20 F 22 R ??W
    1. (D-29) Damage taken: 41
    2. (G-28) Damage taken: 52, bloodied, oath of emnity

    Ringleader: (C-25) 18 AC ??F ??R ??W
    Damage taken: 127, used AP, bloodied

    Goons: 20 AC 20 F 20 R ??W
    1. (C-27) Damage taken:
    2. (D-25) Damage taken:
    3. (F-28) Damage taken:



    GM: Heroes are up!
    Last edited by FourMonos; Wednesday, 23rd May, 2012 at 05:34 AM.

  • #116
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    ° Ignore KarinsDad
    OOC: Ruffian 1 should have missed Rohna. Rohna had +2 defenses being next to Dusk, and Ruffian 1 had -3 to hit for begin marked by Chael. So, Rohna's effective AC was 29 and a 28 should miss.
    The first sign of a broken rule is when someone suggests that the way to stop it is by readying an action.

  • #117
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    ° Ignore KarinsDad
    "Your allies are running or dropping. Are you sure you want to continue this?" Chael queries her foes as more rocks fly out of her sword.


    Chael has a +2 power bonus to all defenses due to Dusk and +1 to AC and Reflex for Shifting. Dusk has a +1 item bonus to all defenses. Anyone adjacent to Dusk at the end of the turn has a +2 power bonus to all defenses due to Dusk.

    Actions

    Minor: None.
    Standard: Magic Stone on 5, 6, and RL.
    Move: Shift to D25, Dusk Shift to E24

    Vs Reflex, Critical on #5 for 12+5=17 damage, 21 on #6 for 12 damage, auto-miss on RL.

    critical damage on #5, 5 for a total of 17

    Chael will not attempt to kill foes, only knock them unconscious.




    Immediate Interrupts

    Chael will use whichever II or IR occurs first.

    1) Chael will use Guardian's Counter if an enemy hits Kal or Dusk without attacking Chael and she will swap places with the target (Kal or Dusk). Her defenses will drop by 2 if she is no longer next to Dusk (but the attack still has to be resolved, she is not automatically hit). After attack is resolved, she can make MBA; +15 vs AC, 1d8+4.



    Immediate Reaction

    2) Chael will use Forceful Reversal (augment 1) if an enemy melee attacks her.

    Trigger: An enemy hits Chael.
    Attack: +14 vs AC
    Hit: 1d8+6 force damage, and Chael pushes the target 1 square.
    Effect: Chael doesnĺt get her normal standard action on her turn.
    Augment 1:
    Hit: 1d8+6 force damage, and Chael pushes the target 1 square and then shifts 1 square to the square the target vacated. In addition, she gains combat advantage against the target until the end of her next turn.
    Effect: Chael gets her normal standard action on her turn.
    Augment 2
    Hit: 2d8+6 force damage, and Chael knocks the target prone. The target cannot stand up until the start of its next turn.
    Effect: Chael gets her normal standard action on her turn.

    3) Chael will use Mind Spike if 5 or 6 ever becomes adjacent to her and attack an ally and not her.

    Melee weapon; Target: The triggering creature
    Trigger: An adjacent enemy marked by Chael deals damage to her ally with an attack that doesnĺt include her as a target.
    Effect: The target takes force and psychic damage equal to the damage that its attack dealt to Chael's ally.


    stat block

    Chael - Female Longtooth Shifter Hybrid Battlemind | Sentinel Druid
    Advantageous Conditions: 5 temp hit points at the start of all encounters (Psionic Vigor)
    Adverse Conditions:
    Initiative: +4 Passive Insight: 26 Passive Perception: 26
    Senses: Low Light Vision
    Power Points: 3/4
    HP 66/66
    Bloodied 33
    Surge Value 17; Surges Per-Day 12/12
    AC 28 Fortitude 23 Reflex 19 Will 22 Speed 5
    Currently AC: 31, Fortitude: 25, Reflex: 22, Will: 24

    Action Points: 1
    Second Wind: Not Used

    Dusk:
    HP: 33 Senses: low light vision
    Speed: 6, Initiative: equal to Chael's
    AC: 21, Fortitude: 23, Reflex: 19, Will: 15
    Currently AC: 22, Fortitude: 24, Reflex: 20, Will: 16

