[Adventure]: A Knight in d'Argent Manor (DM: renau1g, Judge: Luinnar)

Malakai is stunned momentarily as he is pelted with arrows. With a flare of flame about his body, the Tiefling burns away the wooden shafts of the arrow, ensuring that the metallic heads will not bury themselves deeper in his flesh. The elf had range on him, easily, but they were in a confined space and had nowhere to run. Malakai had that advantage, and had power on his side. Feeling an immense rush of power envelope him and sensing that the spell came from Dina, Malakai smiled at her. That smile turned wickedly malicious as he turned his gaze back to the elf and pushed through the hedge blocking his way. Walking into the open was a dangerous move, but it allowed him to get close enough to his targets to get a clear shot.

Malakai could see the elf within clearly, and best, he knew that the elf could now see him. Raising his dagger parallel with the ground, he aimed at the pointy-eared bowmen while allowing his mind to drift into the planes of Chaos in search for an apt source of elemental fire. Finding a pool of magma was quick, and Malakai quickly harnessed its fiery power, feeling it flow through his body. Wanting to truly punish the bandits blocking their way, he pulled on the magma pool as hard as he could with the force of his will. Feeling the pool drained of power and seeing the magma cool and harden into stone, he knew he was ready to unleash Hell...literally!

"Vis vires qui exsisto, adustum viscus atqui mutatio os in cineris!"

From the tip of his blade, two lines of black and red flames burst forth from Malakai's dagger, twisting around each other as they entered the house.

"Scindo!" he shouted, as the bolts of fire reached a point equidistant from two of the Tiefling's foes. Suddenly, the bolts of fire unwrapped themselves, sending the black bolt off toward the Dwarf, and the red bolt toward the Elf.

[sblock=Actions]
Move: Moves through the hedge to Q27. (Assuming Hedge is difficult terrain. If not, please let me know).
Standard: Malakai targets the elf with Elemental Bolt.
Free Action: Uses Elemental Escalation, targeting the Dwarf and increasing the damage of Elemental Bolt by 1d10.

Malakai hits 26 Reflex vs the Elf and hits 21 Reflex vs the Dwarf (Increase these by 1 if either of these creatures is bloodied). If any of those hit, it deals 24 fire damage to the hit creature.

No Action: IF the elf is hit and is not killed by the above attack, then Malakai will use Hellfire Heart to deal another 6 fire damage to the elf and give it a -2 penalty to attacks vs Malakai until the start of Malakai's next turn. (Please let me know if Malakai uses this power or not so I can cross it off of my list of available powers)
[/sblock]

[sblock=Malakai's Stats] Malakai - Tiefling Sorcerer (Elementalist) 4
Passive Perception 12, Passive Insight 12
AC 17, Fort 17, Reflex 13, Will 20
HP 40/46, Bloodied 23, Surge Value 11, Surges 10/10
Speed 6, Initiative +2
Action Points: 1, Second Wind
At-Will Powers: Elemental Bolt, Ignition
Encounter Powers: Elemental Escalation (Fire) (used 1 of 2 per encounter), Hellfire Heart, Shield of Flames
Daily Powers: Diabolic Transformation, Black Wrath of Hell
Item Powers: Chromatic Robe Power (Encounter), Flame Bracers Poser (Daily) [/sblock]
 
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renau1g

First Post
OOC: Just need @Walking_dad to correct the wall and we're good. Oh and I finally approved Nathantiel WD

Reflexes are 19 for elf, 21 for DB, 19 for dwarf.
Fort is 17 for elf, 18 for DB, 22 for dwarf

Edit: and on an unrelated matter, both Fhangrim and Gray are approved Meepo and Crimson
 
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renau1g

First Post
You didn't think it would be that easy did you?

Between the eldritch blast from Artemis, the wind buffets of Nathantiel and the fiery might of Malakai, the elf collapses under the assault, his body curled into a fetal position in a completely useless attempt to protect himself from the infernal flames.

With a howl of anguish, which somehow seems to be right next to Malakai, "Eladrial! No!" and the tiefling feels a painful wound in his abdomen. Looking down a short sword is protruding out of a deep wound, held by a female drow with a fierce determined look on her face as she twists the blade in the wound.

A human armed with a staff covered in frost walks around the corner, his eyes glassy as he looks at you, in a familiar voice he announces, "You should have listened and walked away. Now I'm afraid you have lost your chance to leave." he pronounces and levels the staff at Artemis. Despite some protection from cold, the unnatural chill leaves the hexblade shivering.

The archers continue pelting the heroes, although they are far less effective this time.

The dragonborn moves around the windwall and fires three bolts of arcane energy that slams into Artemis and Berry, and one that Lilli easily dodges.

The dwarf moves up to go through the door, and then bumps into something and appears confused, the glassy look on his face evident.

OOC: Round Highlights - Elf is dead. Two new enemies appear, one carries a staff, the other was invisible and appeared next to Malakai. Artemis and Malakai are almost ko'd.


