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

JRYoung

First Post
Skalisss holds the line against the charging hound slicing deep into its chest.

"Back foul beassst!"

[SBLOCK=Actions]
Skalisss takes 1d6 acid from H3's aura but has resist 2 all from Vilmak's Rune of Protection. Skalisss takes none.

Standard Action: Martyr's Retribution on H3
Hit for 32 points! Using this Daily costs a healing surge, no damage is healed.

Minor Action: Divine Challenge on H3

[/SBLOCK]
[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 8 CharacterSheet
L4Wrequest_09.jpg

Initiative: +8 Senses: Normal P-Perception: 16 P-Insight: 21
HP: 64+7 temp/74 SurgeValue: 19 Surges: 10/11
AC:26 Fort:21 Reflex:18 Will:21

Action Points: used Second Wind: not used Resist: none Speed:5 Conditions: none BasicAttack: - "Inescapable Longsword", +15 to Hit vs AC, 1d8+10 damage BasicRangedAttack: - Javelin, +11 to Hit vs AC, 1d6+5 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite USED
Righteous Smite USED
Divine Reverence USED
Dragon Breath USED
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
USED
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle
Healing Surge from Dwarven Plate Armor USED
Martyr's Retribution USED
Wrath of the Gods USED [/SBLOCK]

http://l4w.wikia.com/wiki/PC:Skalisss_(jryoung)
[/SBLOCK]
 
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Primera reacts on the attacks by impaling the incompetent soldier. Her protective aura flashes and Rocco's armor is strenghtened.

Wilden retreats few steps so the hound cannot get them all with it's acid, but then realizes they left the gap in the defenses and moves back up.
"Vimak, close the gap, I'll retreat, I cannot stand toe-to-toe with things!"



[sblock=Actions]
Standard: Protecting Strike vs Will (S8); psychic damage (1d20+10=15, 1d8+7=12) - Rocco gains 4thp
Move: E16, Primera stays put, then back to H17

Immediate reaction: if the hound moves on it's turn, NEmentah shifts 3 squares back
[/sblock]
 

Tenchuu

First Post
"Rocco," Halleck said, his head ringing. "I don't know if..."

But the dwarf was gone into battle, and before he could think it though, Halleck was right behind him, charging at the leader. His sword just barely missed, and he couldn't shake the haze from his mind.

OOC: My turn was worst case scenario: rolled a 10 or better on attack roll, but missed (by 1!), and then rolled less than ten for the save. Boo.


[sblock=Note to other Players: Bravura]
Halleck has the Bravura Presence:
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Melee characters might also want to save their AP until I hit with Withering Courage, so they can double dip on the +5 damage bonus.
[/sblock][sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Minor: NA
Move: NA (+1 to AC / Ref)
Standard: Charge

  • Target1: Leader
  • Attack1: 1d20+12+1=23 Miss by 1
  • Damage: 1d8+7=0
  • Effect: NA
Save vs Dazed: 1d20=7 nope
[sblock=Ignore]

  • Effect: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+5) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
  • S5 MBA on Halleck: 1d20+11=24 miss

REMOVE THIS WHEN YOU USE BRASH ASSAULT NEXT[/sblock]


[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Warlord/Bard 7
Initiative: +3, Passive Perception: 18, Passive Insight: 20

Defenses:

AC: 23, Fort: 17, Reflex: 17, Will: 20 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 43/55, THP: 0/8 Bloodied: 25, Surge Value: 12, Surges left: 6/9
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
:ranged: Ranged Basic Attack: N/A

Properties:
On Shift: +1 to AC/REF
On Second Wind: If bloodied, you can spend 2 healing surges

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Diabolic Stratagem, Withering Courage, Divine Challenge, Battlefront Shift, Boots of the Fencing Master Enc, Recoil Shield Knockdown Immediate Reaction
Daily: Stirring Shout, Stand the Fallen, Heroic Effort, Canon of Avoidance, Dwarven Scale Healing, Harmonic Spellblade Boon,

Weapons:
Harmonic Spellblade Longsword +1

Skills:
Acrobatics +2, Arcana +3, Athletics +9, Bluff +9, Diplomacy +17, Dungeoneering +5, Endurance +8, Heal +9, History +3, Insight +7, Intimidate +13, Nature +5, Perception +5, Religion +3, Stealth +2, Streetwise +9, Thievery +2

[/sblock][sblock=Halleck's Log]
1. Thorkelson, a bald, tattooed man, entered the hangman's tavern and recruits Halleck and Vimak for a job. Thorkelson, needed some protection at the docks, but apparently had some sinister other motive, since he used drinks from the bar to drug Halleck and Vimak.

