[adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??)

Embarassed by his first attack, Drew focuses all his might into one blow and it strikes the priest, blowing him away. Drew soars right behind and OVER him, his jump carrying him clear over priests head.

He's spinning even before landing, stomping on the priest and first guard and launching himself over toward the skeleton, bouncing back and landing finally in wide low stance, his swinging arms catching both guards as he closes into defensive posture, weaving and bobbing around.


[sblock=Actions]
Standard: Crane's Wings vs Fort (CP1); damage (1d20+11=30, 1d10+7+1=18) - CP1 is slid to J3 (Flurry of blows) and takes additional 8 damage. He is then pushed 2 squares to L5, Drew gains +1 AC & Ref TENT


Move: Athletics to jump (1d20+10+5=26) - considered to have running start so 5 squares of jumping distance with over 1 square in height as movement technique of Crane's Wings

AP:
Masterful Spiral vs Ref(CM1; CM2; CP1; BS1); force damage (1d20+11=21, 1d20+11=23, 1d20+11=21, 1d20+11=28, 3d8+7+1=20) - I'm guessing that hits all, CP1 DIES, Drew has +1 reach with all melee touch attacks

Rain of Hammers property: CM1 takes additional 4 damage

Summary:
CP1: 48 damage
CM1: 26 damage - if 21 does not hit his reflex, it's only 15
CM2: 22 damage - if 23 does not hit his reflex, it's only 11
BS1: 22 damage
[/sblock]

[sblock=Drew Stats]
AC: 23+1 Fort: 19 Reflex: 22+1 Will: 20
+1 AC & Ref from hitting with shielding focus
HP: 34/54 Surges: 8/8 Surge Value: 13

MBA: +14 vs AC 1d8+6 (unarmed strike); 1d4+6 with the dagger
RBA: +11 vs AC 1d4+5 (dagger)

FEATS
Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashing Kama Style, Ki Expertise, Beshaba's Boon

POWERS

Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows



Drunken Monkey
Second Wind
Eternal Mountain
Iron Wolf Charge
Echoing Thunder
Mountainfall Stomp



Masterful Spiral
Water Gives Way


Mountain Ki Rain of Hammers- On a hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
Property: If Drew drops an enemy, one enemy adjacent to Drew takes 4 damage
Daily Minor: Make one at-will attack vs enemy already hit this turn.
Acrobat Boots - stand up as minor
Bloodthread cloth armor - +1 to AC when bloodied

Acrobatics +14; Athletics +10; Perception +13; Stealth +14; Thievery +14
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Voda Vosa

First Post
Noticing the construct's indesicion, Vermitrax calls out! "I'll deliver it to you Prime, stand ready!" Again his eyes flicker and try to get hold of the Death orb's mind, ordering it to descend to the ground. The skeleton under Vermitrax's command eyes the prone priest. If he stands, the skeleton is ready to hack at him.

Hypnotism: 23 vs will, if hit, Death orb lowers to ground level. If the priest adjacent to the shadow skeleton stands up, it triggers AoO I think.
 

Someone

Adventurer
Prime shakes the effects of the floating thing's ray, and understands that they lack the means to bring it to mele reach. Hoping that Drew can survive a few seconds surrounded by enemies, he tries to kill the cultist as fast as possible.

[sblock=actions]
Move: To current position
Standard: Crushing Surge on CP3, with bonuses from Combat Advantage and Warforged tactics feat. It hits for 13 damage (29 so far) and Prime gains 10 THP[/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 9

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
Damage resistance 1
HP:75/83 THP: 10 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 1 Power points 4/4
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, Shattered Time, Endure Pain, Moradin's Blessing of Iron, Knockback Warhammer[/sblock]

[sblock=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.

[/sblock]
 
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Luinnar

First Post
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh! We're all going to die except me and the dragon because we are overpowered! Sharpe shouts in hysteria.

OOC: Sharpe will move the beholder to the ground if the Necromancer's attack does not work.
 

CaBaNa

First Post
Relying on his heritage, Kamotz nimbly reacts to the onslaught by the Death Orb. WHIGGINS! the shifter quickly locates his packmate, and confirms his safety. STAY!