[sblock=Actions]
Map - https://docs.google.com/spreadsheet/ccc?key=0At2zf_98Ne5JdGw0QVRLcDBrLVJSSEpZckVyTmt5UVE#gid=0

Drow - attacks Malakai - vs fort (Malakai); dmg (1d20+11=17, 4d8+7=34) hits for 34

Human - moves to X23 (was in U18). Bolt of cold on Artemis - vs fort (Artemis); cold dmg (1d20+13=33, 2d8+9=12) crit for 20 cold damage (incl. resist)

Scrubs - Lerrick, Lerrick, Dina, Artemis, Artemis (1d20+14=24, 1d20+14=29, 1d20+14=19, 1d20+14=18, 1d20+14=17) one hit on Lerrick for 6, miss Dina, two miss Artemis

DB (dragonborn) - moves to Y21, Arcane Volley - vs ref (Artemis, Lilli, Berry) (1d20+13=28, 1d20+13=17, 1d20+13=29) hits Artemis and Berry for force (2d6+5=11)

D (dwarf) - wants to double move to T29, but walks into Nathantial's square and stops.


[/sblock]

[sblock=Status]
Please include your mini-stats in your combat posts.

Lilli:
Artemis: 7/42, bloodied, 6/8 surges, used SW
Malakai: 6/46, bloodied
Dina:49/54 -
Lerrick: 51/57
Nathantiel: 61/61
Berry: 19/30

D: 69/93 - AC: 24 - F/R/W: 22/19/19
DB: 54/69 - AC: 20 - F/R/W: 18/21/20
Elf: 4/55, used Elven Accuracy - dead
Drow: 71/71 - AC: 22 - F/R/W: 19/19/21
Human: 105/105 - AC: 24 - F/R/W: 22/21/19
5 x X (scrubs): 1/1 - AC: 21 - F/R/W: 19/20/18

Reflexes are 19 for elf, 21 for DB, 19 for dwarf.
Fort is 17 for elf, 18 for DB, 22 for dwarf

x on map denotes scrub
[/sblock]
 

Son of Meepo

First Post
Dina encourages Malakai to continue the fight and then decides to help take care of the drow. Moving into position, the drow turns to face the new threat, and that is when Dina's plan is unleashed.

"Artemis! Now!"


[sblock=Actions]Minor: Inspiring Word - Malakai spends a surge healing surge value + 4
Inspiring Word (2d6+1=4)
Move: R27
Standard: Provocative Order (Artemis)[/sblock]

OOC: Artemis may make a charge attack as a free action at +1[W] damage. If Artemis attacks the drow he will get an additional +2 to hit.
 

dimsdale

First Post
Wait Artemis! The cleric's eyes turn bright silver, before a wave of healing warmth pours into the Hexblade. Now go!. Lerrick then turns towards the drow and mumbles to herself as she tries unsuccessfully to penetrate the drow's mind.

[sblock=actions]
movement: move to current location
minor: healing word on Artemis: Artemis uses a healing surge for 10, with an additional 2d6+5= 11 for a total of 21 hp.
attack: bane vs drow: 1d20+11 vs drow's will: miss
[/sblock]

[sblock=Lerrick's Statblock]
Lerrick- Female Half-Elf Cleric 7
Status: None
Initiative: +3, Passive perception: 18, Passive Insight: 23

AC 21: Fort: 18 Ref: 17 Will: 23


HP: 51/57 Bloodied: 28 Surge value: 14 Surges/day:
8/8 Speed: 5 squares,
Languages: Common, Primordial

Action Point: 1

Second Wind: unused

Powers:
[ ]Astreal Seal
[ ]Sacred Flame


[ ]Channel Divinity: Favor of the Gods
[ ]Channel Divinity: Healer's Mercy
[ ]Knack for Success
[x]Bane
[ ]Noble Presence
[ ]Denunciation
[x][ ]Healing Word
[ ]Hymn of Resurgence
[x]Bastion of Health


[ ]Life Transference
[ ]Iron to Glass
[ ]Moment of Glory
[/sblock]
 
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Walking Dad

First Post
Nathantiel Xiloscient (Protector Druid 7)

Three stones are hurled from them "empty" spot Nate stands, felling one enemy and pushes the dwarf back. Leaving behind a conjured brush field, Nate moves into a safer position and Berry finally advances.

[sblock=OOC]

standard: cast magic Stone
Combat Advantage (still invisible until movement) saves the round. Push D1 to X25
minor: Nature Growth (green is difficult ground for non-allies)
move: Nate to AA28, Berry to T30


[sblock=Quick Sheet]
Nathantiel Xiloscient
Perception: 27 Insight: 18 Low-light Vision
AC 23 Fortitude 17 Reflex 21 Will 21
Initiative: +17 (sense threat)
Hit Points: 61 / 61 Bloodied: 30
Temporary Hit Points: -
Resist:-
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.0
Healing Surge: 15 Surges per day: 9 / 9
At-Will Powers: Fire Hawk, Magic Stone
Encounter Powers: Nature's Growth, Thorn Spray, Wind Wall, Charm Beast, Camouflage Cloak, Amulet of Life
Daily Powers: Summon Natural Ally 2/2, Seed of Healing (seed), (Summoner's Staff - not in hand)

Condition:

[sblock=Berry Sheet]
Perception: 29 Low-light Vision
AC 23 Fortitude 19 Reflex 21 Will 21
Initiative: +7
Hit Points: 19 / 30 Bloodied: 15
Temporary Hit Points: -

Conditions:
[/sblock][/sblock][/sblock]
 
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FourMonos

First Post
Come on R1, no one thought you'd make this easy

"Your fate is set, fool! You only delay the inevitable!"