2. Wake up in the middle of a fight, being helped by strangers. Give the bandits a beating,

3. Get approached by the bandit leaders, who have two girls that look exactly like that one we want. The real girl is revealed, and natural, a fight breaks out. After we smash the goons, their leader, Hank the Tank comes out. And, eventually, Hank gets killed.

4. Get the real mission: deliver Lerrick to brother Buchta, so he can remove the mark of Trogdor from her forehead. The mark is in indicator to all that Lerrick has been chosen to be sacrificed to the dragon Bosch. Your quest as of now is to provide safe passage for Lerrick to brother Buchta so that he can perform the ritual. This includes taking her to the portal, traveling thought it, and then taking her from the portal to brother Buchta's place of residence.

[/sblock]
[/sblock]
 
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dimsdale

First Post
ooc: Quan up, then baddies

[sblock=DM Notes Please Ignore]
[sblock=Mechanics]

Heroes turn:

Total Damage to Enemies:

Baddies turn:


Total Damage to Allies:

[/sblock]
[sblock=Stats]

Party:

Nementah:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 61 THP: Bloodied 30 Surge Value 14; Surges Used 11/11 AP 1/1

Primera:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 13/13

Vimak:
Defenses: AC 22 Fortitude 19 Reflex 18 Will 20
HP: 59 / 59 THP: 4: Bloodied 29, Surge value: 14, Surges left 8/10 AP 1/1

Rocco: Dazed (save ends)
Defenses: AC 23; Fortitude 20, Reflex 18, Will 19
HP 51/61, Bloodied 30, Surge Value 15+1, Surges left 11/12: AP 1/1

Skalisss:
Defenses: AC:26 Fortitude:21 Reflex 18 Will 21
HP: 64/74 THP: 7 Bloodied 37, Surge Value: 19 Surges left: 10/11 AP 0/1

Halleck: Dazed (save ends)
Defenses: AC 23, Fortitude 17, Reflex 17 Will: 20
HP: 43/55 THP: Bloodied: 25, Surge Value: 12 Surges left: 6/9 AP: 1/1

Raijin:
Defenses: AC 19 Fortitiude 19 Reflex 14 Will 20
HP: 52/56 THP: Bloodied 26, Surge Value 13, Surges left 6/6 AP: 1/1
Resist Force 10, Resist Lightning 5, Resist Thunder 5

Quan:
Defenses: AC 21, Fortitude 16 Reference 20, Will 17
HP: 50/50 THP: Bloodied 25, Surge value: 12 Surges left 7/7 AP: 1/1

Enemies:
Dragonborn Soldier S1:DEAD
Dragonborn Soldier S2:DEAD
Dragonborn Soldier S3:DEAD
Dragonborn Soldier S4:DEAD
Dragonborn Soldier S5:UNCONSCIOUS
Dragonborn Soldier S6:DEAD
Dragonborn Soldier S7:UNCONSCIOUS
Dragonborn Soldier S8: 57/63
Dragonborn Soldier S9: 63/63
Dragonborn Gladiator G1:UNCONSCIOUS
Dragonborn Gladiator G2: 106/106
Dragonborn Mage M:DEAD
Dragonborn Mage M:43/43
Acid Hound H1:[DEAD
Acid Hound H2:DEAD
Acid Hound H3: 96/96
Dragonborn Leader: 158/158
[/sblock]

[sblock=Enemies]
Dragonborn Gladiator
HP 106; Bloodied 53; see also dragonborn fury
AC 24; Fortitude 23, Refl ex 20, Will 21
Speed 5
m Bastard Sword (standard; at-will) ✦ Weapon
+15 vs. AC (+16 while bloodied); see also lone fi ghter; 1d10 + 5
damage.
M Finishing Blow (standard; at-will) ✦ Weapon
Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 +
5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to
attack rolls until the end of the dragonborn gladiator’s next turn.
C Dragon Breath (minor; encounter) ✦ Fire
Close blast 3; +12 vs. Refl ex (+13 while bloodied); 1d6 + 4 fi re
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Gladiator’s Strike
When the dragonborn gladiator hits an enemy with an
opportunity attack, the target is knocked prone.
Lone Fighter
The dragonborn gladiator gains a +2 bonus to melee attack rolls
when adjacent to only one enemy.