The dark fires alight in Kamotz eyes and burn ever brighter, his plate armor sliding to accommodate the enraged beast the shifter was becoming. Visibly growing taller, drool began to fall and puddle beneath the shifter. I am death... started the shifter as he threw his shield into the nearby zombie, knocking it's attack wide. Kamotz stalked back into the dancing flames of the newly anointed gravesite. DEATH HAS NO POWER OVER ME! the holy words are affirmed as Kamotz' holy symbol spews a blinding ball of dark fire. The rotating obsidian radiance washed over the boneshard skeleton and the mausoleum guards with a roar. When the flash dissipates, Kamotz stands, still shaking but true to his word; Death's touch bothered him no more. Drew, who had been standing in the middle of the blast, was unscathed by the divine blight.


[sblock=OOC]
@MetaVoid Drew was +2 to damage for all attacks in the Gravesite, and gained 5 HP when CP1 dropped to 0 HP.
[MENTION=79956]dimsdale[/MENTION] you're welcome to roll an attack from BS1 on Kamotz/Whiggins for last round (as BS1 was not dominated and Kamotz/Whiggins wre the only PC's in melee reach.)

[sblock=Actions]
Start turn
Take 5 Necrotic +10 vulnerability to necrotic = 15 necrotic damage
Kamotz at 17/50 bloodied

Minor action
Longtooth Shifting
Requirement: Kamtoz must be bloodied
Effect: Until the end of the encounter, Kamotz gain +2 bonus to damage rolls. While Kamotz is bloodied, he gains Regeneration 2.

Move to M9
OA from Zombie Miss

Standard
Shining Symbol Close blast 3 K6-M8
Each enemy in the blast (includes -2 from Death Orb)
11 vs Will CM1
24 vs Will CM2
16 vs Will BS1
26 vs Will Death Orb (In case Vermitrax/Sharpe managed to bring it in range, roll lookup)
On a hit 13 Radiant and the target takes -2 penalty to attack rolls TE of Kamotz' NT.
First target hit takes an additional 4 fire damage (Onatar's Forge)
Roll Lookup


save vs -2 to att Fail
save vs vul necrotic and ongoing SUCCESS

Whiggins save vs -2 att Fail

[/sblock]
[sblock=Ministat]


Is -2 to attacks (save ends)

Kamotz (Cleric|Paladin)
Initiative +3 Passive Insight 24 Passive Perception 22 Senses Low-Light
HP 17/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 9/9
AC 24 Fortitude 18 Reflex 17 Will 19
Second wind; Not Used
Action point; 0
Speed 5
At-will: Holy Strike, Lance of Faith, Divine Challenge
Encounter: Longtooth Shifting, Healing Word, Heedless Fury, Call of Challenge, Death Surge, Shining Symbol
Daily:Blood of the Mighty, Avenging Flame, Gravesite
Consumable; Fey Step Potion, Unguent of Darkvision, Vial of Darkness

Whiggins (-2 att)
Passive Insight 14 Passive Perception 19; Senses Low-Light
HP 62/67 Bloodied 33 Surge Value 16; Surges Per-Day 1
AC 19 Fortitude 18 Reflex 17 Will 16
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)
At-Will: Bite
[/sblock][/sblock]
 
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dimsdale

First Post
[MENTION=79956]dimsdale[/MENTION] you're welcome to roll an attack from BS1 on Kamotz/Whiggins for last round (as BS1 was not dominated and Kamotz/Whiggins wre the only PC's in melee reach.)

GM: Nah...I missed that. I'll make up for it next round :)


GM: Vermitrax's attack missed. Will 26 or higher. That is one big bad ball of death :)
 
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Luinnar

First Post
Take that! Sharpe shouts pointing his sword at the beholder and shooting a bolt of thunder out which bounces off its hide.

And that! Sharpe shouts blasting a bolt of arcane energy at Drew and healing him.

And that! he shrieks, blasting another bolt at Kamotz and healing him as well.

Not so tough are you, giant eyeball thing?
[sblock=actions]
Standard:Thunder's Calling on death orb 18 vs fort, Will have to get it next turn.

Minor burst 5:Revitalizing Incantation on Kamozy, he spends 1 surge and gains a surge worth of HP and a surge worth of THP. @CaBaNa
[/sblock]
[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10; Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 6
Init: +3, Passive Perception: 18, Passive Insight: 16
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61
Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +8 vs AC, Longsword, 1d8+2 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike, Martyr's Saddle
Majestic Word X2, 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, Unluck
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 ), Armor of the Exalted +1

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:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18
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
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: 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.

:melee: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 —

[/sblock]
 
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