Adventure:A Jaz of all Trades (DM:Luinnar Judge: H.M.Gimlord).

Luinnar

First Post
GM: Sorry, it was late when I finished the post and forgot about initiative :(. baddies get a 24. Please roll init and you may go if you get equal or greater.

Andras may keep his rolls when his turn comes.

Sorry again for the mistakes.
 
Last edited:

log in or register to remove this ad


Dekana

Explorer
As soon as Wellington orders the heroes killed, Jax literally jumps into action. He takes off down the banister, just into dagger-throwing range, and lobs his frosty weapon at Hastings. The blade sails straight into his leg, which immediately lets loose a spray of bright red blood. Even after the dagger dislodges itself and returns to Jax's hand, Hastings finds himself temporarily hobbled by the injury.

Uncle Jaz, infuriated by Dak's betrayal - but even more infuriated at his paymaster - rushes down the stairs and lets loose a crossbow bolt volley at Hastings. The bolt hits Wellington's other leg, adding insult to injury.

[sblock=Jax actions / stats]Jax
Initiative 29. (1d20+14+5=29)

Move: Walk to T15, jumping off a banister.

Standard: Bloodbath vs Hastings hits Fortitude 38 for 54 cold damage, 18 ongoing damage (save ends), and vulnerability 5 cold TENT Jax. (1d20+20+3=38;1d4+11+2+2=19;1d4+11+2+2=17; 3d8+4=18)

Free: Frost Dagger daily power to add on 15 cold damage and Hastings is slowed TENT Jax. (2d8=10) (forgot about the cold vulnerability)

Minor: Shifty to U15.

Uncle Jaz
Initiative: Crits for 42. (1d20+17+5=42)

Move: Technical Trick to T14.

Free: Backstab vs Hastings.

Standard: RBA vs Hastings hits AC 39 for 32 damage. (1d20+22+2+3=39;1d8+8=13;2d6=9;3d6=10)


PC:Jax (Dekana) - L4W Wiki- Male Kobold, 13 Rogue / Daggermaster
Passive Perception: 23, Passive Insight: 22
AC:26, Fort:22, Reflex:26, Will:19, Resist 5 cold, 5 necrotic, Speed:7
HP:89/89, Bloodied:44, Surge Value:22, Surges left:8/9
Initiative +14
Action Points: 1 (encounter)

Conditions

Powers
MBA: +19 vs Reflex, 1d4+14; or with CA, +22 vs Reflex, 1d4+16 + 3d8+4 (1/turn)
RBA: +20 vs Reflex, 1d4+11; or with CA, +23 vs Reflex, 1d4+13 + 3d8+4 (1/turn)
Frost Dagger, Piercing Strike, Riposte Strike, Shifty
Combat Tumbleset, Critical Opportunity, Feytouched, Imperiling Strike, Low Slash, Perfect Feint, Royal Scamper, Running Slash, Second Wind, Sneak in the Attack, Stunning Strike
Battlemaster's Dagger, Bloodbath, Frost Dagger, Knockout, Meditation of the Blade, Press the Advantage, Raven Cloak, Royal Blood

Combat notes: +2 damage with CA; +2 damage with cold; 18-20 crit range (except basic attacks); on crit, make MBA with offhand (not cold damage)
[/sblock]
 
Last edited:

Iron Sky

Procedurally Generated
AFTER SIR EXSIXTEN, NOT FURTHER ROBOTS ARE REQUIRED.

[sblock=Actions]Initiative: 1d20+6+5(Andras)=13

Immediate Actions(in order of priority):
*If Sir Exsixten is bloodiedReactive Surge + Amulet of Life: Sir Exsixten spends two healing surges, gaining 10THP+66HP
*If a marked enemy adjacent to Sir Exsixten shifts or makes an attack that doesn't include himCombat Challenge: MBA against that enemy
*If an enemy hits an ally within 2 squares of Sir Exsixten with a melee attack→Guardian's Charge: Sir Exsixten and the ally shift to each other's squares, Sir Exsixten becomes the target of the attack, and then makes an MBA against the attacker.

[sblock=Sir Exsixten's Statblock] Sir Exsixten, Male Warforged Fighter/Dreadnaught 11
Passive Perception: 19, Passive Insight: 19
AC: 28, Fort:27, Reflex:22, Will:22 -- Speed:5
HP:10+108/116, Bloodied:58, Surge Value:33, Surges left:9/14
Initiative +6, Action Points: 0?

