Wizards In Winter - High-Level Thread (DM: Son of Meepo, Judge: TwoHeadsBarking)


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Darksteed

First Post
*Kauldron braced himself for the worst to come as the storm tossed the boat around as if it were a paper bag. Kauldron dug his heavily ironclad boots into the deck itself as things grew worth. Then he saw his opportunity and bolted towards the Aboleth that Martelai managed to pull closer to the ship itself. He raced across the slick deck then began to slide. He cocked back his bladed fist and slammed it into the snout of the aboleth. His blades cutting the being deeply. He pulled the blades away from the best and attempted to strike once again. Only to have the ship roll the other way, and Kauldron slid a few inches away. His blades catching nothing but air.*

[sblock=Actions]Start of Turn: Acrobatics DC 16; CRIT!! 22; Success.

Move: Move to N14.

Minor: Divine Challenge
-Target: Aboleth 1 (K13)
-Effect: Target is subject to Kauldron's Divine Sanction.
-Divine Sanction: Creatures are Marked taking a -2 penalty to attack rolls if they target another character other then Kauldron. As well as take 8 RADIANT damage if they target another character other then Kauldron.

Standard: Charging Virtuous Strike
-Move: Charge to L13.
-Target: Aboleth 1 (K13)
-Attack: +15 vs. AC (Hit; 22)
-Damage: 1d8+9 RADIANT damage. (16 RADIANT damage)
-Effect: Kauldron gains a +2 bonus to saving throws until the start of his next turn.

Action Point: Valorous Smite.
-Target: Aboleth 1 (K13)
-Attack: +14 vs. AC (Miss; 15; Natural 1)

Action Point: Demonskin Tattoo
-Effect: Kauldron gains Resist LIGHTNING 5.[/sblock]

[sblock=Kauldron]Kauldron- Male Goblin Paladin 8
Passive Perception: 14, Passive Insight: 14

Normal
AC: 30 (Bloodied 29), Fort: 26, Ref: 23, Will: 24

Attacks 6 or More Squares Away from Kauldron
AC: 31, Fort: 28, Ref: 25, Will: 26

Resistances: Fire 5, Ongoing Damage 3

Saving Throws: If Kauldron is dazed or stunned, Kauldron can make a saving throw at the start of his turn to end that effect, even if the effect doesn’t normally end on a save.

Initiative: +6
Speed: 5

HP: 71/71, Temp HP: 0
Bloodied: 35, Surge Value: 17, Surges left: 12/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

Action Point (Demonskin Tattoo) [X]
Blade of Light [ ]
Call to Challenge [ ]
Channel Divinity [ ]
Giantkind Gloves [ ]
Infuriating Taunt [ ]
Javelin [ ] [ ]
Running Slash [ ]
Second Wind [ ]
Strength from Valor [ ]
Student of the Sword [ ]
Valorous Smite [X]

Gift of Fire [ ]
Hallowed Circle [ ]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ]
Symbol of Brawn [ ]
[/sblock]
 
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Son of Meepo

First Post
The storm winds suddenly shift direction and a gale force wind blows debris from the ship which pelts Cyr, Earth, and Brenwar, disorienting them.
The creatures in the sky let loose large bursts of thunder that impacts the ship, injuring many aboard.
The abberations in the water try to invade your minds with psychic attacks, one causing Tarkus to pause before finally scoring a direct hit on Cyr, taking control of the deva's thoughts.

[sblock=Air Elemental]Start of Turn: Phantom on the Wind - The air elemental becomes invisible whenever it starts its turn without an enemy adjacent to it. The invisibility lasts until the end of its next turn or until it attacks.

Move: R15 - Elevation 5

Standard: Rampant Storm - Close blast 3 (O15:Q17 - Elevation 2:4)
Targets (Earth, Cyr, Brenwar)
Attack: Close blast 3 (enemies in the blast); +13 vs. Reflex
Hit: 3d8 + 5 damage, and the target is dazed until the end of the air elemental’s next turn if it could not see the elemental before the attack.

