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[Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??)


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Tenchuu

First Post
[sblock=Resist Rules]
A creature that has resistance takes less damage from a specific damage type. For example, a creature that has resist 10 fire takes 10 less damage whenever it takes fire damage.

Against Combined Damage Types: Your resistance is ineffective against combined damage types unless you have resistance to each of the damage types, and then only the weakest of the resistances applies. For example, if you have resist 10 lightning and resist 5 thunder and an attack deals 15 lightning and thunder damage to you, you take 10 damage, because the resistance to the combined damage types is limited by the lesser of the two resistances.

Not Cumulative: Resistances against the same damage type are not cumulative. Only the highest resistance applies. For example, if you have resist 5 cold and then gain resist 10 cold, you have resist 10 cold, not resist 15 cold. Similarly, if you have resist 5 cold and then gain resist 2 to all damage, you still have resist 5 cold, not resist 7 cold.
[/sblock]
OOC: I would say DR 4 works vs ongoing, since Vimak's power is a resist against all damage.
 

JRYoung

First Post
Skalisss pursues Hank and tries to punnish him for diverting his attention away.

"You would do well not to ignore me, fool!"

[SBLOCK=Actions]
Move Action: Shift to F6, setting up a flank when Rocco is ready

Minor Action: Divine Strength, +4 to Damage on next melee attack


Standard Action: Bolstering Strike on Hank

[/SBLOCK]

[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 7 Character Sheet
L4Wrequest_09.jpg

Initiative: +3 Senses: Normal P-Perception: 15 P-Insight: 20
HP: 63/68 SurgeValue: 18 Surges: 10/11
AC:26 Fort:18 Reflex:16 Will:18

Action Points: used Second Wind: not used
Resist: none Speed:5
Conditions: none
BasicAttack: - "Inescapable Longsword", +12 to Hit vs AC, 1d8+9 damage
BasicRangedAttack: - Javelin, +9 to Hit vs AC, 1d6+4 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite USED
Righteous Smite USED
Divine Reverence USED
Dragon Breath
Channel Divinity: Divine Mettle USED
Channel Divinity: Divine Strength USED
Lay on Hands x2
Healing Word USED
Paladin's Judgement USED
Sacred Circle USED
Healing Surge from Dwarven Plate Armor
Martyr's Retribution USED
Wrath of the Gods
[/SBLOCK]
http://l4w.wikia.com/wiki/PC:Skalisss_(jryoung)
[/SBLOCK]
 
Last edited:


Walking Dad

First Post
OOC: Has anyone else healing left for Raijin? If not, shall I still use Rune of mending on my character (Vimak)? The sorcerer saved vs the ongoing and Vimak is a melee character.
 

dimsdale

First Post
OOC: Has anyone else healing left for Raijin? If not, shall I still use Rune of mending on my character (Vimak)? The sorcerer saved vs the ongoing and Vimak is a melee character.

OOC: Lerrick revived Halleck and Vimak. Maybe she can help. :)


[sblock=DM Eye's Only Please ignore]

The attacks of the hunter cause Hank to lose it. ArrrrgggghHHHH! Get the archer! he roars to the knife fighter.

Yes sir! the loyal thug states, immediately rushing towards Quan.

[sblock=Mechanics]

Halleck: attack against Hank: Miss, switch +2 to Vimak

Jailin: attack against Hank: Miss, saved vs on-going

Skalisss: attack against Hank: Miss

Quan: Hits Hank for 24 and Hank is dazed save ends, gains 5 hp

Primera: Hits Hank for 8 and causes Hank to hit for 13 against BK2, Hank takes 7 more damage from Skalisss

Nementah: Hits Hank for 19, gains 5 hp

Rocco: Hit BK2 for 11 and Mark him, misses Hank no mark, fails save vs dazed...for the third time :)

Vimak: Hit BK2 for 17, heals for 10


Total Damage Tally:
BK2: 41 damage
Hank: 34 and dazed


Baddies turn:
BK2:
Hank: Dance of the Knife (recharged when Hank became bloodied) 1d20+15 for 2d4+7 for everyone except Rocco and Quan.

Order of attack:
Skalisss: Attack roll 31 Hit for 13
Vimak: Attack roll 28-2(Halleck power)=26 Hit for 15
Primera: Miss
Raijin: Miss
Lerrick: Miss
Nementah: Attack roll 24-1(skalisss power) 23 Hit for 15

roll look up for Hank's attack against Skalisss, Vimak and Primera
roll look up for attacks against Raijin, Lerrick and Nementah
save vs Dazed: 1d20+2=14 saved

Total Damage to Allies:



[/sblock]



[sblock=Stats]
Quan: 50/50 HS 6/7 AP 0:
Rocco: 61/61+3THP : Dazed (save ends)HS 9/12 AP 0: Dancing Defense, Flesh Grinder Gauntlet Axe Power
Nementah: 48/56 HS 11/11 AP 0: Protective Roots
Raijin: 31 and 5 on-going/48 HS 6/6 AP 0: Brooch of Shielding
Skalisss: 60/68+7THP +2 all defenses TENT HS 11/11 AP 0: Paladin's Judgement, Sacred Circle, Martyr's Retribution, Healing Word
Primera: Gone
Vimak: 34/54HS 9/10 AP 1:
Halleck: 45/55+7THP (resist all 6) HS 8/8 AP 0: Conon of Avoidance, Stirring Shout