    Powers:
    At will:
    Battlemind's Demand
    Conductive Defense
    Forceful Reversal
    Magic Stone
    Melee Basic
    Mind Spike

    Encounter:
    Camouflage Cloak
    Guardian's Counter
    Healing Word
    Longtooth Shifting
    Psionic Vigor
    Second Wind
    Wind Wall

    Daily:
    Aspect Of Elevated Harmony
    Wall of Thorns


    Trained: 11 Athletics, 13 Endurance, 16 Insight, 16 Perception
    Untrained: 2 Acrobatics, 5 Arcana, 4 Bluff, 4 Diplomacy, 9 Dungeoneering, 9 Heal, 5 History, 4 Intimidate, 11 Nature, 5 Religion, 2 Stealth, 4 Streetwise, 2 Thievery

    Feats:
    Hybrid Talent
    Heart of the Blade
    Melee Training (Wisdom)
    Mark of Warding
    Longtooth Spirit Shifter

    Magic Items:
    Belt of Vigor
    Boots of Fencing Master
    Amulet of Protection +2
    Twilight Heavy Shield
    Blood Fury Longsword +2
    Dragonrider Scale +3
    Siberys Shard of the Mage
    2 Potions of Healing
    Companion Defender
    The first sign of a broken rule is when someone suggests that the way to stop it is by readying an action.

  • #118
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    ° Ignore FourMonos
    Quote Originally Posted by KarinsDad View Post
    OOC: Ruffian 1 should have missed Rohna. Rohna had +2 defenses being next to Dusk, and Ruffian 1 had -3 to hit for begin marked by Chael. So, Rohna's effective AC was 29 and a 28 should miss.
    GM: Argh, I knew that (-3 for mark) and then forgot it.

  • #119
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    Seeing the foe leave, and Rhona having the others in hand, Czern slips around the thug facing him and barrels down the fleeing foe. The knight brings the hammer towards the man's leg; enough to bruise or shatter bone, but not to kill.
    OOC: Shift and then charge Leek (#4 gets an OA, which probably won't drop or stop Czern): Hit, 28 dmg, and slowed. Czern will try to just brain the foe, not kill him.
    Immediate Actions
    Sorted in order of importance:
    - Steadfast Amulet: (Immediate Interrupt) Czern stunned or dazed w/ a save ends effect; Czern makes an immediate save to cancel the effect. If failed, power not expended.
    - Opportunity Action (1/combatant): MBA if not marked and shift or attack not Czern while in aura: +17 vs AC (+19 if slowed/immobilized), 1d10+8 and stance effect; 2 damage on miss
    - Opportunity Attack (1/combatant): MBA +17 vs AC (+19 if slowed/immobilized), 1d10+8 and stance effect
    - Guardian's Counter: (Immediate Interrupt) If bloodied ally w/ 2 sqs. attacked and Czern not also attacked: Czern and ally swap positions, Czern becomes target, and can make MBA after resolved; +16 vs AC (+18 if slowed/immobilized), 1d10+8 and stance effect
    - Shield Block: (Immediate Interrupt) If adjacent ally hit by attack that would drop/bloody them: Reduce damage by 1d10+6
    - Strikebacks: (Immediate Reaction) Non-minion hits Czern and deals damage: MBA +16 vs AC (+18 if slowed/immobilized), 1d10+8 and stance effect
    - Unbreakable: (Immediate Reaction) Czern hit by an attack that would drop/bloody him: Reduce damage by 11.
    - Shield Block: (Immediate Interrupt) If Czern hit by attack that would drop/bloody him: Reduce damage by 1d10+6
    Czern Belog (Defender Aura; Defend the Line stance; +2 AC vs Leek (not included))
    Czern Belog—Male Karrnathi Undead Guardian Knight 9
    Initiative: +10, Passive Perception: 16, Passive Insight: 16, low-light vision
    AC: 26, Fort: 24, Reflex: 20, Will: 18 — Speed: 5
    HP: 78+5/85, Bloodied: 42, Surge: 21, Surges left: 13/15; Unnatural Vitality
    Action Points: 1/1, Second Wind: Not Used, Milestones: 0
    Powers -
    Battle Guardian
    Power Strike x2
    Guardian's Counter

