24 4e Style : Day 2

Status

Leyra 81 /81 [4] AP,SW,
Garrick 74 /80 [3] SW,
Mirage 70 /78 [3] AP SW,
Dagran 119 / 119 [7] AP, SW
Kern 90 / 90 [4] SW, AP, SW,
Nathan 98 /109 [6] AP,SW, Ongoing fire 5 and -4 to OA (Save ends), Vulnerable 5 to fire (Aura)

[sblock]I used common sense; the defenders and anyone with plenty of surge was healed to 100% since this is the last fight.

Garrick and Mirage were not healed fully because they had only 3 surge left.

This acounts for the attack suffered by Nathan
[/sblock]
 
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Feeling a fireball is a little overblown, Mirage conjures a shock sphere in the centre of the room.

[sblock=actions]Thanks, don't know why I missed that.

link says grasping shadows but I forgot that it wasnt big enough. Changed to shock sphere when I reviewed the range on the map. Only hits one now. Damage roll is off, but if they are minions then it doesnt matter much.
Start of turn: n/a
Move: smash window
Standard: shock sphere in building vs. ref (1d20+15=35, 1d20+15=24, 1d8+9=15)
Move: n/a
Minor: n/a
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 70/78; Bloodied 39; Healing Surge 19; Surges/Day 3/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 1/1

Basic Melee +10 vs AC 1d4+1 (Dagger)
Basic Ranged +15 vs AC 1d4+6 (Dagger)

Powers:
Illusory Ambush
Scorching Burst

Infernal Wrath
Wand of Accuracy
Grasping Shadows
Shock Sphere
Fire Burst
Blood Pulse
Shield
Feytouched Drowmesh
Steadfast Boots
Solitaire (Citrine)
Scorching Burst
Second Wind

Phantom Chasm
Fireball
Mordenkainen's Sword
Dimension Door
Feywild Spell Surge
Soul Burn
Headband of Intellect

Potion of Healing
Potion of Regeneration
Deathcap Spores
[/sblock]
 

Nathan curse as he feels the burning fire. He mark the hellhound and touch his sword with the last whetstone he has. He than attack the hound, landing a blow.

[SBLOCK]Leyra's Save:Save (1d20=9)

Minor: Mark Hellhound
Minor: Caustic Whestone
Standard: Booming Blade (1d20+17=31, 1d8+12=14) and 2 ongoing acid damage (half I suppose on both because of the Insubstancial)

Save: Save (1d20=9)

Note to myself: Take feat Human Perseverance.[/SBLOCK]
 

[sblock=roll]Charge (1d20+17=23, 2d6+14=23) Miss; 4/2= 2 hp from hammer rhythm, Mark Hound[/sblock] Dagran charges the hound, but barely grazes the beast. He does draw its attention, though.
Dagran 119 / 119 [7] AP, SW
Triggers: Blood Iron when Bloodied. Unbreakable will not be used yet, until after Blood Iron Triggers.
[sblock=Powers]Brash Strike Attack: +19/2d6+16 vs.AC; (grant CA to target)
Crushing Surge Attack: +17/2d6+12; Invigorating (+4thp)
Unfailing Resources Free Action Effect: Take 10 damage. Save automatically against an effect that a save can end.
Bell Ringer Attack: +17/ 4 vs. Fortitude Hit: The target is dazed until the end of your next turn. Invigorating (+4thpcon)
Crushing Blow Attack: +17/4d6+16 vs. AC
Come and Get It Close burst 3 Attack: +17/2d6+12 vs. AC; Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Inexorable Advance Attack: +17/2d6+16 vs. AC, two attacks; Hit: Invigorating (+4thpcon); Effect: You can shift 1 square before each attack.
Unbreakable Fighter Immediate Reaction Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 9.
Into the Fray Minor Action, Effect: Move 3 squares, as long as you end adjacent to an enemy.
Cometfall Charge (Charge) Attack: +17/6d6+18 vs. AC; Miss: Half damage.
Shift the Battlefield Close burst 1 Attack: +17/4d6+12 vs. AC; Hit: You slide the target 1 square.; Miss: Half damage.
Unstoppable Minor Action Effect: 2d6+4 thp.
Blood Iron Immediate Reaction Trigger: You become bloodied. Effect: Resist 5 to all damage until the end of the encounter.[/sblock]
 
