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Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

Tenchuu

First Post
[sblock=ooc]Exactly. My plan is to draw the AoE toward me, if possible, and pray the kobolds keep that thing grounded. As long as it can't attack me, that's 8 auto damage per round minimum. I think this encounter alone I will surpass all the damage Jin ever managed to land. :p

Once one side is dead, we can re-assess the strategy.

Moral of the story: everyone needs to get a cheap L1 magic ranged weapon, for situations like these (myself included). [/sblock]
 

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Walking Dad

First Post
I got a +1 ranged weapon. Hasn't one of your powers reach?

changing the action posted in my last post to this:


Riardon

Riardon sighs as he switches weapons again. His thrown javlin bounces of harmlessly from the scaled beast's hide and reappears in his hand.

[sblock=OOC]

move: put away sword
minor: draw javelin
standard: Javelin throw (1d20+9=14, 1d6+5=9)

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 38 / 49 Bloodied: 24
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:11 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst, Double SW

Condition:

[/sblock][/sblock]
 

Tenchuu

First Post
[sblock=ooc]My reaching powers are designed to pull enemies to me. Great for dealing with ranged foes; but my tactic here is really to put the dragon in a no-win situation: Do nothing, or attack and deal itself damage while taking penalties to both hit and damage.
[/sblock]
 

BenBrown

First Post
[sblock=whoops!]Now here I got Fenwick this fancy chargin' axe what does extra damage when chargin', and durned if I don't forget to add that extra damage when he goes and charges. Should be an extra (1d8=1) damage on his last attack. Oh well. Every little bit helps.

I'll post this round later. Got to get me some eatin's first.[/sblock]
 

BenBrown

First Post
Fenwick backs up to charge again, the potential shock of the electricity seems a much less significant hazard than an angry dragon. His axe hits true again!
"Lightning can not keep Fenwick from hitting things!" he calls as he dances back out of the way.

[sblock=Actions]Move: to -E24 in order to get adequate run-up for a charge.
Standard: Charge to -A24, Howling Strike (charge) vs. dragon. (1d20+9+1=29) Another hit! Howling Strike damage vs. dragon. (1d12.minroll(3)+1d6+1d8+6=19)
Free shift from boots of Adept Charging to -B25

5 damage from electricity, but well worth it.[/sblock][sblock=Fenwick stat block]Fenwick Male Orc Barbarian 4
Initiative: +3, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:19, Fort:18, Reflex:13, Will:15
HP:33/49, Bloodied:24, Surge Value:12, Surges left:11/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Warrior's Surge, Roar of Triumph,
Vault the Fallen, Shrug It Off, Shatterbone Strike
Swift Panther Rage,
Vanguard Execution Axe, Skald's Armor


Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack and damage rolls.
[/sblock]
 

H.M.Gimlord

Explorer
The dragon roars back at Gensai’s taunts,
Mind your own business!
A hurricane of toxic fumes emanate from the beast’s mouth sending Riardon, Rujah, and Gensai choking for air. Several kobolds are also caught in the cloud which seems to have a demoralizing effect.
Now you will see that you are unwise to lower your guard, blade boy!
Taunting in reply, the dragon growls at Gensai, startling him just enough that he forgets where he is. Sparks fly. Electricity erupts from the ground and the skin on his legs convulses violently with electrically stimulated seizures.

Still weary from the channeler’s clumsy attempt to catch the dragon off guard, the band of reptilian soldiers regroup, but their effort is meager. The dragon seems to be deriving pleasure, knocking her foes to the ground, when suddenly the protecting magic that Gensai has woven proves too much to ignore.
Even tickling antics such as yours can get annoying sometimes,
And with that she lets loose with another toxic cloud. The rest of the kobolds attempt to retaliate, but do little more damage.

Though the dragon is strong, she appears to be weakening. Unfortunately, so are the kobolds.

[sblock=Actions]Rujah takes 5 damage from the zone.
Fenwick takes 5 damage from the zone.

Dragon:
Free: Takes 12 damage from the sphere
Move: He can’t
Standard: Breath weapon
Target: Creatures in –A18 to D22
Attack: 1d10+5=10 Poison Damage
Riardon: 1d20+15=32 vs. Fortitude
Rujah: 1d20+15=22 vs. Fortitude; he only takes 2 damage
Defender1: 1d20+15=26 vs. Fortitude
Defender2: 1d20+15=23 vs. Fortitude
Gensai: 1d20+15=17 vs. Fortitude
Channeller: 1d20+15=27 vs. Fortitude
Effect: Ongoing 5 Poison Damage (Save Ends)

Gensai’s Channeling Shield is triggered, thus triggering Fey Strike
Attack: 1d20+11+1(Vanguard Weapon Power)=18 Miss

Minor: Luring Glare
Target: Gensai
Attack: 1d20+15=19 vs. Will
Effect: Slide Gensai to D22 (into the zone). Gensai takes 5 lightning damage

Save1 vs. Immob and -2def: 1d20= 7
Save2 vs. Immob and -2def: 1d20= 14
Breath Weapon Recharge for Next Turn: 1d6=1 Fail

Still immobilized and -2def, but only requires a single save.