    Defender Aura (active)
    Defend the Line (active)
    Cleaving Assault
    Hammer Hands

    Dark Reaping
    Glowering Threat

    Unbreakable
    Shield Block

    Strikebacks (encounter)
    Belt of Sonnlinor Righteousness (daily)
    Steadfast Amulet +2 (daily)


    http://leb.wikia.com/wiki/LEB%3APC%3...elog_(stonegod))
    Last edited by stonegod; Wednesday, 23rd May, 2012 at 10:45 PM.
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  • #120
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    Malehan continue to attack relentlessly the Ring Leader, striking true again.

    OOC
    Standard: Bond of Pursuit vs AC on Ring Leader (1d20+17=23, 1d20+17=35, 2d4+11=17) Hit AC 35 for 18 damages. If he moves away during his turn, as a free action, Malehan will shift 5 squares to get closer of the Ring Leader, in bracket if possible.
    Free: Centered Flurry of Blow. Ring Leader takes 7 more damages. He is not slided.

    Summary:
    Ring Leader took 25 damages.


    To Players

    @.Players: Anyone who want can use this power for an attack roll of a daily power.
    Divine Guidance (Immediat Interrupt * Close Burst 10)
    Target: An ally within 5 squares of you hits with a melee attack
    Effect: The target can either spend a healing surge or make two damage rolls for the attack and use either result.


    Immediate Interrupt

    @.DM: Also, during the monster turn, Malehan might use one of these interrupt. If more than one trigger is valid at the same time, use the first in list. Please note I might change the Triggering conditions.

    Great Hunger Falchion (Immediate Reaction)
    Trigger:
    1) An enemy adjacent to you scores a critical hit against you.
    2) The enemy is not a Minion.
    Effect: Roll this weaponĺs critical damage dice (including any extra damage from the weaponĺs property => +2d8, add +2d4 for each critical rolled during this encounter) and deal that much damage to the triggering enemy.

    Belt of Raging Endurance (Immediate Interrupt)
    Trigger:
    1) An enemy hits you and causes damage.
    2) Malehan takes 15 damages or more.
    Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.


    Malehan's Stats
    Malehan
    Elf - Avenger - 8
    Initiative +9
    Passive Insight 19; Passive Perception 31
    HP 66/68; THP 5; Bloodied 34; Surge Value 17; Surges Per-Day 9/9
    AC 26; Fortitude 18; Reflex 22; Will 22
    Speed 7
    Action Points: 1

    Current Effects: None

    Basic Attack: Overwhealming Strike Fullblade +15 vs AC 2d4+11 damage and you shift 1 square and slide the target 1 square into the space you occupied.

    Skills: Acrobatics +16, Nature +11, Perception +21, Religion +11, Stealth +15, Thievery +15
    Languages: Common, Elven

    Powers
    [ ]Bond of Pursuit
    [ ]Overwhealming Strike

    [ ]Elven Accuracy
    [X]Oath of Enmity
    [X]Channel Divinity (Abjure Undead or Divine Guidance)
    [X]Takedown Strike
    [X]Centered Flurry of Blow
    [X]Angelic Alacrity
    [X]Sequestering Strike
    [ ]No Respite
    [ ]Refocus Enmity

    [ ]Aspect of Might
    [ ]Menacing Presence
    [ ]Soul Seeker

    [ ]Acrobat Boots [W]
    [ ]Symbol of Scorned Fate [E]
    [ ]Belt of Raging Endurance [E]
    [ ]Great Hunger Falchion [D]
    [ ]Enduring Spirit Vestments [D]
    [ ]Cannith Google [D]
    Characters
    Jarel-karn - Genasi Swordmage 12 [L4W]
    Gloom - Longtooth Shifter Paladin 11 [L4W]
    Eloan - Eladrin Warlord 7 [L4W]
    River - Longtooth Shifter Cleric 11 [LEB]
    Malehan - Elf Avenger 8 [LEB]
    Valeria - Human Witch 1

    "Experience is that great thing that allow you to see a mistake when you do it again."

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