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Leif's Homebrew 4E, IC02 [closed]

Exploring the Ex-Temple of Bahamut

OOC: I was going to make it a point to get a new IC post up today and advance the combat. Probably not going to happen now, but I'll do everything in my power to get that done ASAP!
 
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. The divine characters I was thinking of would be either a cleric, paladin, or an avenger. Druid, eh, not so much easy, but if that's what you want we'll figure something out, if you do indeed decide to rejoin us. ;)
OOC: BTW: The divine controller is the Invoker. Druids are now primal.
 

Exploring the Ex-Temple of Bahamut

OOC: BTW: The divine controller is the Invoker. Druids are now primal.
OOC: Yes, yes, of course your correct! And I knew this! I had a brain freeze and forgot the invoker, and I just have no excuse for my mistake in calling druid a Divine, rather than Primal, character. Oh, the shame!
 
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Exploring the Ex-Temple of Bahamut

Elerosse moves into the room to assist Tarrk, attacking the Deathwarg with his Magic Missile power for 10 hp of damage. Basher7 contrinues his assault, boldly striding forward to engage one Deathlock Wight with his mighty craghammer (10 hp damage). [MENTION=79620]Ozymandias79[/MENTION] Ghraere's action? The Deathlock Wights Change tactics, now using their Horriffic Visage power to strike fear into the hearts of the heroes (attack vs. Will defense). The First Deathlock Wight attacks Ghraere with his Horriffic Visage, inflicting 2 hp damage and pushing Ghraere (it would have been 3 squares that Ghraere was pushed, but once Ghraere is pushed around the corner the Deathlock Wight loses line of sight to his target and the power ceases to operate), and the second Deathlock Wight, under attack by Basher7, uses his Visage against the Warforged successfully for 5 hp damage and pushes the construct 3 squares away from him. The Deathwarg continues to attack Tarrk, biting the minotaur 13 hp damage. Khellek acts next, and he likewise moves to the southern part of the room to assist Tarrk with the pesky Deathwarg, his power inflicting 13 hp damage to the beast. Finally, Tarrk continues to attack the Deathwarg as well, and he smites it soundly, the sound of its undead skull cracking filling the room! (35 hp damage and the Deathwarg is finished.) The last remaining Zombie shuffles forward and attacks Ghraere (vs. AC) slamming the elf mightily with his rotting flesh for 22 hp damage! [So poor Ghraere is attacked by two of the monsters. :( ]


OOC: Lou forgot to give me a damage roll for Elerosse's magic missile, so I'm assuming average damage of 7+4=11. That brings the Deathwarg to exactly 0 hp. [It actually should be 7+4+2=13, but hey, too bad! :p ROLL IT YOURSELF NEXT TIME!]

OOC: Ghraere's and Basher7's positions on the map reflect their being pushed by the Deathlock Wights' powers.

ADVENTURERS ARE UP AGAIN!

Damage summary to party:
Tarrk: 13 hp damage from Deathwarg, just before it is destroyed
Ghraere: 2 hp dam (wight)+22 hp dam (zombie slam)= 24 hp dam + pushed 3 squares only goes 2
Basher7: 3 hp dam (wight horriffic visage)+ pushed 3 squares

Monster status:
Zombie 3 untouched (minion)
Deathlock Wight 1 54 untouched
Deathock Wight 2 54-9 (Basher7)
Deathwarg 64 -[9 Tarrk last round] -31 (Tarrk) -11 (Elerosse) -13 (Khellek)


Initiative Order:
19 Elerossse
17 Basher7
16 Ghraere
15 Deathlock Wights
12 Deathwarg (Wightwarg)
09 Khellek
07 Tarrk
05 Zombie (only one left)
 

Attachments

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Elerosse new round

OOC: Lou forgot to give me a damage roll for Elerosse's magic missile, so I'm assuming average damage of 7+4=11. That brings the Deathwarg to exactly 0 hp. [It actually should be 7+4+2=13, but hey, too bad! :p ROLL IT YOURSELF NEXT TIME!]

OOC: Sorry, I didn't think a 10 would hit. :erm:

IC: With the nearest monster dead, Elerosse moves forward of his companions and raising his wand with a flourish to create a whip-like crack of sonic power that lashes up from the ground, reaching out to attack the zombie and the nearest wight.

OOC: Move: to BF141 to clear the path to the enemies.
Free: Use Wand of Accuracy to add DEX (+2) to this attack roll
Standard: Cast at-will Thunderwave cb3 (covers BE-140 to BG-138) +9 v FORT 1d6+6 thunder damage and PUSH both back 2 (WIS) squares away from Elerosse

Forgot that it's separate attack rolls and one damage roll. Corrected as best I could.
 
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Exploring the Ex-Temple of Bahamut

Immediate DM OOC Interrupt!

OOC, Lou: Um, yeah, you're right, a 10 should have been a miss (way back in post #190), but in my haste, I forgot that a Magic Missile CAN possibly miss now. So have a freebie on me!

AND ALSO SEE WD's next post! YAYY

Heroes of the Fallen Lands said:
"A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
At-Will * Arcane, Evocation, Force, Implement
Standard Action**********Ranged 20
Target:
one creature
Effect: 2 + Int Mod damage
L11: 3 + Int Mod damage
L21: 5 + Int Mod damage
Special: If the Implement used with this power as an enchantment bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
So that's the trade-off: it always hits but it does sh** damage now!
 
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Immediate DM OOC Interrupt!

OOC, Lou: Um, yeah, you're right, a 10 should have been a miss (way back in post #190), but in my haste, I forgot that a Magic Missile CAN possibly miss now. So have a freebie on me!
OOC: BTW, the newer version in Heroes of the Fallen Lands is auto-hit again.
 


Exploring the Ex-Temple of Bahamut

OOC: I only have actions for Basher7 and Elerosse. Everyone else is up, or soon will be. :heh: Current map is in post 204.

Lou: info on the current iteration of magic missile has been quoted for you in post 206. ;)
 
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