Enemies:
Bandit Minions B1:1//1 DEAD
Bandit Minions B2:1//1 DEAD
Bandit Minions B3:1//1 DEAD
Bandit Minions B4:1//1 DEAD
Bandit Minions B5:1//1 DEAD
Bandit Minions B6:1//1 DEAD
Bandit Minions B7:1//1 DEAD
Bandit Minions B8:1//1 DEAD
Bandit Minions B9:1//1 DEAD
Bandit Berserker BB1:66/66 DEAD
Bandit Berserker BB2:41/66 DEAD
Bandit Berserker BB3:DEAD
Bandit Berserker BB4:55/66 DEAD
Bandit Knife Fighter BK1:62/162 DEAD
Bandit Archers BA1 25/43 RAN AWAY
Bandit Archers BA2 24/43 RAN AWAY
Bandit Archers BA3 DEAD
Bandit Archers BA4 DEAD
Bandit Archers BA5 DEAD
Bandit Mage: BM1: DEAD
Bandit Knife Fighter BK2: 74/162 BLOODIED
Hank the Tank H: 126/200 Saved vs Dazed

[/sblock]

[sblock=Enemies]
Enemies:
Bandit Minion
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Ref 14, Will 15; see also mob rule
Speed 6
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while
at least two other human lackeys are within 5 squares of it.

Bandit Berskerers:
HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.

Knife Fighter
HP 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The human knife fighter shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The knife fighter then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji:])
The human knife fighter shifts 4 squares, ignoring difficult
terrain.
Combat Advantage '
A human knife fighter deals 2d6 extra damage

Bandit Archer
Initiative +6 Senses Perception +9; darkvision
HP 33; Bloodied 21
AC 14; Fortitude 15, Reflex 17, Will 15
Immune disease, poison
Speed 6 ______
© Slam (standard; at-will)
+11 vs. AC; 1 d6 + 4 damage.
© Bolt (standard; at-will)
Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
•Y Double Shot
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.

Bandit Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Ref 14, Will 15
Speed 6
Powers: ???

Full Stats on Hank: Bandit Leader (Human)
HP 200; Bloodied 100 
AC 24; Fortitude 21, Reflex 23, Will 22
 Saving Throws +2 
Speed 6
 Action Points 0
Dagger (standard, at-will)  Weapon
+15 vs AC; 2d4+7 damage.
Dagger (standard, at-will)  Weapon
Ranged 6/12; +15 vs AC; 2d4+7 damage.
Shapechanger's Flurry (standard, at-will)  Weapon
Melee or ranged; Hank makes two basic attacks. He can shift 1 square as a free action after each hit
Dull Minds (minor, recharge )  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against Hank, or –4 if the attack occurs when it is not the target’s turn (save ends). If Hank hits a creature that is marking him with this attack, the mark ends and the target cannot mark Kreelo until the target saves.
Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +15 vs AC; 2d4+7 damage and slide 1. After all attacks are complete, Hank shifts to any square in the blast.
Skirmish
If Hank ends his move at least 4 squares from the square where he started the move, his attacks deal 1d8 extra damage until the start of his next turn.
Change Shape (minor; at-will)  Polymorph
Hank can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Evil:):):):):):):) Languages Common, Dwarven, Elven
[/sblock]

[sblock=Map]
map



Note: If you hit a foe, please subtract damage from total hp as shown on map
[/sblock]


[sblock=Adventure Summary]
Motives

Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
[/sblock]

OOC: if I missed something please let me know


[/sblock]
 
Last edited:


FourMonos

First Post
OOC: Quan has a daily heal ability should we find ourselves in trouble. This is also my future notice that I will invoke the shroud this attack.
 

FourMonos

First Post
Quan ushers Lerrick behind the cart.

"Lerrick you have got to stay down. This guy is dangerous."

Quan's jaw is clenched in anger as his arrow slices through the pieces of Hank's armor, again stunning the brute.

[sblock=actions]
Movement: Move to E-11
Standard: Disruptive Shot vs. Hank (invoking Assassin's Shroud): 1d20+14+1, 1d12+8+2+1d6 → ([13, 14, 1], [12, 8, 2, 2]) Roll Lookup . Hit AC 28 for 24 damage and Hank is dazed (save ends). Gain 5HP.
[/sblock]

[sblock=mini-stats]"Quan" Thatcher- Male Human Hunter 6
Active Stance: Aspect of the Pack Wolf [sblock=Pack Wolf]
1. Quan does not provoke opportunity attacks when leaving squares adjacent to his allies.
2. When he makes a basic attack against an enemy adjacent to two or more of his allies, he gains a +1 power bonus to the attack roll. He gains a power bonus to the damage roll against the enemy equal to the number of allies adjacent to the enemy. [/sblock]
Status: none
Initiative: +8, Passive perception: 21, Passive Insight: 16
AC: 21, For: 16, Ref: 20, Will: 17 HP: 46/50, Bloodied: 25, Surge value: 12, Surges/day: 6/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 0, Second Wind: unused
Powers: Aimed Shot, Clever Shot, Rapid Shot,
Disruptive Shot, Disruptive Shot, Reactive Shift, Assassin's Shroud 1 2, Heroic Effort, Boots of Free Movement
Healing Lore, Entangling Roots, Shadowdance Leather[/sblock]
 


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