[Adventure] Leader of the Pack ( DM: Velmont, Judge: ??? )

GM: [MENTION=44459]Luinnar[/MENTION]: I need Mythra action or I'll NPC him next round. Post tomorrow during my lunch time at worst.
 

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OOC: I'm really sorry, it has been a hectic last couple of days. Really, really sorry for holding the adventure up. :(

Slay the beast!
Mythra commands the owlbear, who responds by tromping over and slashing the nearby creature with its claws. Meanwhile the Magma beast on the second floor continues to fight the nearby Gnool with limited success.
[sblock=actions]
Move:Mythra J8
Owl Bear: M7 or whatever square around the Fang that is empty.

Standard: Owl Bear MBA vs Fang 26 vs AC 13(+2 from aura)=15 damage
http://invisiblecastle.com/roller/view/3503253/
Intrinsic Magma Beast Action:15 vs ref on hit 18 damage and 5 ongoing fire damage, and is slowed (save ends both) and Mythra is slowed EONT.

[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 20; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation

Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
Cloak of Translocation

Conditions:Slowed EONT
[/sblock]
[sblock=Shield Immediate Interrupt]
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[/sblock]
[sblock=Young Owl Bear]
Hp: 15/23 AC:19 Fort21: Ref:17 Will:21 Medium Fey Beast
Init=Mythra
Perception=+12 Dark Vision
Speed 6

Aura 1:Allies gain a +2 power bonus to damage rolls against enemies in Aura. Mythra gains CA against any enemy in aura.

MBA Claw:
+11 vs AC, 1d12+3.

Str:20 Dex:12 Wis:14 Con:17 Int:2 Cha:6
[/sblock]

[sblock=Magma Beast]
Speed 4 (8 while charging) 5 fire resistance.
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 23/23hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 21; Fortitude 19, Reflex 20, Will 21

Standard Action:Melee 1,1 creature +9 vs reflex, 1d10+8, 5 ongoing fire damage, and is slowed (save ends both). Intrinsic Action:If you don't command the Magma Beast to attack, you are slowed and the Magma Beast attacks or charges the nearest creature with the above action, if it can't do either it moves to closest enemy.



Symbiosis: While Magma Beast is summoned, you can shift 2 squares as a move action and each target you attack with an basic or at-will attack cannot shift EONT.
[/sblock]
 

"Get that beast out of my sight." Both Gnoll follow the Fang order and kill the owlbear. The Fan move foward toward Zelgar.

The first gnoll move and attack Zelgar but miss him. The second move forward and attack Zelgar too, but he seems to be in the same frenzy state than the other that attack Deimos before dying. He swing at Zelgar for an heavy blow, as he swing again, one of the captive charge the gnoll and push him. At the same time, Gnoll slash at the captive. The captive turns to the Fang. "This one is to Ulmar, you can kill the others."

A second captive move toward Deimos, transforming into a werewolf. He attack twice Deimos who can contain the attack.

During that time, the two Gouge successfully attack Ghourra and Vander. Sadly for the assassin, his opponent had a precise strike that almost kill him in a single blow.

Zelgar move back. He heals Deimos and send a blast of light that wounds the two werewolf and the last deathplagued while protecting Deimos, Mythra and Bellegon.

[SBLOCK=OOC]Well... it is the enemy who is doing your job: protect Zelgar :rant: your punishment: more enemies.

[MENTION=44459]Luinnar[/MENTION]: Owlbear attack are not affected by his own aura. The aura affect allies, which exclude yourself. I will ask our judge... who is our judge? I didn't noted it... anyway, let's ask [MENTION=36973]stonegod[/MENTION], which is a judge in LEB. If [MENTION=36973]stonegod[/MENTION] tells otherwise, Ièll add the 2 damage to the Fang.[/SBLOCK]

[SBLOCK=Mechanic]
Fang:
Start: Take 9 damages. Howl of the Demon recharge (1d6=6): Yes
Standard: Howl of the Demon. D2 and D3 gain a free attack vs Owlbear.
D2: Longspear vs AC on Owlbear (1d20+11=29, 2d6+17=20) Hit for 20 damages and kill it.
Move: Walk to L9

Deathpledged 3:
Start: Take 9 damages.
Move: Walk to L8
Standard: Longspear vs AC on Zelgar (1d20+11=12, 2d6+12=20) Miss

Deathpledged 2:
Start: Take 9 damages.
Move: Longspear vs AC on Zelgar (1d20+11=24, 2d6+17=21)

Immediate Reaction: Werewolf1: Bullrush vs Fort on D2 (1d20+12=27) Hit Push D2 to M11 and follow to

Action Point: Longspear vs AC on W2 (1d20+12=24, 2d6+17=23) hit for 23
End: D2 die.

Frenzied Werewolf 1:
Already acted.

Frenzied Werewolf 2:
Minor: Transform into werewolf
Move: Walk to K6
Standard: Lycanthrope Fury
Claw vs AC on Deimos (1d20+12=20, 2d8+8=16) Miss
Bite vs AC on Deimos (1d20+12=14, 1d10+7=13) Miss
Take 5 damage

Gorges 1:
Standard: Bite vs AC on Ghourra (1d20+12=27, 3d6+8=19) Hit for 19 damages.