Dragonborn Soldier
HP 63; Bloodied 31; see also dragonborn fury
AC 20; Fortitude 18, Refl ex 16, Will 15
Speed 5
mLongsword (standard; at-will) ✦ Weapon
+10 vs. AC (+11 while bloodied); 1d8 + 3 damage.
C Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +6 vs. Refl ex (+7 while bloodied); 1d6 + 2 cold
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Impetuous Spirit (immediate reaction, when an enemy leaves an
adjacent square; at-will) ✦ Weapon
The dragonborn soldier makes a melee basic attack against the
enemy, even if the enemy is shifting.
Martial Recovery (free, when the dragonborn soldier misses with
a melee attack; recharges when the soldier uses impetuous spirit)
✦ Weapon
The dragonborn soldier makes another melee attack against the
same target.

Dragonborn Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +11 vs. Reflex (+12 while bloodied); 2d6 + 4 cold
damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).

Acid Hounds
Initiative +5 Senses Perception +11
Acid Shield (Acid) aura 1; any creature that enters or begins its turn
in the aura takes 1d6 acid damage.
HP 96; Bloodied 48
AC 20; Fortitude 18, Refl ex 17, Will 18
Resist 20 acid
Speed 7
m Bite (standard; at-will) ✦ Acid
+10 vs. AC; 1d8 + 2 plus 1d8 acid damage.
C Acid Breath (standard; recharge ⚃ ⚄ ⚅ ) ✦ Acid
Close blast 3; +9 vs. Reflex; 2d6 + 3 acid damage

Leader:
HP 158; Bloodied 79

AC 24; Fortitude 22, Reflex 18, Will 21

Saving Throws +2 
Speed 5
Special attacks: ??
[/sblock]

[sblock=map]
map
[/sblock]
[sblock=Adventure Summary]
Motives
Deliver Lerrick to Brother Buchta
Deliver a strange metalic sphere to Brother Buchta

Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
Prevented a possible encounter with a pack of wolves...for the moment
[/sblock]

[/sblock]
 
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FourMonos

First Post
"Keep those hounds away from the ritual!"

Quan's arrow flies between his allies and hits the hound hard. It stumbles back from the paladin.

[sblock=actions]
Standard: Clever shot vs. hound: 1d20+14+1, 1d12+10+2 → ([19, 14, 1], [6, 10, 2]) Roll Lookup . Hit AC 34 for 18 damage. Shift the hound back two squares.
[/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:
Initiative: +8, Passive perception: 21, Passive Insight: 16
AC: 21, For: 16, Ref: 20, Will: 17 HP: 50/50, Bloodied: 25, Surge value: 12, Surges/day: 7/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 1, 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]
 

dimsdale

First Post
The unicorn vanishes at the impact of a massive blow by the gladiator. The soldier the rush and heads towards the ritual area. The leader is still not pleased as he continues to bark out orders

[sblock=draconic]
It about time! Now stop the ritual! I will take care of these two
[/sblock]

The leader then turns to Rocco. You dare challenge me dwarf? Before retrieving the girl for my master, I will kill you first. The leader strikes with blinding speed at both Rocco and Halleck, hitting both the fighter and the warlord. He then breaths acid, but only manages to hit Rocco. As Rocco rubs acid from his face with his forearm the dragonborn sees an opening, but misses. The gladiator, soldier and mage do as commanded by the leader. The mage laughs as he follows the gladiator, then sees an opportunity to attack Halleck. Mumbling a few words he firing a magic missile at the warlord. The shot goes goes wide, slamming into a rock column which shakes momentarily. Rocks from ceiling above it fall to the floor.

Meanwhile, the hound, after taking massive damage, limps forward. As he does so Nementah shifts back. Only the paladin and the runepriest stand in the hounds way. The hound opens his mouth and unleashes a torrent of acid, hitting the paladin. This soldier to the hound's right attacks Skalisss and misses. He then shifts into the spot vacated by Nementah.

At the ritual, the silver smoke is now concentrated on Lerricks face, now moving rapidly towards the mark. The mark sucks it up like a black hole. The entire room now flickers in bright silver light with the mark acting like a strobe light. Lerrick's body starts to rise off the platform. Her lifeless arms droop over the sides. Brother Buchta steels a quick glance at the attacking foes. Almost done now...Hold them...Hold them!

