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Assassination 2: The Lost Children

KarinsDad

Adventurer
GM: That should fix it. Go ahead!

OOC: Ok, I'm confused. Why does the Warden attacking Rohna give Czern an extra attack? Or was it just that the Czern's previous damage killed the Minotaur and you missed that?

Also, if Rohna attacked from the ground, then she needed to pick a square within two (reach weapon) of the Warden (and she is still prone). If she is not within two of the Warden, then her damage has to be subtracted from him.

Could we get a stat block for the PCs and the NPCs so that we can see what is going on there? Also, could the map be updated?

Thanks.
 

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stonegod

Spawn of Khyber/LEB Judge
OOC: Czern spent an AP to charge the minotaur (having used his ability to cause Ted and M2 to have a -5 to attack anyone not him.
 

Neurotic

I plan on living forever. Or die trying.
Also, if Rohna attacked from the ground, then she needed to pick a square within two (reach weapon) of the Warden (and she is still prone).
OOC:
Couldn't she just get up before the attack? And since she's a charger, it would be better for her to fall as far away as possible, Move: Get up; Standard: Charge!


As the warden hits Rhona, small burst of white light deflects part of the force of the strike and it doesn't hurt as much.
Another burst of sacred fire blasts from the priest and this time it envelops the warden completely burning him badly.

[sblock=Actions] [MENTION=6669416]Vert[/MENTION]exx
Immediate interrupt, Rhona takes 8 less damage.

Standard: Sacred Flame vs Warden Ref; radiant damage (1d20+14=32, 1d6+7=13) - one ally gains 8 thp (I will wait until I see stats)
Move and Minor: wait and see new map


[/sblock]

[sblock=Venakhad stats]
Initiative +7; Senses Passive Insight 30, Passive Perception 21
HP 58/69 + 5 temp hp, Bloodied 34, Surge Value 17, Surges 7/8
AC 24; Fortitude 18, Reflex 19, Will 24
STATUS:

1/1 AP
Speed 6

Astral Seal
Sacred Flame


Divine Glow
Hymn of Resurgence
Bastion of Mental Clarity
Prescient Maneuver
Shinning Symbol
Peacemaker's Light

Healing Word
Healing Word
Healer's Mercy
Divine Fortune
Reverent Mettle



Moment of Glory
Return From Death's Door
Iron to Glass
Blade Barrier



Symbol of the Holy Nimbus +2 Critical: +2d6. Property: When healing word is used Venakhad and allies withing 5 squares get 5 temporary hit points
Healer's Brooch +1 Property: +1 NADs. When Venakhad uses power that regains hit points to the target(s) add +1 to regained value.
Medic's Mace +1 Critical: +1d6 radiant damage, Property: when Venakhad uses Channel Divinity power one ally within 10 squares regains 4 hp. Daily power: standard action: regain use of Channel Divinity for this encounter.
Delver's Hide +2 Daily power: free action: gain +2 bonus to saving throw just rolled. Use new result.
Helm of Battle Property: Venakhad and allies within 5 squares of him get +1 item bonus to initiative checks
Spell Anchors Daily Free Action: Sustain one power that normally requires a minor action to sustain.


[sblock=Immediates]
if two or more allies would be saved from the attack, if one ally would be dropped by the attack or dropped into hazardous terrain:
Bastion of Mental Clarity (Immediate Interrupt when An enemy hits or misses Venakhad with an attack against his Will.; encounter) ? [Racial power]
Close burst 5; Target: Each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn.


If it would make the attack hit on non-minion or make saving throw succeed
Divine Fortune (Free; Channel Divinity; encounter) ? [Divine]
Effect: Venakhad gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.

If an ally is critted or would drop or the fight is winding down:
Reverent Mettle: Immediate interrupt, reduce damage by 8

if it would prevent charger from hitting (by moving out of range) or if it can position Venakhad for Peacemakers light (burst 2) and Peacemaker light wasn't used yet:
Prescient Maneuver (Immediate Interrupt when Enemy moves willingly on it's turn within 5 squares of Venakhad; encounter)
Venakhad shifts 3 squares

As needed:
Return From Death's Door (Immediate Interrupt when An ally withing withing 20 squares fails a death saving throw; daily) ? [Divine, Healing]
Target succeedes on death saving throw and can spend a healing surge and regain extra 7 hp
[/sblock]
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KarinsDad

Adventurer
OOC:
Couldn't she just get up before the attack? And since she's a charger, it would be better for her to fall as far away as possible, Move: Get up; Standard: Charge!

OOC:
Except that she started using a Move action to move away. Technically, she has used a move action to move away (even though she did not actually move because of the OA) and a move action to stand. At that point, she is out of actions.

No different than if an Immediate Interrupt would push a PC and interrupt their attack. The attack action still occurred, it just did not resolve.
 

KarinsDad

Adventurer
OOC: Czern spent an AP to charge the minotaur (having used his ability to cause Ted and M2 to have a -5 to attack anyone not him.

