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


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Luinnar

First Post
Yes, I changed the post, thank you. And now changed again, I thought I got temp hps...but still, not bloodied, no need for healing at the start of the fight. Get me out of something drops me :)
OOC: Free:Virtue of Valor, grant Drew 5 THP when he killed that zombie thing.

There you go ;)
 

dimsdale

First Post
[sblock=DM Notes: Please Ignore]
The monk and the paladin hit multiple foes. The wizards attack on the death orb fails due to the death orb's strong will. Prime continues to hammer away at the priest prone in front of him. The priest lock in an internal trace, does nothing to prevent the attacks. The bard misses with his attack but comes to the aid of the monk. The assassin kills one of the priests, then fades away to the shadows. The death orb moves to the center of the fighting. One of the eyes focusses on the paladin, picking him up and throwing him into a grave stone next to the construct. The big eye sets its gaze on the necromancer, who, in turn feels the effect of powerful negative energy flow throw his body, making him vulnerable to future attacks. One of the smaller eyes then unleashes a blast of necrotic energy at the wizard.
[sblock=Hero Actions]
Heros Turn
Dox: kills CP2, invisible
Vermitrax: miss attack against the death orb
Prime: Hits CP3 for 13 and gains 10 THP
Drew: hits cp1 for 48 (killing it), hits CM1 for 26, cm2 hit for 22 and BS1 for 22, gains 5 hp for dropping minion to zero, +5 THP from Sharpte
Sharpe: miss, heals (see Kamotz)
Sharpe Pet Dragon:
Kamotz: 15 necrotic damage, (spends surge, gains surge of hp and thp equal to surge), attack misses CM1, hits CM2 for 17 and BS1 for 13 and -2 to attack rolls TE Kamotz NT, save vs ongoing damage.
Kamotz Familiar:

Total Damage to Enemy:
CP2: -24 DEAD
CP1: DEAD
CP3: -13+ 5 ongoing (save ends)
CF1: -26
CF2: -39 -2 attack rolls
BS1: -35 -2 attack rolls

[/sblock]

[sblock=Enemy Actions]
Enemy Turn
Death Orb:
Free attack: Eye of the Death Orb: aura 5: random attack vs ally within 5 with a random ray:
Possible targets:
1. Kamotz
2. kamotz pet
3: Vermitrax
4. Drew
roll: 1d4 = 1 Kamotz

random attack:
1. fear ray
2. necrotic ray
3. telekinesis ray
roll: 1d3 = 3 telekinesis ray
fear ray vs wolfy: 1d20+17 vs Kamotz reflex: (Hit 19) Kamotz thrown into current location (not before being attacked by cm2 :( ).

Minor: Central Eye vs Vermitrax
Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
deals necrotic damage to the target also deals ongoing 5 necrotic damage
(save ends both).

Movement: see map

Attack:
eye stalk attack 1: telekinesis ray: Ranged 8; +17 vs. Drew reflex =
(Hit 28) Drew thrown to current location
(but not before being attacked by CP1 and BS1 :( )

eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Reflex; 2d8 + 6 necrotic damage vs Vermitrax Reflex: (Hit 22) for 15+10 vulnerable for 25 damage and 5 ongoing (save ends both vulnerable and ongoing)

Death orb takes 5 damage from Kamotz's mark +5 radiant vulnerability = 10


Priest 1 through Priest 6: Summon Undead
Note: This round the chance of summoning an undead creature is 4 out of 6. CP2 can't speak. CP3, though prone still continues to chant.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.

Roll = 3 or 4 summons an undead
Roll = 1, 2, 5 Nothing happens
Roll = 6 (see above)

This round the summoning roll is: 1 so nothing happens

CF1:
attack: 1d20+16, 2d8+7 damage vs Drew AC: (Hit 25) for 9 damage and marked

CF2:
Attacks Kamotz: 1d20+16 vs Kamotz AC for 2d8+7= (hit 32) for 18 and marked

BS1:
scimitar attack vs drew: 1d20+9 vs drew ac, 1d8+3 +5 necrotic damage = miss

Z1:
move to current location
Attack: attack wolfy 1d20+6 vs wolfy AC for 2d6+2 (Hit 25) for 11 damage and grabbed


Total Damage to Heros:
Kamotz: -18, -2 to attacks (save ends), 10 vulnerability to necrotic damage and 5 on-going if hit (save ends both)
wolf: -5, -2 to attacks (save ends)
Prime: -8

[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats

Dox:
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0

Vermitrax:
AC: 22 Fort: 20 Ref: 22 Will: 22
Others Saving Throws: Resistances: 5 Cold, 10 Force Immunities:
Health HP: 54 Surges value: 13 Surges/day: 9

Prime:
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20 Damage resistance 1
HP:75/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
AP: 1 Power points 4/4

Drew:
AC: 23 Fort: 19 Reflex: 22 Will: 20
HP: 29/54 Surges: 8/8 Surge Value: 13

Sharpe:
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Sharpe Pet Dragon:
HP 60/60; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18

Kamotz: -2 to attacks (save ends)
HP 24/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 9/9
AC 24 Fortitude 18 Reflex 17 Will 19

Kamotz Pet: -2 to attacks (save ends)
HP 62/67 AC 19 Fortitude 18 Reflex 17 Will 16 Surges Per-Day 1
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)


Enemy Stats
Death Orb: 190/200
F1: 130/156
F2: 129/158
P1: DEAD
P2: DEAD
P3: 11/50 prone 5 ongoing
P4: 50/50
P5: 50/50
BS1: 42/77
Z1:DEAD

[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP 60 F 10 R 10 W (Not possible due to trance)

Fighter:
HP ?? F ?? R ?? W ??