[sblock=Mechanics]

Heroes turn:
Quan: Hit Acid hound for 18
Nementah: Miss: Grants Rocco 4 THP
Primera: Stays Put
Halleck: Miss and Dazed
Skalisss: Hit H3 for 32 spent healing surge for no healing, no damage from acid aura
Raijin: Miss: no damage from acid aura
Rocco: Hit Leader for 15, marks the leader and saves vs dazed
Vimak: Misses


Total Damage to Enemies:
H3: 50 points damage
Leader: 15 points damage

Baddies turn:
Gladiator:
Attack BMA vs Primera AC: 1d20+15 for 1d10+5: Crit primera disappears
Movement: shift

Leader:
attack: arching slice: 1d20+12 vs Rocco AC and 1d20+12 for 2d6+5 vs Halleck AC: for 2d6+5: Hit Rocco for 11 and Halleck for 15
minor: acid spray: 1d20+12 vs Rocco and Halleck ref for 1d6+4: Hit Rocco for 6
AP attack: BMA 1d20+13 vs Rocco AC: miss but Rocco is now marked

Mage:
attack: magic missle: 1d20+7 vs Halleck ref for 2d4+4 force damage= miss

Hound:
Breath acid: 1d20+9 vs Vimak and Skalisss ref for 2d6+3 = Hit Skalisss for 9 acid damage

S9:
attack: BMA vs Skalisss AC: 1d20+10, 1d8+3 = miss


Total Damage to Allies:
Primera vanishes
Skalisss: 9 points damage
Rocco: 17 points damage and marked (4 temp hp used: damage is only 13)
Halleck: 15 points damage and marked

[/sblock]
[sblock=Stats]

Party:

Nementah:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 61 THP: Bloodied 30 Surge Value 14; Surges Used 11/11 AP 1/1

Primera:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 13/13

Vimak:
Defenses: AC 22 Fortitude 19 Reflex 18 Will 20
HP: 59/59 THP: 4: Bloodied 29, Surge value: 14, Surges left 8/10 AP 1/1

Rocco: Marked
Defenses: AC 23; Fortitude 20, Reflex 18, Will 19
HP 38/61, Bloodied 30, Surge Value 15+1, Surges left 11/12: AP 1/1

Skalisss:
Defenses: AC:26 Fortitude:21 Reflex 18 Will 21
HP: 54/74 THP: 7 Bloodied 37, Surge Value: 19 Surges left: 10/11 AP 0/1

Halleck: Dazed (save ends) and Marked
Defenses: AC 23, Fortitude 17, Reflex 17 Will: 20
HP: 28/55 THP: Bloodied: 25, Surge Value: 12 Surges left: 6/9 AP: 1/1

Raijin:
Defenses: AC 19 Fortitiude 19 Reflex 14 Will 20
HP: 52/56 THP: Bloodied 26, Surge Value 13, Surges left 6/6 AP: 1/1
Resist Force 10, Resist Lightning 5, Resist Thunder 5

Quan:
Defenses: AC 21, Fortitude 16 Reference 20, Will 17
HP: 50/50 THP: Bloodied 25, Surge value: 12 Surges left 7/7 AP: 1/1

Enemies:
Dragonborn Soldier S1:DEAD
Dragonborn Soldier S2:DEAD
Dragonborn Soldier S3:DEAD
Dragonborn Soldier S4:DEAD
Dragonborn Soldier S5:UNCONSCIOUS
Dragonborn Soldier S6:DEAD
Dragonborn Soldier S7:UNCONSCIOUS
Dragonborn Soldier S8: 57/63
Dragonborn Soldier S9: 63/63
Dragonborn Gladiator G1:UNCONSCIOUS
Dragonborn Gladiator G2: 106/106
Dragonborn Mage M:DEAD
Dragonborn Mage M:43/43
Acid Hound H1:[DEAD
Acid Hound H2:DEAD
Acid Hound H3: 46/96
Dragonborn Leader: 143/158
[/sblock]

[sblock=Enemies]
Dragonborn Gladiator
HP 106; Bloodied 53; see also dragonborn fury
AC 24; Fortitude 23, Refl ex 20, Will 21
Speed 5
m Bastard Sword (standard; at-will) ✦ Weapon
+15 vs. AC (+16 while bloodied); see also lone fi ghter; 1d10 + 5
damage.
M Finishing Blow (standard; at-will) ✦ Weapon
Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 +
5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to
attack rolls until the end of the dragonborn gladiator’s next turn.
C Dragon Breath (minor; encounter) ✦ Fire
Close blast 3; +12 vs. Refl ex (+13 while bloodied); 1d6 + 4 fi re
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Gladiator’s Strike
When the dragonborn gladiator hits an enemy with an
opportunity attack, the target is knocked prone.
Lone Fighter
The dragonborn gladiator gains a +2 bonus to melee attack rolls
when adjacent to only one enemy.