Defender1:
Takes 5 Poison Damage
Standard: MBA
Target: Dragon
Attack: 1d20+13+1(FTM)=17 Miss
Save vs. Poison: 1d20=2 Fail
Save vs. Dazed: 1d20=17

Defender2:
Take 5 Poison Damage
Standard: MBA
Target: Dragon
Attack: 1d20+13+1(FTM)=26 vs. AC for 1d8+3=10 damage
Effect: Dragon is marked
Save vs. Poison: 1d20=2 Fail
Save vs. Dazed: 1d20=8

Defender3:
Move: Stand
Dragon IR: Tail Sweep
Attack: 1d20+15=29 vs. Reflex for 1d8+6-8=0 damage
Effect: Defender3 is knocked prone and Dragon takes 8 damage from Gensai’s AoE
Save vs. Dazed: 1d20=1

Defender4:
Move: Stand
Dragon IR: Tail Sweep
Attack: 1d20+15=26 vs. Reflex for 1d8+6-8=3 damage
Effect: Defender4 is knocked prone and Dragon takes 8 damage from Gensai’s AoE

Dragon’s Bloodied Breath is Triggered
Target: Same as before
Attack: 1d10+5=9 Poison Damage
Riardon: 1d20+15=32 vs. Fortitude
Rujah: 1d20+15=24 vs. Fortitude
Defender1: 1d20+15=18 vs. Fortitude
Defender2: 1d20+15=26 vs. Fortitude
Gensai: 1d20+15=26 vs. Fortitude
Channeler: 1d20+15=25 vs. Fortitude

OG Damage doesn’t stack (Aw shucks!)
Save vs. Dazed: 1d20=13

Defender5:
Standard: MBA
Target: Dragon
Attack: 1d20+13+1(FTM)+2(Flanking)=21 vs. AC Miss
Move: Shift down
Minor: Shift up
Save vs. Dazed: 1d20=12

Defender6:
Move: Stand
Dragon IR: Tail Sweep
Attack: 1d20+15=35 vs. Reflex for 1d8+6-8=3 damage
Effect: Defender4 is knocked prone and Dragon takes 8 damage from Gensai’s AoE
Save vs. Dazed: 1d20=12

Defender9:
Standard: MBA
Target: Dragon
Attack: 1d20+13+1(FTM)+2(Flanking)=24 vs. AC Miss.
Save vs. Dazed: 1d20=19

Channeller:
Takes 5 Poison Damage
Standard: Charge to C22 Elevation 10 ft.
Attack: 1d20+9+1(FTM)=17 vs. Reflex Miss
Save vs. OG5 Poison Damage: 1d20=9 Fail
Recharge Electrify for Next Turn: 1d6=3 Fail

[/sblock][sblock=Status]
Mervin: -H30 21/31 HP 1AP 7/7 HS 1SW
Fenwick: -B25 33/49 HP 1AP 11/11 HS 1SW
Riardon: -A20 19/49 HP Bloodied 1AP 8/8 HS 1SW OG5 Poison
Gensai: D22 19/56 HP Bloodied 1AP 11/11 HS 0SW OG5 Poison
Rujah: -A22 5/55 HP Bloodied 12/11 HS 1SW OG5 Poison

Defender1: A22 10/70 Bloodied OG5 Poison
Defender2: B22 3/70 Bloodied NSP Charged, Dazed, OG5 Poison
Defender3: A23 39/70 Prone, Dazed
Defender4: B23 51/70 Prone
Defender5: -A23 27/70 Bloodied NSP Charged
Defender6: B24 20/70 Bloodied NSP Charged, Prone
Defender7: C22 0/70 Dead
Defender8: C20 /70 Dead

Defender9: C23 57/70 NSP Charged, Dazed
Channeler: C22 37/61 OG5 Poison

Adult Green Dragon: A22-B23 309/630 Bloodied 0AP Marked by Defender2, Imob, -2def (SE)[/sblock] [sblock=Map]
TheForestRoadRound6.png
[/sblock][sblock=Enemies]9X
9X
Defender-1.png


Channeler.png


AdultGreenDragon.jpg
[/sblock][sblock=OOC]Errors will abound, but it's 1:00am and I'm getting to bed. I'll retcon the mistakes tomorrow.[/sblock]
 
Last edited:

Walking Dad

First Post
[sblock=OOC]I wait to see if Rujah succeeds on his Warden saving throw. He should really leave the melee combat and use his second wind. Riardon has only 2 inspiring words a day.[/sblock]
 



evilbob

Explorer
[sblock=small mistake]Defender 6 takes damage from the sphere as well. Sorry![/sblock]
Mervin takes a quick breather while the sphere continues to mildly annoy his foes.

[sblock=ooc]minor: sustain sphere; anything starting next to it takes 11 damage

move: move sphere to B25

standard: 2nd wind (I think we may need the HP soon)[/sblock]
[sblock=Mervin ministats]Mervin Male Human Wizard 3
Initiative: +7, Passive Perception: 12, Passive Insight: 17, Senses: Normal
AC:19, Fort:13, Reflex:17, Will:15
HP:28/31, Bloodied:15, Surge Value:7, Surges left:6/7
Action Points/Daily Item Uses/Milestones: 0/1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Color Spray
Shield
Staff of Defense
Second Wind
Orb of Nimble Thoughts

Flaming Sphere

Important Stuff:

Conditions:

Full sheet: PC:Mervin (evilbob) - L4W Wiki[/sblock]
 

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