Damage;Attacks(Earth, Cyr, Brenwar) (3d8+5=20, 1d20+13=20, 1d20+13=24, 1d20+13=30) (HIT, HIT, HIT)[/sblock]

[sblock=Storm Abishai]Standard: Thunderbolt
Area burst 2 within 10; +10 vs Reflex; 2d6+5 thunder damage.
Abishai 1 centers on N11 at Elevation 2 (Targets Martelai, Dox, Kauldron, Tarkus)
Abishai 2 centers on N15 at Elevation 2 (Targets Kauldron, Tarkus, Earth, Cyr, Brenwar)
Abishai 3 centers on N15 at Elevation 2 (Targets Kauldron, Tarkus, Earth, Cyr, Brenwar)

Abishai 1 - Thunder damage;Attacks (Martelai, Dox, Kauldron, Tarkus) (2d6+5=9, 1d20+10=12, 1d20+10=11, 1d20+10=27, 1d20+10=19) (MISS, MISS, HIT, HIT)

Abishai 2 - Thunder damage; Attacks (Kauldron, Tarkus, Earth, Cyr, Brenwar) (2d6+5=12, 1d20+10=20, 1d20+10=13, 1d20+10=25, 1d20+10=14, 1d20+10=18) (MISS, MISS, HIT, MISS, HIT)
GM: Note: Forgot CA on Earth, Cyr, and Brenwar as they are all dazed by the elemental. (So 20 reflex hits Brenwar, nothing else changes).


Abishai 3 - Thunder damage; Attacks (Kauldron, Tarkus, Earth, Cyr, Brenwar) (2d6+5=14, 1d20+10=20, 1d20+10=14, 1d20+10+2=14, 1d20+10+2=20, 1d20+10+2=17) (MISS, MISS, MISS, HIT, MISS)

Move: Indicated on Map[/sblock]

[sblock=Aboleths]Aboleth 1
Move: Shift 1 (Indicated on Map)

Standard: Mental Lance (Kauldron)
Attack: Ranged 5 (one or two creatures); +10 vs. Will
Hit: 1d6 + 3 psychic damage, and the target is dazed until the end of its next turn.
Psychic damage; Attack (Kauldron) (1d6+3=6, 1d20+10=23) (MISS)

Minor: Enslave Open Mind
Attack: Ranged 5 (one dazed creature); +10 vs. Will (Earth)
Hit: The target is dominated (save ends).
Enslave Open Mind (1d20+10-2=18) (MISS)

End of Turn: Saving Throw Ongoing Fire Save (with Demand Justice Reroll if needed) (1d20=1, 1d20=20) (FAILS)

Aboleth 2
Standard: Mental Lance (Kauldron, Tarkus)
Attack: Ranged 5 (one or two creatures); +10 vs. Will
Hit: 1d6 + 3 psychic damage, and the target is dazed until the end of its next turn.
Psychic Damage;Attack (Kauldron) Psychic Damage;Attack (Tarkus) (1d6+3=5, 1d20+10=13, 1d6+3=4, 1d20+10=27) (MISS, HIT)

Move: Indicated on Map

Minor: Enslave Open Mind
Attack: Ranged 5 (one dazed creature); +10 vs. Will (Cyr)
Hit: The target is dominated (save ends).
Enslave Open Mind (1d20+10=28) (HIT)[/sblock]

GM: Turn Summary

Air Elemental hits Earth, Cyr, and Brenwar, dealing 20 damage and dazing each for a turn.
Abishai 1 hits Kauldron and Tarkus for 9 thunder damage.
Abishai 2 hits Earth and Brenwar for 12 thunder damage.
Abishai 3 hits Cyr for 14 thudner damage.
Aboleth 1 misses.
Aboleth 1 violates Kauldron's mark and takes 8 radiant damage.
Aboleth 2 hits Tarks for 4 psychic damage and is dazed for a turn.
Aboleth 2 dominates Cyr (save ends).

Remember that if you start your turn within 5 squares of an aboleth and are dazed, you take 5 psychic damage. (10 if you are within both auras).


Map
 

JoeNotCharles

First Post
[sblock=OOC]
Oh, lord...
[/sblock]

Battered by the waves and the buffeting in his mind, Tarkus somehow manages to keep his feet. His first instinct is to grab onto the mast, but instead he grits his teeth and, through the pounding in his head, shoots holy fire at the abomination which is surging from the waves.

[sblock=Actions]
Start of turn: 10 psychic damage
Standard: Sacred Flame at Aboleth 1. Misses. (Was hoping to grant Cyr a save...)