Gorges 2:
Standard: Bite vs AC on Vander (1d20+12=32, 3d6+8=21) Critical for 26 damages.

Zelgar:
Move: Walk to J9
Minor: Healing Word on Deimos and he regains 16 hp.
Standard: Radiant Sanctuary vs Will on W1; W2; D3 (1d20+9=24, 1d20+9=26, 1d20+9=29, 1d8+7=9) hit W1 and W2 for 9 damages. Critical on D3 for 15 damages. Deimos, Bellegon and Mythra al have +2 to all defenses UEoNT.
[/SBLOCK]

[SBLOCK=Map]Map

Furniture are difficult movement.

Tree and Stone fire pit squares cannot be entered.

Well is difficult movement and if you don't jump or fly over it, you will fall into it

There is only 3 windows on the ground floor, at M2, L10 and D5. There is a lot much more on the upper level.[/SBLOCK]

[SBLOCK=Stats]Bellegon: HP 37/55; THP 0; HS 4/7; AP 1; +2 to defenses UEoNT
Deimos: HP 39/48; THP 0; HS 2/8; AP 1; Bloodied; +2 to defenses UEoNT
Ghourra: HP 30/52; THP 0; HS 6/10; AP 1;
Mythra: HP 46/46; THP 0; HS 8/9; AP 2; +2 to defenses UEoNT
Vander: HP 6/35; THP 0; HS 2/7; AP 1; Bloodied; Werewolf Moon Frenzy Stage 1

Zelgar: HP 25/47; THP 0; HS 8/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1

Fang of Yeenoghu: HP -22; THP 0; AC 22; F 19; R 20; W 19; Howl of the Demon used; Cursed

Deathpledged Gnoll 3: HP -90; THP 0; AC 19; F 19; R 17; W 17; Cursed; Bloodied

Gnoll Gorgers 1: HP -24; THP 0; AC 20; F 21; R 19; W 19; Assassin Shroud 2; -2 att UEoNT
Gnoll Gorgers 2: HP -34; THP 0; AC 20; F 21; R 19; W 19; -2 att UEoNT

Frenzied Werwolf 1: HP -32; THP 0; AC 19; F 20; R 19; W 18;
Frenzied Werwolf 2: HP -14; THP 0; AC 19; F 20; R 19; W 18;[/SBLOCK]
 


Well... it is the enemy who is doing your job: protect Zelgar :rant: your punishment: more enemies.

[sblock=ooc]*shurgs* Didn't realize that was our job. You realize this party has 0 defenders, which makes that nearly impossible to accomplish, especially if you insist on putting the NPC in danger.

On top of that you create a situation where the party is forced to split itself in order to deal with a separate threat in another location.

Right, lesson learned. Next time I just let the child get eaten.[/sblock]

OOC: Vander, you need to get closer if you want to be healed. Ghourra's healing is all range 5.
 

Vander transfers his shroud to the other Gorger in the hallway, then steps into a shadow nearby and reappears in the shadow of the gorger, stabbing at him but missing. He then vanishes again to reappear behind Ghourra.[sblock="actions"]Free: Assassin's Shroud on Gorger 2, both shrouds on G1 disappear.
Standard: Inescapable Shadow vs Gorger 2 - Teleport to K19, then 1d20+11=17 miss
Move: Shadow Step, teleport to N19[/sblock][sblock="Stats"]Vander Legion Male Human Monk/Assassin
Initiative: +6, Passive perception: 18, Passive Insight: 13

Defenses:
AC: 19, Fort: 17, Reflex: 18, Will: 14 (12 after -2 from moon frenzy)

Vitality
HP: 32/35, Bloodied: 17, Surge Value: 8, Surges Left: 2/7
Action Points: 1/2, Second Wind: unused

Languages:
Common,

Basic Attacks:
Melee Basic Attack: +8 vs AC - Transcendent Ki Focused Spear 1d8+6
Ranged Basic Attack: +10 vs AC - Transcendent Ki Focused Shuriken 1d4+5

Powers:
At-Will: Fallen Needle (Standard/Minor), Five Storms (Standard/Move), Executioner's Noose, Assassin's Shroud, Stone Fist Flurry of Blows, Shadow Step
Encounter: [-]Eagle Claw Strike (Standard/Move)[/-], [-]Inescapable Shadow[/-]
Daily: [-]Masterful Spiral[/-], [-]Supreme Flurry[/-]
Item: [-]Transcendent Abduction Ki Focus[/-]

Weapons:
Transcendent Abduction Ki Focus +1
Spear (Main Hand)
Ki Shuriken +1 (Off Hand)

Conditions: Werewolf Moon Frenzy Stage 1 (-2 will)

Transcendent Abduction Ki Focus: Blinking - When Vander hits with a teleportation attack power, he has concealment until the start of his next turn. Reaching - Vander has +1 reach with melee attacks.
Ki Shuriken: Once per turn when Vander uses flurry of blows, it does +2 damage to its targets.
Pointed Step Style: When flurry of blows is triggered by an attack made with a spear, one target of it can be up to 2 squares away from Vander[/sblock]
OOC: As much as I'd like to keep flanking with Ghourra, or keep blocking the hallway from gorger 1, they'd kick my ass if I stayed there.
 