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Roof

All hell is breaking loos on the street and Kern hears a bell being ran somewhere on the second or thrid floor. The archers are sickened at the sight of the crushed skull of their colleagues and their aim is off, the volley of arrows missing kern for the second time. They yell for reinforcement.

Their prayers are answered as a man cloaked in arcane robe appears at a window on the third floor and fires bolt of energy. Anothe archer also steps on the roof but out of sight of Ker; he instead shoots at the crowd below, targeting Leyra.

[sblock]Look at the third floor map for these new arrivals.

2 archer on top roof
Archers vs AC 28 (1d20+20-2=20, 1d20+20-2=26) I initially thought that this little expedition alone on the roof would be very dangerous but... And meanwhile Kern is singloe handedly preventing the load of bad guy I set on or near the roof from peppering the guys in the street.

New archer, third floor : The archer doesn't yet see Garrick because of the chameleon power (Don't feel like rolling) and Mirage is too close to the wall (Mirage and the archer have no LOE and LOS to each other). Therefore he chooses to shoot on the gal throwing holy light around.

vs AC 31 (1d20+20=32) hit

The Mage :

vs Ref 29 (1d20+15=28, 2d4+7=13) miss
[/sblock]

Street Level

The door opens and Garrick lets his shuriken fly but it thuds against the door frame. The guard sees him and charges, putting the halfling on the defensive.

Meanwhile the infernal hound lets loose a stream of fire, immolating Nathan and Dagran. He then phases through the wall, to a more defensible position.

The guard coming down the street sees Mirage accross the corner and engage him

[sblock]
Garrick reacts:
Garrick Ready action (1d20+20=23) miss

The guard charges Garrick
Charge (1d20+22+1=41) hit, 7 damage

The hound:
vs reflex Dag (21), Nat (25), (Mir 25) (1d20+17=36, 1d20+17=28, 1d20+17=21, 3d8+6=18) Hi, Hit, and miss Mirage (the one guy who resisted fire and wasn't in the fire vulnerability aura anyway! Forgot to give him cover on top of that)

The hounds shift through the wall; Dagran Immediate Interrupt :
vs AC 28 (1d20+17=26, 2d6+16=25) miss, too bad, that was big damage!

Guard vs Mirage
Charge vs AC 27 (1d20+22+1=40) hit, 7 damage
[/sblock]

Status

Hound : 106 (105) / 123 ; Marked (Dagran). ongoing 2/1 (save ends), Roar of flame spent

Leyra 73 /81 [4] AP,SW, Vulnerable 5 to fire (Aura)
Garrick 67 /80 [3] SW,
Mirage 63 /78 [3] AP SW,
Dagran 96 / 119 [7] AP, SW, Vulnerable 5 to fire (Aura)
Kern 90 / 90 [4] SW, AP, SW,
Nathan 65 (55) /109 [6] AP,SW, Ongoing fire 5 and -4 to OA (Save ends), Vulnerable 5 to fire (Aura)




Archers
Minion
Perception : 24
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 24, Reflex 26, Will 24
Speed 6
Dagger (Standard, at-will) Weapon
+18 vs Armor Class; 7 damage.
Longbow (Standard, at-will) Weapon
Ranged 20/40; +20 vs Armor Class; 8 damage.

Guard
Perception 22
HP 1; a missed attack never damages a minion.
AC 30; Fortitude 26, Reflex 28, Will 24
Glaive (Standard, at-will) Weapon
+22 vs Armor Class; 7 damage.