Dragonborn Soldier
HP 63; Bloodied 31; see also dragonborn fury
AC 20; Fortitude 18, Refl ex 16, Will 15
Speed 5
mLongsword (standard; at-will) ✦ Weapon
+10 vs. AC (+11 while bloodied); 1d8 + 3 damage.
C Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +6 vs. Refl ex (+7 while bloodied); 1d6 + 2 cold
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Impetuous Spirit (immediate reaction, when an enemy leaves an
adjacent square; at-will) ✦ Weapon
The dragonborn soldier makes a melee basic attack against the
enemy, even if the enemy is shifting.
Martial Recovery (free, when the dragonborn soldier misses with
a melee attack; recharges when the soldier uses impetuous spirit)
✦ Weapon
The dragonborn soldier makes another melee attack against the
same target.

Dragonborn Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +11 vs. Reflex (+12 while bloodied); 2d6 + 4 cold
damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).

Acid Hounds
Initiative +5 Senses Perception +11
Acid Shield (Acid) aura 1; any creature that enters or begins its turn
in the aura takes 1d6 acid damage.
HP 96; Bloodied 48
AC 20; Fortitude 18, Refl ex 17, Will 18
Resist 20 acid
Speed 7
m Bite (standard; at-will) ✦ Acid
+10 vs. AC; 1d8 + 2 plus 1d8 acid damage.
C Acid Breath (standard; recharge ⚃ ⚄ ⚅ ) ✦ Acid
Close blast 3; +9 vs. Reflex; 2d6 + 3 acid damage

Leader:
HP 158; Bloodied 79

AC 24; Fortitude 22, Reflex 18, Will 21

Saving Throws +2 
Speed 5
Action Points 1
Fullblade (standard, at-will)  Weapon
+13 vs AC; 1d12+5 damage and marked until the end of the commandant's next turn.
Arching Slice (standard, at-will)  Weapon
+12 vs ; 2d6+5 damage.. The dragonborn commandant makes two fullblade attacks, each against a different target within reach.
Designating Smite (standard, recharge 11)  Weapon
+14 vs AC; 1d12+9 damage, and the target is marked until the end of the commandant’s next turn and slowed (save ends). In addition, while the creature is slowed due to this attack, the dragonborn commandant and all his allies gain a +1 power bonus to attack rolls and a +4 power bonus to damage rolls against that target.
Termination Order (immediate reaction, when an adjacent enemy becomes bloodied, encounter)  Weapon
The dragonborn commandant immediately recharges designating smite (if necessary), and uses that power against the triggering enemy.
Dragon Breath (minor, encounter)  Acid
Close blast 3; +12 vs Reflex; (+13 while bloodied)1d6+5 acid damage.
Dragonborn Frenzy (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls and a +2 bonus to damage rolls.
[/sblock]

[sblock=map]
map
[/sblock]
[sblock=Adventure Summary]
Motives
Deliver Lerrick to Brother Buchta
Deliver a strange metalic sphere to Brother Buchta

Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
Prevented a possible encounter with a pack of wolves...for the moment
[/sblock]
 
Last edited:


Neurotic

I plan on living forever. Or die trying.
As the leader misses with the last attack, Rocco swings his axe arm, but also misses. This move however starts his signature spin which leads him off toward the mage.

For some strange reason he decided to start the turn on the left side and when he got in the position his back were turned to his enemies and he attacked from there with, not surprisingly, series of misses.

"See, mage, you're just a step away from trouble. Halleck go and help the others. They left the hole in their ranks. Very tactically unsound. I'll keep these buffoons off for few moments."