Can I use free actions or action points while dazed?
[/sblock]

[sblock=L4W Tarkus the Crusader]
Init: +1 Speed: 5 Perception:17 Insight: 21
AC: 19 Fort: 16 Ref: 15 Will: 20
HP: 23/46 Surges: 9/9 Surge Value: 11 AP: 1
Str:13 Con:14 Dex:8 Int:13 Wis:19 Cha:15

Powers:
Gaze of Defiance
Astral Seal
Sacred Flame
Second Wind
Exacting Utterance
Astral Flare
Channel Divinity: Divine Fortune
Channel Divinity: Healer's Mercy
Healing Word
Healing Word
Moment of Glory
Sundered Fortune
Bless
Rune of Mending
Symbol of Resilience +2
Hero's Chainmail +1
Ornament of Alertness +1
[/sblock]
 
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JoeNotCharles

First Post
[sblock=More actions]
GM: Yes to both.

Sweet! In that case, if it's not too late, I will do the following before my failed save:

AP: Sacred Flame on Aboleth 1 (again) - hits Reflex 22 for 10 radiant damage. Cyr can make a saving throw.
Free: Hero's Chainmail (triggered by spending AP): Cyr can use his Second Wind as a free action

If Cyr misses the saving throw granted by Sacred Flame, I'll also use my Symbol of Resilience (triggered by hitting with Sacred Flame) to give him another, at +2.
[/sblock]

[sblock=L4W Tarkus the Crusader]
Init: +1 Speed: 5 Perception:17 Insight: 21
AC: 19 Fort: 16 Ref: 15 Will: 20
HP: 23/46 Surges: 9/9 Surge Value: 11 AP: 0
Str:13 Con:14 Dex:8 Int:13 Wis:19 Cha:15

Powers:
Gaze of Defiance
Astral Seal
Sacred Flame
Second Wind
Exacting Utterance
Astral Flare
Channel Divinity: Divine Fortune
Channel Divinity: Healer's Mercy
Healing Word
Healing Word
Moment of Glory
Sundered Fortune
Bless
Rune of Mending
Symbol of Resilience +2
Hero's Chainmail +1
Ornament of Alertness +1
[/sblock]
 
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Son of Meepo

First Post
GM: All the daze effects are until end of next turn, so no need to roll a save against them.

Also, Tarkus is in both Aboleth auras and damaging auras stack, so Tarkus should take 10 psychic at the start of his turn.
 


Voda Vosa

First Post
Earth looses his footing, his heavy weight almost not supported by the wooden deck, that creaks under the stone and earth warforged. Struggling, it stands again.
 
Last edited:

Rapida

First Post
The thunderbolt plus the icy waves are enough to knock Brenwar to his feet before he is able to act. He slides hard against the mast and mutters, "I feel like Palladys is trying to tell me to get better at jumping or balancing with these last two adventures..." Still on the ground he asks Palladys to bless him with the endurance to survive yet another encounter.
OOC:
[MENTION=78756]Son of Meepo[/MENTION]For the random direction I used the standard 1d8, 1 being directly north and going clockwise. So the slide puts me through a pole, do I stay in the same spot or do you want me to end up on the other side since it is a slide 2?

[sblock=Combat]
Pre-turn:
Dazed, prone
41/71 HP
Acrobatics, Random Direction for when I fail (1d20-1,1d8=[9, -1], [6]) (And so it begins...)

Standard Action:
Virtue
--18 Temp HP
--4/resist all
Move Action:
**Dazed**

Minor Action:
**Dazed**

End Turn:
41/71 HP (18 THP)
Prone, Dazed, 4/- SoNT
[/sblock]
[sblock=Stats]
Brenwar – Male Human Paladin 8
http://l4w.wikia.com/wiki/PC:Brenwar_Holyshield_(Rapida)

Initiative: +3, Speed: 5 Passive Perception: 18, Passive Insight: 25

AC: 26 Fort: 19, Reflex: 19, Will: 22, Resist: 4/all, 5/fire

HP: 41/71, Bloodied: 35 , Surge Value: 18, Surges Left: 12/13

Action Points: 1

Feats of Note:

Whenever Brenwar spends a healing surge, he gains 4 resistance to all damage until the start of his next turn.

OA Basic Melee Attack: +12 Virtuous Strike (Vanguard's Hammer) 1d10+6 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Lay on Hands (4/4 Remaining)

Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Deliverance of Faith, Heroic Effort, Divine Reverence, Shield of Devotion, Radiant Stride, Second Wind

Daily Powers: Majestic Halo, Hallowed Circle, Healing Word
[/sblock]
[sblock=Immediate Reaction]
Use Shield of Devotion on any ally that drops below 0.
[/sblock]
 
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