Hound
Perception 25
Fiery Wrath (Fire) aura 3; creatures that start their turns in the aura gain vulnerable 5 fire until the end of their next turns; devils and other Nessian hounds are immune.
HP 123; Bloodied 61
AC 28; Fortitude 24, Reflex 24, Will 24
Immune fear; Resist: insubstantial (when not bloodied), 10 fire
Burning Bite (Standard, at-will) Fire
+19 vs Armor Class; (+20 when bloodied)1d8+6 damage, plus the target takes ongoing 5 fire damage and the target takes a -4 penalty to opportunity attacks (save ends both).

Mercenary Mage
Perception 18
HP 80; Bloodied 40
AC 23; Fortitude 21, Reflex 23, Will 22
OA : Dagger, +13 vs Armor Class; 1d4+2 damage.

That's not actually a Githyanki, it's an half-elf. I am just recycling token...
 
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[SBLOCK=OOC]Some rulings about LoS needed. :)

What's the distance (in squares) to the archer on the roof that fired at Leyra?

If I move three or four squares to the right, can I still see him? With cover? Or superior cover?
Can I see the hound from there? With cover? Or superior cover?
Can I see the half-elf mage on the third floor from there? With cover? Or superior cover?
Can I see the archer on the third floor from there? With cover? Or superior cover?

Apparantly, I'm looking for a position, which allows me to use one of the close bursts to good effect. ;)[/SBLOCK]
 

[sblock=ooc]Vs. Hound AC 28, mark Hound (1d20+17=37, 4d6+16=33) First 3 d6t were 6,3,6 which will work for thunder damage. 24+16=40 and 15 Thunder, becomes 20 damage and 7 Thunder.[/sblock]Dagran's hammer slams into the fiery hound, disrupting it's form, and thunder rolls, hurting it even more. Sensing restraint may be in order, Dagran prepare to finish the Hound off soon.

OOC: only 36 more real damage and the insubstantial drops.

Dagran 96 / 119 [7] AP, SW, Vulnerable 5 to fire (Aura)

Triggers: Blood Iron when Bloodied. Unbreakable will not be used yet, until after Blood Iron Triggers.
[sblock=Powers]Brash Strike Attack: +19/2d6+16 vs.AC; (grant CA to target)
Crushing Surge Attack: +17/2d6+12; Invigorating (+4thp)
Unfailing Resources Free Action Effect: Take 10 damage. Save automatically against an effect that a save can end.
Bell Ringer Attack: +17/ 4 vs. Fortitude Hit: The target is dazed until the end of your next turn. Invigorating (+4thpcon)
Crushing Blow Attack: +17/4d6+16 vs. AC
Come and Get It Close burst 3 Attack: +17/2d6+12 vs. AC; Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Inexorable Advance Attack: +17/2d6+16 vs. AC, two attacks; Hit: Invigorating (+4thpcon); Effect: You can shift 1 square before each attack.
Unbreakable Fighter Immediate Reaction Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 9.
Into the Fray Minor Action, Effect: Move 3 squares, as long as you end adjacent to an enemy.
Cometfall Charge (Charge) Attack: +17/6d6+18 vs. AC; Miss: Half damage.
Shift the Battlefield Close burst 1 Attack: +17/4d6+12 vs. AC; Hit: You slide the target 1 square.; Miss: Half damage.
Unstoppable Minor Action Effect: 2d6+4 thp.
Blood Iron Immediate Reaction Trigger: You become bloodied. Effect: Resist 5 to all damage until the end of the encounter.[/sblock]
 

[sblock=OOC]From the spot I moved Leyra to, she has full LOS on the two guards, LOS with cover (-2) on the hound and the rooftop archer and LOS at superior cover on the mage in the window (-5).

Move one square north and you lose LOS on the hound altogether but reach the guard coming from the north at 8 square.
[/sblock]
 
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