As vander teleports to the other side of the gnoll for a split second, Ghourra tries to strike at it with her radiant axe, unfortunately her timing is off and Vander is already gone before she can swing.

[sblock=actions]Standard: Healing Strike (1d20+12+2=18, 4d6.minroll(2)+8+4=25) (MISS)
Minor: Inspiring Word (2d6=10)
Minor: Sustain Weapon of Astral Flame
Weapon of Astral Flame (Secondary) (1d20+12+2=16, 2d6.minroll(2)+4+4=20) (MISS)[/sblock]

OOC: Unfortunately I whiffed on both attacks with my buff active. Would have been a nice chunk of damage.

Vander spends a healing surge and heals 18 hit points.


[sblock=Ghourra's Stats]Ghourra Gravedigger - Mul Cleric-Warlord 6 Status: Normal Passive Perception 26, Passive Insight 23 AC 25, Fort 20, Reflex 14, Will 19 HP 30/52, Bloodied 26, Surge Value 13, Surges 6/10 Speed 5, Initiative +3 Action Points: 1, Second Wind [] At-Will Powers: Brand of the Sun, Paint the Bulls-Eye Encounter Powers: Healing Strike [x], Martial Doom [x], Guardian's Counter [], Incredible Toughness [], Inspiring Word [x], Healing Word [], Rousing Words [x], Healer's Mercy [] Daily Powers: Inspiring Shot [], Weapon of Astral Flame [x], Resurgent Strength [x],Dwarven Thrower Weapon [x], Dwarven Armor[] [/sblock]
 

*shurgs* Didn't realize that was our job. You realize this party has 0 defenders, which makes that nearly impossible to accomplish, especially if you insist on putting the NPC in danger.

On top of that you create a situation where the party is forced to split itself in order to deal with a separate threat in another location.

Right, lesson learned. Next time I just let the child get eaten.

GM: Well, I didn't wrote up that adventure, it was in a Dungeon magazine... my only fault was to let Zelgar enter the building. He stayed near the door as everyone was between him and the enemy. A round later, he was the front line. The gnolls attack everyone, but the werewolves in hiding had the mission to stay hidden unless Zelgar was in danger... life is not always easy sadly.
 

Mythra blasts the nearby werewolfs with an icy blast, freezing their joints. Next the Magma Beast takes another swipes at the Gnoll which dodges with ease. The prime material plane must not be good for it.

[sblock=actions]
Minor:Mythra spends a surge and summoners the owlbear at K7 with 11 HP.

Standard:Chilling cloud K7 area 1.
rolls:
W1: 26 vs fort
W2: 14 vs fort
on hit:5 cold damage, -2 to hit EONT.

Intrinsic Magma Beast Action:14 vs ref G1 on hit 16 damage and 5 ongoing fire damage, and is slowed (save ends both)

Mythra is slowed EONT.
[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 8/9
AC 20; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation

Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
Cloak of Translocation

Conditions:Slowed EONT
[/sblock]
[sblock=Shield Immediate Interrupt]
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[/sblock]
[sblock=Young Owl Bear]
Hp: 11/23 AC:19 Fort21: Ref:17 Will:21 Medium Fey Beast
Init=Mythra
Perception=+12 Dark Vision
Speed 6

Aura 1:Allies gain a +2 power bonus to damage rolls against enemies in Aura. Mythra gains CA against any enemy in aura.

MBA Claw:
+11 vs AC, 1d12+3.

Str:20 Dex:12 Wis:14 Con:17 Int:2 Cha:6
[/sblock]

[sblock=Magma Beast]
Speed 4 (8 while charging) 5 fire resistance.
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 23/23hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 21; Fortitude 19, Reflex 20, Will 21

Standard Action:Melee 1,1 creature +9 vs reflex, 1d10+8, 5 ongoing fire damage, and is slowed (save ends both). Intrinsic Action:If you don't command the Magma Beast to attack, you are slowed and the Magma Beast attacks or charges the nearest creature with the above action, if it can't do either it moves to closest enemy.



Symbiosis: While Magma Beast is summoned, you can shift 2 squares as a move action and each target you attack with an basic or at-will attack cannot shift EONT.
[/sblock]
 

[MENTION=44459]Luinnar[/MENTION], if you cast chilling cloud at K7, you'll hit Deimos, Mythra and Bellegon too...even if it's enemies only, it would take more enemies if you cast it at L8...I'll wait for clarification for this before posting...

ALSO: on D2 death, Bellegon's aura goes up to 3

[MENTION=13739]Velmont[/MENTION]: there was nothing in the adventure mentioning or implying that Zelgar should survive...otherwise, I would teleport next to him instead of next to Deimos :) And he should've stayed outside...now retreat him back while he has no one adjacent ;)
 

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