24 4e Style : Day 2

stonegod

Spawn of Khyber/LEB Judge
[sblock=OOC]I checked Google and the Wayback machine; neither cached them (google doesn't cache images). Sorry!

BTW: Thoughts on whether there will be a day 3? I asked in the OOC thread. I know you're planning a (unrelated) L4W game.[/sblock]
 

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Mal Malenkirk

First Post
[sblock=OOC]At long last, VB's back. Let's bash some heads.[/sblock]

Garrick disengage from the guard who attempts to stop him and mamage to hinder his progress. Neverthe less he makes his way toward the hound, bumps against Mirage, makes too much noise to surprise his enemy and then sends his shuriken flying over his head. Not his finest hour.

[sblock]1d20+22=42, hit despite Garrick's huge vs OA AC, damage : 7

Stealth VS Perception 25 (Hound) (1d20+18=23) Stealth fail despite needing just a 7, so no CA and Sneak attack damage

vs AC 28 (1d20+17=23, 1d6+15=16)

And I screwed the attack. Do NOT let me run Garrick again!
[/sblock]

Kern jumps accross but can't quite make it, barely managing to hang on to the ledge.

[sblock]We already established that DC 20 is required to climb wall, meaning you failed by 2 so can't pull yourself up but you didn't fail by 5 so you don't fall. Kern is hanging on for dear life.[/sblock]

Seeing Kern in such perilous position, the archers on the roof gleefully take advantage.

[sblock]vs AC 26 (1d20+20+2=32, 1d20+20+2+2=34) +2 for CA plus I forgot their coordinated shot feature; the second archer to shoot at the same target gets a +2. 2 hits, 16 damage. I may have forgotten a -2 for grim slayer or whatever it's called but neither hit by 2[/sblock]

The wizard, on the other hand, figures it is safe to ignor kern for a while and instead casts a small burst of fire in the middle of the crowd scorching everyone except his allied guard , what skill!

[sblock]vs Nathan (ref 28), Leyra (24), Mirage (25) (1d20+14=32, 1d20+14=32, 1d20+14=31) 3 hits, wow.

vs Guard (28) (1d20+14=15, 1d6+7=8) but the guard is missed! And the damage is the minimum, darn. It was alsmost perfect.[/sblock]

The two guards see an opportunity to assault the wizard. As the saying goes, always kill the wizard first!

[sblock]Actually, it's 'Always kill the mage first'. And it comes from Shadowrun. But hey, close enough.

vs AC 29 (1d20+22=41, 1d20+22=29) 2 hits, 14 damage[/sblock]

The hound does what comes naturally and bits the dwarf, setting him on fire. Then he tries to disengage to flee accross the wall but despite being distracted by his burning beard, Dagran stills has the reflexes to bash the beast in the knee to keep him in place. The beast yelps and does not move further.

[sblock]Bite (fire damage) vs AC 33 (1d20+19=38, 1d8+6+5=17) hit, causes ongoing 5

OA vs AC 28 (+2 wis, -4 hound) (1d20+17+2-4=32) hit

damage (2d6+12=18) 9 damage (insubstantial)
save (1d20=10)
[/sblock]

The team suddenly hears screams from inside the inn, on the street level.

-''Help! Help me!'' screams a panicked man. It is the voice of the consul Jorgen Jak!

Street Level on Virtual Battlemat


Status

Hound : 69 / 123 ; Marked (Dagran). ongoing 2/1 (save ends), Roar of flame spent

Leyra 60 (73) /81 [4] AP,SW, Vulnerable 5 to fire (Aura), +2 AC, Regenerate 13
Garrick 60 /80 [3] SW, +2 AC, Vulnerable 5 to fire (Aura)
Mirage 42 /78 [3] AP SW, +2 AC
Dagran 79 (69) / 119 [7] AP, SW, Vulnerable 5 to fire (Aura), +2 AC, ongoing fire 5 and -4 to OA (save ends both)
Kern 74 / 90 [4] SW, AP, SW, Climbing
Nathan 48 (43) /109 [6] AP,SW, Ongoing fire 5 and -4 to OA (Save ends), +2 AC, warding (+3), bloodied


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.
 
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Erekose13

Explorer
Cornered in a bad way, Mirage turns invisible and moves out of reach of the two guards. Once out of the way he launches a blood pulse across the assembled opponents. He also takes a moment to drink one of his potions.