OOC: Got it. Because Czern was not OAed, he was not knocked prone which means that his charge on the Minotaur occurs. Yikes! Are we having fun yet? ;)
 

FourMonos

First Post
GM: This set would indicate damage from Rohna's attack

[sblock=Stats]
Czern Belog (K-20): 60/85; HS 14/15; AP 1; Second Wind; Status:

Chael: (E-19): 42/76; HS 12/12; AP 1; Second Wind; Status: +2 all defenses (Dusk)

Dusk: (D-20): 12/38 AC 23 F 25 R 21 W 25 Bonus: partial cover, +1 defenses if adjacent to Chael, bloodied

Malehan (K-21): 59/80; HS 8/9; AP 1; Second Wind; Status:

Alexia Madgearu (B-17): 50/70; HS 10/11; AP 1; Second Wind; Status:

Bellagon (I-19): 36/65;HS 7/7; AP 1; Second Wind; Status:

Venakhad (G-15): 5 THP 58/69; HS 7/8; AP 1; Second Wind; Status: weakened TENT

Rohna (??, Olaf: E-F, 17-18): 5 THP 36/88; HS 13/13; AP 0; Second Wind; Status; bloodied
[/sblock]

[sblock=Enemies]

Warden: 22 AC 23 F 21 R 20 W
(G-18) Damage taken: 173

Ted (hill giant): ?? AC ?? F 23 R 25 W
(G-H, 21-22) Damage taken: 51, -8 damage to attacks, marked (Chael), used Club Sweep

[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
GM: [MENTION=24380]Neurotic[/MENTION] Venakhad is weakened from previous round, so damage is 13/2=6.

True and very bad, since my "healing" only took 1 instead of 4 - I notice you didn't spend surge for Malehan, Chael wasn't bloodied and refused to heal Dusk, only Alexia got healed.
If I remembered that little fact, I would've used Peacemakers light, but still 8 thp to Bellegon, for this round he's lowest on HP assuming Malehan spends the surge
[MENTION=88601]FourMonos[/MENTION], reminder In my last round I said I will prevent damage to Rhona by using Reverent Mettle, this round I've put it under my actions - please use it if/when enemies hit someone for more then 10 damage
 


KarinsDad

Adventurer
"Do you think either of these two will be smart enough to surrender?" Chael asks nobody in particular as she moves slightly to protect Dusk and fires off some more stones.

*Stay behind me Dusk.*

[sblock=Actions]
Move: Chael shifts to E20
Standard: Magic Stone vs. Warden and Ted in that order

vs Reflex, 25 (Warden), 18 (Ted), 11 damage (forgot to add +13 to hit bonus in IC)

+2 to defenses to Chael due to Dusk, +1 to Dusk's defenses due to Chael, +1 AC/Ref boots

Ted is marked and at -3 to hit anyone but Chael.
[/sblock]
[sblock=Immediate Actions]
In order:

Using Mind Spike on a foe this round if he is adjacent to Chael and hits an ally adjacent to Chael (but not Chael).

IR
Mind Spike
Trigger: An adjacent enemy marked by Chael deals damage to her ally with an attack that doesn’t include her as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to Chael's ally.

Using Guardian's Counter this round if an ally within 2 is hit.

II
Guardian's Counter
Close burst 2; Trigger: An ally within 2 squares of Chael is hit by an attack and she is not included in the attack.
Effect: Chael and the ally shift up to 2 squares as a free action, swapping positions. She becomes the target of the triggering attack, in place of the ally. After the attack is resolved, Chael can make a basic attack against the attacker.

Will do Forceful Reversal Augment 1 without pushing or shifting if Ted hits Chael and is adjacent to her.

IR
Forceful Reversal (augment 1)
Trigger: An enemy hits Chael.
Attack: +15 vs AC
Hit: 1d8+6 force damage, and Chael pushes the target 1 square.
Effect: Chael doesn’t get her normal standard action on her turn.
Augment 1:
Hit: 1d8+6 force damage, and Chael pushes the target 1 square and then shifts 1 square to the square the target vacated. In addition, she gains combat advantage against the target until the end of her next turn.
Effect: Chael gets her normal standard action on her turn.
Augment 2
Hit: 2d8+6 force damage, and Chael knocks the target prone. The target cannot stand up until the start of its next turn.
Effect: Chael gets her normal standard action on her turn.
[/sblock]

[sblock=stat block]
Chael - Female Longtooth Shifter Hybrid Battlemind | Sentinel Druid
Advantageous Conditions:
Adverse Conditions:
Initiative: +5, Passive Insight: 27 Passive Perception: 27
Senses: Low Light Vision
Power Points: 2/4
HP 42/76
Bloodied 38
Surge Value 19; Surges Per-Day 12/12
AC 29 Fortitude 22 Reflex 20 Will 23 Speed 5
Currently AC: 32 Fortitude 24 Reflex 23 Will 25 adjacent to Dusk, boots of fencing master
Action Points: 1
Second Wind: Not Used
Dusk:
HP: 12/38 Senses: low light vision
Speed: 6, Initiative: equal to Chael's
AC: 23, Fortitude: 25, Reflex: 21, Will: 25
Currently AC: 24, Fortitude: 26, Reflex: 22, Will: 26 (adjacent to Chael)
Powers:
At will:
Battlemind's Demand
Conductive Defense
Forceful Reversal
Magic Stone
Melee Basic
Mind Spike
Encounter:
Camouflage Cloak
Guardian's Counter
Healing Word
Longtooth Shifting
Psionic Vigor
Second Wind
Spirited Wind
Wind Wall
Daily:
Aspect Of Elevated Harmony
Summon Fire Beetle
Wall of Thorns
Trained: 11 Athletics, 13 Endurance, 16 Insight, 16 Perception
Untrained: 2 Acrobatics, 5 Arcana, 4 Bluff, 4 Diplomacy, 9 Dungeoneering, 9 Heal, 5 History, 4 Intimidate, 11 Nature, 5 Religion, 2 Stealth, 4 Streetwise, 2 Thievery
Feats:
Hybrid Talent
Heart of the Blade
Melee Training (Wisdom)
Mark of Warding
Longtooth Spirit Shifter
Psychic Feast
Magic Items:
Belt of Vigor
Boots of Fencing Master
Amulet of Protection +2
Twilight Heavy Shield
Blood Fury Longsword +2
Cloak of Displacement +2
Dragonrider Scale +3
Summon Fire Beetle
Siberys Shard of the Mage
2 Potions of Healing
Companion Defender
[/sblock]
 

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