Powers
: Crushing Surge, Brash Strike, Combat Challenge, Unfailing Resources, Hack and Hew, Sweeping Blow, Come and Get It, Inexorable Advance, Guardian's Charge, Daring Shout, Warforged Resolve, Reactive Surge, Second Wind, Comeback Strike, Victorious Surge, Rain of Steel, Boundless Endurance
Items: Potion of Healing, Potion of Resistance x 1, Madstone x 3, Strikebacks, Amulet of Life, Dwarven Thrower, Dwarven Armor, Diamond Cincture, Werewolf Boon
MBA/RBA: +17(+20 OA) vs. AC, 1d12+10 damage and enemy movement is stopped and Sir Exsixten gains 5 temporary hitpoints.
Notes: *Enemies hit take cumulative -1 to AC(save ends) *Gain 5 THP when enemy fails save *Gain 10 THP on healing surge. *Reroll the first 1 on damage rolls *+2 damage with THP *Gain DR10 TsnT on AP *Gain 5+Healing Surges spent THP on short rest *Adjacent enemy grants CA if ally also adjacent to enemy[/sblock][/sblock]
 
Last edited:


nerdytenor

First Post
Dorn reacts quickly (init 31); his eyes roll back in his head as he raises his daggers, and an enormous swirl of clouds forms over the group of enemies at the other end of the boat. An enormous blast of elemental energy crushes them with lightning and thunder. Amazingly, only Count TenSixEx seems to be damaged. (Primordial Storm centered on N16 hits TenSixEx for 24 lightning and thunder damage. On start of his next turn, he takes 10 cold and fire damage).

Dorn moves behind Jax and Jaz and conjures a protective cloud of darkness, obscuring the three of them. (Move to U15. Use deep shroud; Dorn's square and all adjacent are heavily obscured, meaning melee and ranged attacks from more than one square away take a -5, and adjacent melee and ranged take -2).

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

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

Current Effects:
Deep shroud; Dorn's square and all adjacent are heavily obscured
resist 10 psychic, ignore 10 psychic 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 +5TMP 87/93 Bloodied 46 Surge Value 23, Surges 6/7
Speed 7, Initiative +14
Action Points: 1

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
Bedeviling Burst
Spark Form
Furious Assault (no action)
Lightning Shift (move)
Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
Use Action Point

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

2x potion of healing
[/sblock]
 

covaithe

Explorer
Quagmire, too is ready and itching to fight. He leaps off the quarterdeck and takes up a defensive posture slightly in front of Jax. "Get th' one with the horns, lads!"

[sblock=actions and stuff]Man, I'm hoping to get to turn into a shark in this encounter. I imagine if we can push a couple of them into the water, I could go in after them. I bet it would be harder to climb back up with a shark nipping at your legs.

I've not yet updated my sheet with the trollhide armor. Yes, I know, I suck. I can't quite tell if it actually changes my stats any; I'm happy to continue with my current stats until I sort it out, unless someone can easily figure it out for me.

Actions:
Move: to S16
Minor: inspired belligerence on Wellington. He grants CA to Jax because of rogue class feature for going first, so he's a valid target. Now he grants CA to everyone but me, and y'all get +5 to damage rolls against him, until start of my next turn.
Standard: Full defense. +2 to all defenses until start of next turn.
[/sblock]

[sblock=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:82/82, Bloodied:41, Surge Value:20, Surges left:8/9
Action Points: 2, 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:
  • +2 defenses until start of next turn

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)
[/sblock]
 

Luinnar

First Post
[sblock=DM notes please ignore]
GM: Put Dorn at U14 ssince Jax is in U15 :)


Oh my, this handsome man has a mouth on him. the female fire Genasi says smiling at Andras. Too bad I have to kill you, cutie.


i blame star trek for the radical facial hair paint, warforged who is clean shaven. and perhaps they will add giant super robots to the next edition, we shall have a giant battle and destroy half of daunton in our supreme battle for world domination. the Warforged says.


Yeep! Dak screeches. I'm sorry sorry sorry sorry sorry! B-but I needed the money! he cries.

I can't do this, I can't kill family! he says turning to Hastings.

*sigh* I'll double what I am giving you
the tiefling says.

Umm...OK! Dak says puling out a sling.


i am not a slayed vampire, but a warforged with a soul, and i'm no angel! the count says. except that one adventure when-

Enough of this. Hasting says. Kill them! he yells and the female Eladrin fires an arrow at Brenn who ducks just in time. I'll hold her off! Brenn yells, turning into a raven and flying off below deck, the Eladrin running after him.

Traitor! Uncle Jaz yells pulling out a new crossbow he found in the crypt. You are a traitor to the entire clan! Great, great, great Grandpa Dakkin would be very disappointed in you if we knew where he was! Die!
[sblock=actions]
Hastings:
When hit by Jax:
Infernal Wraith: Jax takes 21 fire damage.