At Dina's command, he charges recklessly at the drow. His blade strikes true, the blow from the blade spilling astral light.

When the drow disappears, Artemis swears, "Blast! Get back here you coward."

Recognizing that the three allies standing together would be bad when the ice throwing wizard came around the corner, Artemis levels a blast at the enemy he could see, the dwarf, before moving into cover next to the manor.

[sblock=actions]
Prior to turn: Regain 21 HP.

Free: Charge to P-27 for attack on drow w/ Resplendent Blade: 1d20+13+1+2, 1d10+15+1d10 → ([10, 13, 1, 2], [7, 15, 2]) Roll. Hit AC 26 for 24 radiant damage.

Standard: Eldritch Bolt vs. dwarf: 1d20+10, 1d10+12 → ([14, 10], [9, 12]) Roll. Hit reflex 24 for 21 force damage.

Movement: Move to U-23.

[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 5
Status:
Initiative: +3, Passive perception: 11, Passive Insight: 16

AC 21 (20): For: 16 Ref: 18 Will: 20
Resist 5 cold

HP: 28/42 Bloodied: 21 Surge value: 10 Surges/day: 5/8 Speed: 5 squares,
Languages: Common, Primordial

Action Point: 1

Second Wind: used

Powers: Resplendent Blade, Eldritch Bolt, Dire Fate
Wield the Warp 1 2, Heroic Effort, Spectral Fade
Confusion of the Cosmos, Shard of Darkness, Inspiring Word, Frostwolf Pelt, Ironscar Rod, Lesser Planar Ally [/sblock]
 
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renau1g

First Post
OOC: [MENTION=88601]FourMonos[/MENTION] - the charge was a free action so you still have a standard (or AP) and as it doesn't fall on your turn, I believe there's no interference with your normal actions.

But! As an immediate reaction to getting hit by the charge the drow disappears from view.

Uses Eldritch Escape
 

Neil1889

First Post
Lilli realises she is somewhat exposed and takes cover behind the hedge.

Lilli sees the dwarf standing out on the edge of her range suddenly accosted by a growth of verdant green plants and decides to use it in her spell. In the dwarf's mind, the plants suddenly whip up snakey tenebrous vines that threaten to suffocate him as they head towards his nostrils. The dwarf's psychic anguish threatens to spill over to the archer next to him...

OOC: DM/Judge question: I think the spell in the previous round actually would have hit Lilli; if this is confirmed that this is the case, then Lilli will have actually used Shield spell to ward it off.


[sblock=actions]Move action: Lilli moves to square S35, using the hedge as cover.

Standard action: Lilli casts Nightmare Eruption on the Dwarf (D1).
Total to Hit = 22. Potential Damage = 8.
If hit, the Minion next to the dwarf in square X26 cops for 5 damage.

Nightmare Eruption (At Will Standard Ranged 10 Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +9 vs. Will
Hit: 1d8+6 Psychic damage and any enemy adjacent to the target takes 5 Psychic damage.

On the dwarf (D1) - Feat: Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.

Potential Immediate actions:
If hit by an attack and the use of the Shield spell will ward it off, Lilli'll use:

Shield (Encounter Immediate Interrupt Personal Arcane, Force)
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

If Lilli becomes bloodied during a sequence of attacks and it looks like more attacks are incoming, Lilli'll use:

Fade Away (Encounter Immediate Reaction Personal Illusion (Racial Ability))
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.
[/sblock]

[sblock=Ministats:]
Lilli

Female Gnome Illusionist Wizard, Level 5.
Initiative: +2, Passive Perception: 13, Passive Insight: 18. Senses: Low-light vision.
AC:18, Fort: 13, Reflex: 17, Will: 17.
HP: 38/38, Bloodied: 19, Surge Value: 9, Surges left: 7/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic. Dwarven.
Saving Throw Bonuses: +5 Racial bonus against illusions.
Action Points: 1
Powers:
Fade Away
Second Wind
Ghost Sound
Light
Prestidigitation
Mage Hand
Orb of Deception
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows
Horrid Whispers
Shield
Maze of Mirrors
Visions of Avarice [Visions of Avarice Secondary Attack]
Majestic Word
Orb of Far Seeing - Encounter Power
Orb of Far Seeing -Daily Power
Feyleaf Sandals - Daily Power
[/sblock]
 
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