[sblock=Actions]
Immediate Reaction: Counterstrike Guards daily: on melee miss free MBA vs Leader AC; damage (1d20+13=21, 1d8.minroll(2)+10=12)

Minor: Dancing Defense
Move: Pass forward against the leader: no OA,
Standard: Sweeping blow vs Leader AC; G2 AC; damage (1d20+15=17, 1d20+15=18, 1d8.minroll(2)+10=18)
Can you believe it? 2, 2, 3 - this is a mistake, I used that in the last encounter, but since 2 misses, let's say it was dual strike

AP: (with AP effect from Halleck) Villain's Menace vs Leader's AC; damage (1d20+13=18, 2d8+13=26) - Rocco gains +1 to attack and +2 to damage against the leader

Rocco grants CA to all enemies - I think this is the worst round ever. Instead of 6 attacks or 5 attacks and shifting for defense bonuses, I miss with everything, including two dailies
[/sblock]

[sblock=Rocco Stats]
STATUS: marked by the leader
MARKED: The Leader, Gladiator

Initiative +5; Senses Passive Insight 16, Passive Perception 21
HP 38/61, Bloodied 30, Surge Value 15+1, Surges 11/12
AC 23; Fortitude 20, Reflex 18, Will 19
0/1 AP
Speed 5

MBA: +13/1d8.minroll(2)+10
CC: +16/1d8.minroll(2)+13
OA: +16/1d8.minroll(2)+10


Dual Strike
Brash Strike
Combat Challenge
Combat Superiority
Pass Forward


Funneling Fury
Sweeping Blow
Kirre's Roar
Second Wind


Villain's Menace
Dancing Defense


Foe Maker Hand Axe - daily, standard, everyone within 5 squares are marked by Rocco
Mithral Chainmail - daily, immediate reaction, halve the damage of melee or ranged attack
Foe chaser boots - Daily immediate reaction: Trigger: Marked enemy makes an attack that doesn't include Rocco. Effect: Rocco teleports adjacent to the marked enemy.
Flesh Grinder Gauntlet Axe +2 - Daily free: Trigger: make an attack that attacks AC; Effect: Attack targets Fort and deals extra 1d6 damage
Counterstrike Guards - Daily immediate reaction: Trigger: enemy misses Rocco with melee attack; Effect: Rocco makes MBA vs the enemy
Dual-Threat Gauntlets - Daily minor: flanking with Rocco grants +3 bonus instead of +2 for the encounter

[/sblock]
 
Last edited:

JRYoung

First Post
"You'll have to go through me!" Skalisss challenges the first Dragonborn soldier to arrive in the ritual chamber.

[SBLOCK=Actions]
On H3's turn his Acid breath did 9 damage to Skalisss, 2 is blocked by resist 2 All from Vilmak's Rune of Protection. Skalisss is at 64/74.

Skalisss takes 1d6 acid from H3's aura but has resist 2 all from Vilmak's Rune of Protection. Skalisss takes 2 bringing him to 62/74.

Standard Action: Bolstering Strike on S9
Hit for 15 points of damage and Skalisss gains 2 temp hit points.

Minor Action: Divine Challenge on S9

[/SBLOCK]
[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 8 CharacterSheet
Initiative: +8 Senses: Normal P-Perception: 16 P-Insight: 21
HP: 62+2temp/74 SurgeValue: 19 Surges: 10/11
AC:26 Fort:21 Reflex:18 Will:21

Action Points: used Second Wind: not used Resist: none Speed:5 Conditions: none BasicAttack: - "Inescapable Longsword", +15 to Hit vs AC, 1d8+10 damage BasicRangedAttack: - Javelin, +11 to Hit vs AC, 1d6+5 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite USED
Righteous Smite USED
Divine Reverence USED
Dragon Breath USED
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
USED
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle
Healing Surge from Dwarven Plate Armor USED
Martyr's Retribution USED
Wrath of the Gods USED [/SBLOCK]

http://l4w.wikia.com/wiki/PC:Skalisss_(jryoung)
[/SBLOCK]
 
Last edited:

FourMonos

First Post
Quan steps forward.

"Just hold still Skaliss."

The arrow flies past the paladin, but the narrow angle affects his shot and the arrow just hits the stone wall.

[sblock=actions]
Movement to F-16.
Standard: Disruptive Shot vs dragonborn leader: 1d20+14+1, 1d12+8+2 → ([3, 14, 1], [1, 8, 2]) Roll Lookup Missed by a mile.
[/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:
Initiative: +8, Passive perception: 21, Passive Insight: 16
AC: 21, For: 16, Ref: 20, Will: 17 HP: 50/50, Bloodied: 25, Surge value: 12, Surges/day: 7/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 1, 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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