The tide turns in the enemy's favor as the heroes miss badly, possibly distracted by the ritual. The dragonborn counter attack is brutal. The dragonborn solider hit with their swords and spray acid. The hound bites down hard on Raijin. The leader's sword dances, hitting Rocco and Halleck and gladiator hits as Rocco. Only the hunter and the runepriest escape the wrath of the foes.. Still, the heroes hold their ground against the advances of the enemy.
The ritual moves on as all of the silver smoke has been sucked up by the mark. The frequency of the flashing light is so fast that it is now a constant blinding light that fills the room. This affects the enemies as they find that it is hard to see. Lerricks body now levitates a foot of the platform.
Just a little bit more firends! Hold them! barks brother Buchta. Both clerics now begin to chant in a monotone voice, repeating the same saying over and over, each time with more athority in their voices.
[sblock=Raijin arcane check]
You figure out that the hound is vulnerable to fire
[/sblock]
[sblock=Mechanics]
Heroes turn:
Quan: Miss
Nementah: Hit for 10 against S9
Primera: marked s9. S9 at -5 to attack roll against anyone else
Halleck: miss: +12 healing and save vs dazed
Skalisss: Hit S9 for 15 and 2 temp hp
Raijin: Miss and takes 1 point damage from acid aura
Rocco: Miss and grants +2 to enemies this round
Vimak: Miss
Total Damage to Enemies:
Acid Hound: 0
Leader: 0
S9: -25
Baddies turn:
Gladiator:
Attack BMA vs Rocco AC: 1d20+15+2(only one adj enemy) for 1d10+5:
Hit for 12
Leader:
Arching slice: 1d20+12 vs Rocco and Halleck ac for 2d6+5 =
Hit Rocco for 13
Mage:
Dancing Lightning vs Halleck and Rocco ref: 1d20+7 for 1d6+4 =
miss
Hound: Bite vs Raijin AC: 1d20+10 for 1d8+2+1d8 additional acid damage =
Hit for 10 from bite and 4 from acid (which will be negated by Raijin's +5 resist acid property.)
recharge acid spray:
success
S9:
7 points damage from Skalisss divine challenge
attack: BMA vs 1d20+10 -5 (Primera) vs Raijin's AC for 1d8+3 =
Hit for 9
minor: acid spray vs Quan, Nementah, Skalisss, Raijin and Vimak Ref: 1d20+6 for 1d6+2 =
Hit Nementah for
6 acid damage
S8:
attack: BMA vs Skalisss AC: 1d20+10 for 1d8+3=
miss
Marhall recovery (reroll attack on a miss) =
miss
minor: acid spray vs Quan, Nementah, Skalisss, Raijin and Vimak Ref: 1d20+6 for 1d6+2 =
crit skalisss for 8 acid
Total Damage to Allies:
Rocco: -25
Halleck:
Raijin: -19 physical and -4 acid damage
Nementah: -6 acid
Skalisss: -8 acid
[/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 13/61, Bloodied 30, Surge Value 15+1, Surges left 11/12: AP 1/1
Skalisss:
Defenses: AC:26 Fortitude:21 Reflex 18 Will 21
HP: 56/74 THP: 0 Bloodied 37, Surge Value: 19 Surges left: 10/11 AP 0/1
Halleck: Marked
Defenses: AC 23, Fortitude 17, Reflex 17 Will: 20
HP: 40/55 THP: Bloodied: 25, Surge Value: 12 Surges left: 6/9 AP: 1/1
Raijin:
Defenses: AC 19 Fortitiude 19 Reflex 14 Will 20
HP: 29/56 THP: Bloodied 26, Surge Value 13, Surges left 6/6 AP: 1/1 (you'll get 5 back based on aura roll)
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 0
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]
OOC:
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1. -2 to attack rolls for enemies near the ritual as they have trouble seeing due to the blinding ritual.
2. Raijin currently has taken 4 acid damage. The aura will kick in another 1d6. I haven't taken into account the resist 5 for acid damage
3. Please check you hp to make sure I didn't make any mistakes.
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