Death Orb
HP 200 F 24 R 25 W 26
Special attacks: ???

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Cult Fighter
HP 156; Bloodied 78
AC 24; Fortitude 23, Reflex 25, Will 20
Fighter Mark: An enemy adjacent to the fighter is marked until
then end of the fighter's next turn. The adjacent enemies does
not receive CA when flanking the fighter when marked.

[/sblock]
[/sblock]
 
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dimsdale

First Post
The monk and the paladin hit multiple foes. The wizards attack on the death orb fails due to the death orb's strong will. Prime continues to hammer away at the priest prone in front of him. The priest lock in an internal trace, does nothing to prevent the attacks. The bard misses with his attack but comes to the aid of the monk. The assassin kills one of the priests, then fades away to the shadows. The death orb moves to the center of the fighting. One of the eyes focusses on the paladin, picking him up and throwing him into a grave stone next to the construct. Before being launch, Kamotz to a nasty cut by the one of the fighters. Most of the blow was absorbed through the bard's magic. The big eye sets its gaze on the necromancer, who, in turn feels the effect of powerful negative energy flow throw his body, making him vulnerable to future attacks. One of the smaller eyes then unleashes a blast of necrotic energy at the wizard causing great pain and damage. Another eye locks in on drew and launches him as well, not before the other fighter lands a minor blow on the monk. Some of that damage was absorbed as well.

[sblock=Hero Actions]
Heros Turn
Dox: kills CP2, invisible
Vermitrax: miss attack against the death orb
Prime: Hits CP3 for 13 and gains 10 THP
Drew: hits cp1 for 48 (killing it), hits CM1 for 26, cm2 hit for 22 and BS1 for 22, gains 5 hp for dropping minion to zero, +5 THP from Sharpte
Sharpe: miss, heals (see Kamotz)
Sharpe Pet Dragon:
Kamotz: 15 necrotic damage, (spends surge, gains surge of hp and thp equal to surge), attack misses CM1, hits CM2 for 17 and BS1 for 13 and -2 to attack rolls TE Kamotz NT, save vs ongoing damage.
Kamotz Familiar:

Total Damage to Enemy:
CP2: -24 DEAD
CP1: DEAD
CP3: -13+ 5 ongoing (save ends)
CF1: -26
CF2: -39 -2 attack rolls
BS1: -35 -2 attack rolls

[/sblock]

[sblock=Enemy Actions]
Enemy Turn
Death Orb:
Free attack: Eye of the Death Orb: aura 5: random attack vs ally within 5 with a random ray:
Possible targets:
1. Kamotz
2. kamotz pet
3: Vermitrax
4. Drew
roll: 1d4 = 1 Kamotz

random attack:
1. fear ray
2. necrotic ray
3. telekinesis ray
roll: 1d3 = 3 telekinesis ray
fear ray vs wolfy: 1d20+17 vs Kamotz reflex: (Hit 19) Kamotz thrown into current location (not before being attacked by cm2 :( ).

Minor: Central Eye vs Vermitrax
Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
deals necrotic damage to the target also deals ongoing 5 necrotic damage
(save ends both).

Movement: see map

Attack:
eye stalk attack 1: telekinesis ray: Ranged 8; +17 vs. Drew reflex =
(Hit 28) Drew thrown to current location
(but not before being attacked by CP1 and BS1 :( )

eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Reflex; 2d8 + 6 necrotic damage vs Vermitrax Reflex: (Hit 22) for 15+10 vulnerable for 25 damage and 5 ongoing (save ends both vulnerable and ongoing)

Death orb takes 5 damage from Kamotz's mark +5 radiant vulnerability = 10


Priest 1 through Priest 6: Summon Undead
Note: This round the chance of summoning an undead creature is 4 out of 6. CP2 can't speak. CP3, though prone still continues to chant.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.

