• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[Adventure] Little Workshop of Horrors (Judge: stonegod)

rb780nm

First Post
kal'Tarron curses, seeing the attack coming from the wrong side of the room for his position. He circles around the furnace, trying to see the attackers. Spotting the swarm of clockwork hands, he raises his symol and fires a burst of holy light amongst them.

OOC:
Move: F12
Standard: Radiant Vengance on swarm 1
(Standard; at-will) ✦ Divine, Radiant, Implement
Range 10, +8 vs Reflex, 1d8+4 damage, I gain +4(wis) temporary hp.
 

log in or register to remove this ad

TwoHeadsBarking

First Post
As one of the fleshforged begins to fall from Moses's attack, scarlet energy begins to arc across its body. Even as the creature falls apart it rushes towards Belannar, but the elf dodges out of the way of the electrified claws, and the monster collapses to the ground.

The swarms move forward, not as badly injured from your attacks as you might have expected. One advances on Belannar, stabbing into his feet and legs with scalpel-like appendages and pinning the elf to the floor. The other mass surges towards Canus, but he is able to keep clear.

The two other fleshforged stumble closer, and lightning arcs from their bodies into Canus and Venakhad. You notice that the electricity playing around them begins to die out as they continue to fight, but it looks like they still have plenty in them.

Riann looks as though he's about to draw his blade when Maerek shouts, "No! We have to overheat the furnace! I need your help if I'm going to do it in time!" Riann looks frustratedly between the furnace and the fleshforged, but begins to work on the former.

[sblock=Status]
Belanaar: 22/40, immobilized.
Canus: 29/40
kal'Tarron: 51/56+4
Moses: 38/38
Venakhad: 37/49

Clockwork Swarm 1: -15, quarried
Clockwork Swarm 2:
Charged Corpse 1: used 1 charge
Charged Corpse 2: used 1 charge

When he is dropped to 0 hp, and after he is pushed, Corpse 3 charges Belannar. But he misses, and then he dies.

Swarm 1 also charges Belannar, hitting Reflex 26 for 10 damage. Belannar is immobilized until the start of the swarm's next turn.

Swarm 2 charges Canus, getting a natural 1.

Just as a reminder, or maybe this is the first time you've faced swarms, but if you start your turn adjacent to a swarm, it gets to attack you. Also, swarms take half damage from melee and ranged attacks (single target, basically), but take 10 additional damage from close and area attacks (aoe).

Corpse 1 moves up, avoiding Venakhad's attack, and throws some lightning. Hits Reflex 24 for 5 lightning damage.

Corpse 2 moves up and attacks Canus, critting! For 5 damage! Minion crits are the best.[/sblock]

[sblock=Monster Info]
Clockwork Swarm
AC 20 | F 16 | R 16 | W ?
Half damage from range and melee
Vuln 10 close and area
Aura 1: An enemy starting his turn in the aura is subject to a MBA.
MBA: +9 vs Ref, 1d8+5 damage and the target is immobilized until the start of the swarm's next turn.

Charged Corpse
Minion
AC ? | F 19 | R 18 | W ?
MBA: +11 vs AC, 5 damage
[/sblock]
 

Attachments

  • Furnace_r2.jpg
    Furnace_r2.jpg
    387 KB · Views: 123

jbear

First Post
Moses rushes back towards the monsters furious that they ignore the power of the Storm.
He strikes his staff against the ground sending out a blast of psychic energy towards the clockwork swarms, intent on disturbing the energy that has brought them to life.

"The crimson tide turned blood against you!"

[sblock=Actions] Move: to I12
Standard: Visions of Blood; Blast 3 catching swarm 1 and 2 but avoiding allies.
Rolling: (and my laziness (translation: lack of time) means I'll be using the Enworld roller, so I'm the only one to blame when I roll a 2 and a 4 now :) )
Edit: Hoping Will is their lowest defense: +10 dmg from vulnerability to blast on a hit and -1 to defenses til start of Moses' next turn [/sblock]
 
Last edited:





GROMkill

First Post
OOC: Hm. Realized that minions only have 1 HP after I had done my turn. Lolololololol facepalm.


Belanaar, rooted in place from the dying swarm, brings his greatbow up, and takes aim at one of the charged fiends, firing away fiercely at it. The arrow is launched from the bow and leaves a white, frosty trail in the wake of its path as it slams into the corpse, devastating it and causing it to totally freeze over. Falling over and hitting the hard ground, it shatters into many pieces, both organic and inorganic alike.

But Belanaar already has two more arrows flying through the air as the first corpse hits the ground. They slam into the next creature, bringing it squirming to its demise, as well.

[sblock=Mechanics]
Minor: Hunter's Quarry on Charged Corpse 2.

Move: Invigorating Stride. Can't move, but it uses Second Wind. Belanaar heals 10 HP, bringing him to 32 HP.

Standard: Sure Shot with Frost Weapon +1 Daily on Charged Corpse 2. Hits AC 30 for 41 damage.

[sblock=rolls]
Attack Roll 1:1d20+12=14

Attack Roll 2 (innate re-roll):1d20+12=30

Damage Rolls: 1d12=10, 1d12=2, 1d12=8

Re-roll of Damage Roll 2: 1d12=3

Hunter's Quarry Roll: 1d6=5

Frost Weapon +1 Daily Roll: 1d8=8


So, 10+3+8+7+5+8=41[/sblock]

Action Point->Standard: Two-Fanged Strike on Charged Corpse 1. Assuming its AC is less than 23, this does 26 damage.

[sblock=rolls]
Attack Rolls: 1d20+11=23, 1d20+11=25

Damage Rolls: 1d12+7=8, 1d12+7=15

Arrow 1 hits AC 23 for 8 damage. Arrow 2 hits AC 25 for 15 damage. +3 wis for both hitting (I'm assuming they hit)[/sblock]
[/sblock]

[sblock=Belanaar]Belanaar Zalyth Male Elf Archer-Ranger 4
Initiative: +7
Passive Perception: 24
Passive Insight: 15
Senses: Normal
AC:21
Fort:16
Reflex:20
Will:17
HP:32/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 0

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [ ]
Elven Accuracy [ ]

Sure Shot [x]

Other Abilities:

Second Wind [x]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

Immobilized
+2 to all defenses from Second Wind
+1 to all defenses against Charged Corpse 2.

[sblock=Important Features] Predator's Hide +1: When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal an extra 1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Weapon Proficiency: +2 to attack roll with Greatbows.

Weapon Focus: +1 to damage roll with Bows.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.
[/sblock] [/sblock]
 
Last edited:


rb780nm

First Post
kal'Tarron runs towards the remaining swarm brandishing his axe. As he approaches, he raises his holy symbol and mutters something in Draconic, swearing emnity upon it. With a mighty blow, he drives his axe through the swarm, sending sparks flying.



OOC:

Move K11
Minor: OoE on swarm 2
Standard: Halo of Fire on Swarm 2. +12 vs AC. 2[d12]+6 fire damage. Until the end of my next turn, any enemy that ends its turn next to the target takes 5+4(int) fire damage


Halo of Fire on Swarm 2 OoE (1d20+12=28, 1d20+12=22, 2d12+6=16)

Hits AC 28 for 16
 

Remove ads

Top