Minor: Cruel Taunt burst 5 south vs Quagmire.
31 vs will hit Quagmire is pulled 1 square north and grants CA to Hastings EONT.

rolls
Standard: Charge Quagmire 34 vs AC 30 damage + 12 sneak attack damage.
Minor: Low slash 31 vs AC 19 damage.

AP Standard:Rapier vs Quagmire miss and Hastings shifts 1 square north.

saved vs ongoing

Dorm the Destroyer:
Standard: Maximized fireball area 1 U14
rolls
Jaz: 31 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)
Jax: 31 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)
Sir ExSixTen: miss
Dorn: 34 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)

Glugyug:
Minor: Inspiring word Hasting heals 82 hp

Move:S15

Standard:Sweeping assault vs Uncle Jaz, makes two attacks.
rolls
34 vs AC hit for 22 damage
27 vs AC miss because of Dorn's aura.

Count
Minor: Form of Bat
Move: Fly to W17 around OA.
Free: Change back

Count TenSixEx:
Standard:Dominator's Strike vs Andras
Sir ExSixTen: Guardian's Counter switches places.: vs Sir ExSixTen 29 vs AC 22 damage Count TenSixEx gains 10 THP

Sir ExSixTen's MBA hit for 22 damage Count is marked and Sir gets 5 THP.



[/sblock]

[sblock=Combatants]
Hastings Wellington, Male Tiefling, 18 ongoing damage (save ends), and vulnerability 5 cold TENT Jax, slowed TENT Jax, Grants CA and +5 to damage rolls against SONT Quagmire,
HP163/282; Bloodied 141
AC 29; Fortitude 26; Reflex 30; Will 29

Saving Throws
+2; Action Points 1

Dorm (The Destroyer) Wellington, Male Mul

HP 166; Bloodied 83
AC 29; Fortitude 25; Reflex 27; Will 26


Count TenSixEx, Male Warforged
HP 155/189; Bloodied 95
AC 32; Fortitude 32; Reflex 24; Will 24

Sardna, Female Firesoul Genasi
HP 143; Bloodied 72
AC 31; Fortitude 26; Reflex 27; Will 29

Cousin Dak, Male Kobold
HP 150; Bloodied 75
AC 31; Fortitude 26; Reflex 27; Will 29

Glugyug, Male Goblyn
HP 171; Bloodied 86
AC 30; Fortitude 29; Reflex 26; Will 28

Sir ExSixTen:116/116,
Dorn: 93/93, Dorn's square and all adjacent are heavily obscured, melee and ranged attacks from more than one square away take a -5, and adjacent melee and ranged take -2
Jax:88/88
Andras:81/81
Quagmire: 82/82, +2 to defenses SONT.
Uncle Jaz: 91/91
[/sblock]

[sblock=Uncle Jaz (updated with more to hit and extra backstab usage)]
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; +22 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.
Special: Jaz can use this twice per encounter.

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
[/sblock]
[sblock=Terrain]
The barrels, cannons, boxes etc. are difficult terrain.

The party is currently on the upper level, they can go down the stairs or just off the bannister to reach the lower level. Climbing up to the upper level without using the stairs requires a DC 18 athletics check.

Characters can be pushed off in the water but get a save. You can use ropes on the ship to climb back up out of the water, this requires no check but takes a full move action.

The round wooden things is the mast, You can pass through but not end your turn in the square.
[/sblock]
[/sblock]
 

Luinnar

First Post
I've not yet updated my sheet with the trollhide armor. Yes, I know, I suck. I can't quite tell if it actually changes my stats any; I'm happy to continue with my current stats until I sort it out, unless someone can easily figure it out for me.
GM: Hope this helps :)

Trollskin Wyvernscale Armor:
+12 AC, -1 speed, 45 lbs

Power: Daily Healing
Standard:Gain regeneration 5 until the end of the encounter or you drop to 0 HP.

If you take fire or acid damage the regeneration is suppressed until EONT.

That would mean you have the same AC, is that right? Did you want something else since it is the same AC? I suppose it is not too late to switch (I saw it on your wish list).
 
Last edited:

covaithe

Explorer
OOC: I spent some more time looking at it last night. The trollhide armor does increase my AC by 1, since it's scale instead of chain. However, that presents another problem: I don't have scale armor proficiency! I think it was on my wishlist since I was considering picking that proficiency up at some point in the future, but I don't have it yet. Oops.

So, what to do? I guess my preference would be to swap it for somehting else, such as +3 neck slot item, or something Q doesn't have yet, like a head slot. Failing that, I guess I could sit on it until an XP award and retrain a feat for scale proficiency.
 

Remove ads

Top