Roll = 3 or 4 summons an undead
Roll = 1, 2, 5 Nothing happens
Roll = 6 (see above)

This round the summoning roll is: 1 so nothing happens

CF1:
attack: 1d20+16, 2d8+7 damage vs Drew AC: (Hit 25) for 9 damage and marked

CF2:
Attacks Kamotz: 1d20+16 vs Kamotz AC for 2d8+7= (hit 32) for 18 and marked

BS1:
scimitar attack vs drew: 1d20+9 vs drew ac, 1d8+3 +5 necrotic damage = miss

Z1:
move to current location
Attack: attack wolfy 1d20+6 vs wolfy AC for 2d6+2 (Hit 25) for 11 damage and grabbed


Total Damage to Heros:
Kamotz: takes 15, heals for 12 and 12 temp, hit for 18 and marked -12 temp = 6, total damage: 9 with 0 thp
wolf: -11 and grabbed
Drew: -9 (5 hp absorbed)=4 and marked,
Vemitrax: -25 vulnerable 10 and 5 ongoing (save ends)

[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats

Dox:
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0

Vermitrax: 10 vul necrotic and 5 ongoing (save ends both)
AC: 22 Fort: 20 Ref: 22 Will: 22
Others Saving Throws: Resistances: 5 Cold, 10 Force Immunities:
HP: 29/54 Surges value: 13 Surges/day: 9

Prime:
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20 Damage resistance 1
HP:75/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
AP: 1 Power points 4/4

Drew:
AC: 23 Fort: 19 Reflex: 22 Will: 20
HP: 30/54 Surges: 8/8 Surge Value: 13

Sharpe:
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Sharpe Pet Dragon:
HP 60/60; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18

Kamotz: -2 to attacks (save ends), Bloodied
HP 8/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 8/9
AC 24 Fortitude 18 Reflex 17 Will 19

Kamotz Pet: -2 to attacks (save ends)
HP 62/67 AC 19 Fortitude 18 Reflex 17 Will 16 Surges Per-Day 1
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)


Enemy Stats
Death Orb: 190/200
F1: 130/156
F2: 129/158
P1: DEAD
P2: DEAD
P3: 11/50 prone 5 ongoing
P4: 50/50
P5: 50/50
BS1: 42/77
Z1:DEAD

[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP 60 F 10 R 10 W (Not possible due to trance)

Fighter:
HP ?? F ?? R ?? W ??

Death Orb
HP 200 F 24 R 25 W 26
Special attacks: ???

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Cult Fighter
HP 156; Bloodied 78
AC 24; Fortitude 23, Reflex 25, Will 20
Fighter Mark: An enemy adjacent to the fighter is marked until
then end of the fighter's next turn. The adjacent enemies does
not receive CA when flanking the fighter when marked.

[/sblock]

GM: Let me know if you find an error. Again, my apologies for not getting this done last weekend. I had time. For some reason I though someone else needed to go.
 

stonegod

Spawn of Khyber/LEB Judge
OOC: I hope CP2 can't speak, he's dead. ;)
Out of the darkness, the unremarkable man strikes another priest, cutting off his windpipe before he can grunt.
OOC: Use Garrote Strangle again: Hit, 18 dmg, grabbed, and cannot speak.
[sblock=Dox (Resist 4 all CP4, grabbing)]Dox—Male Shade Son of Peresefa Executioner 8
Initiative: +10, Passive Perception: 19, Passive Insight: 14
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0
Powers -
Garrote Strangle
Poisoned Dagger
Quick Lunge
Hidden Stab

Assassin's Strike
Low Blow

One with Shadow
Darting Shadow

Warlock's Curse
Fleeting Shade

2 Assassin Poisons (daily)
Elven Battle Leather Armor (encounter)
Rope of Climbing (free)


Dox - PC:Dox (stonegod) - L4W Wiki[/sblock]
 
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Voda Vosa

First Post
At the last moment, Vermitrax raises a barrier of sickly blue energy that absorbs the necrotic ray completely. He grins and mutters. "Well then, it seems you'll not move at my command. I'll have to obliterate you!" the wizard chants hissing words, and outstretches his hand, producing a glowing circle of blue runes around it. From the circle surges a giant icy hand, identical to Vermitrax's hand. It shoots towards the death orb, which manages to dodge the initial attack. The hand clenches just where the death orb was. "Blasted creature!"

Actions: Shield: Imm Inter, avoids attack. Conjure ice hand, Ice hand attacks and misses. Its next to the orb now. Skeleton moves. Vermitrax saves vs dam vuln.
 
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Someone

Adventurer
OOC: What happened with the map? Most tombstones are gone, and the Gravesite zone aura wasn't that big


+++That thing is too strong for us, and we can't reach it+++

+++We need to enter the mausoleum for cover and force it to come to us+++

+++I'll try to open a way+++

+++You, finish that wounded priest+++


After showing those messages, Prime advances towards the mausoleum, casually hitting one of the guards with his hammer with the usual brutal force, driving him backwards. Not even that stops him, as he continues moving forward followed by Sharpe's frenzied cheering.

[sblock=actions]
Move: To K11
Minor: Battlemind's demand on CM2, he's Marked until the end of the encounter or I use this power again.
Standard: Bull's strength on CM2, auto fail. Repeat the attack using an action point, this time should hit for 12 damage and it's pushed 3 squares to current location.
Special: Be slid forward 4 squares to current location with ( [MENTION=44459]Luinnar[/MENTION] ) Sharpe's Moment of Escape.
[/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: 0 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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