[sblock=actions]Start of turn: n/a
Standard: feymesh to turn invisible until end of next turn.
Move: move back behind Leyra
Action Point: blood pulse vs. Will targeting Guard 1 (directly north of position); Guard 2 (a little to the right); hound (1d20+15=32, 1d20+15=23, 1d20+15=29, 2d6+9=15) = hit/kill;miss (by 1!);hit [15/2=7 dmg + 1d6/sq left next turn + 10 ongoing damage (save ends)] EDIT: I Think that other one hit/kills because of combat advantage
Minor: drink potion of healing
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 52/78; Bloodied 39; Healing Surge 19; Surges/Day 2/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 0/1

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]
 
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stonegod

Spawn of Khyber/LEB Judge
Clearly not liking his situation, Kern pushes himself and tries to pull himself up. He struggles for a moment, his arms slick with his blood, but manages. Pulling out his mace, he charges the closest archer, and with a brutal swing, knocks him over the edge. The sight of it causes the last one to blanch.[sblock=Actions]Move: Climb: Success (barely). Minor: Draw Mace. Charge: [url=http://invisiblecastle.com/roller/view/2155398/]AC 33. Free: Gruesome kill gives other archer (and anyone else looking) -2 to attacks.[/url][/sblock][sblock=Kern (No TWF, No Parrying Dagger)]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 74/90, Bloodied: 45, Surge: 22, Surges left: 4/7
AC: 26, Fort: 24, Reflex: 28, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 1, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Spring the Trap
Enforced Threat
Termination Thread

Precise Incision
Deep Cut
Rogue Recovery

Gruesome Kill
Ferret Out Frailty
Reap the Rattled
Executioner's Mien


Full character sheet[/sblock]
 

The Digger

First Post
"This is getting ridiculous" yelled Garrick "We need to get our act together."

With those words one of his vicious shuriken attacks succeeded in penetrating the hounds defences. Although the damage was not great due to the fiend's unnatural ability it seemed to be enough to render it more solid.

"Got the bas.. er, blighter," chirruped the miniscule hero


[sblock=OOC]
5+15=20 (halved = 10) Bloodied![/sblock]
 

Thanee

First Post
Leyra

Leyra creates a burst of divine energy that weakens one of the guards and heals her allies and herself. Additionally, her holy symbol is now imbued with a divine glow. Afterwards, the cleric gets closer to the smashed-in window, to hopefully get an idea what's going on inside.


OOC: Beacon of Hope (hit (crit!) Guard to the north; miss the others);
the Guard to the north is weakened until the end of Leyra's next turn;
I doubt a crit with Beacon of Hope deals "extra damage" for being a crit, or does it? ;)
All (except Kern) regain 13 hit points;
then shift to the northeast (boots: +1 to AC/Reflex until end of next turn).
 
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Charwoman Gene

Adventurer
[sblock=ooc]Move: Shift out of the stables.
Standard: Come and get it Guard AC30, guard AC 30, Hound AC 28. (1d20+17=20, 2d6+12=18, 1d20+17=23, 2d6+12=17, 1d20+17=22, 2d6+12=16) ALL MISS! Hound takes 4 for from hammer rhythm. Mark all three.
Save vs. OG fire and OA pen (1d20=11)[/sblock]Dagran jumps back, not wanting the hound to get him tied up there. Doing so, he intentionally makes his flanks look vulnerable. Seeing this, the hound follows him out, and the nearby guards move in to strike him. Dagran seizes the opportunity to swing his hammer in an arc, but only succeeds in hurting the hound a bit and drawing all their attention.

Dagran 82 / 119 [7] AP, SW, Vulnerable 5 to fire (Aura), +2 AC
Triggers: Blood Iron when Bloodied. Immediate Interrupt +17;2d6+12 on first marked enemy to shift or attack anyone else.
[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
Come and Get It
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]
 

Velmont

First Post
Nathan switch place with Dagran. As soon as he appear, he charge his sword slash at all his enemies surrounding him. He see only one of his enemy hit and he fall under the hit. He strikes again at Hound, but is unable to hit the hellish dog. Nathan prepare himself to receive the attack.

[SBLOCK=OOC]Move: Dimensional Warp

Standard: Electrified Lash: Hound, Upper Guard, Lower Guard, Damage (1d20=1, 1d20=13, 1d20=11, 2d8+8=18) I forgot to had the +17, I barely hit on minion, miss the hound and the other minion...

Action point: Be Gone: Hound, Damage (1d20+20=27, 2d8+12=16) Arrgh! Miss by one... Power Reliable...

Nathan have +2 to all defence because he just spent an action point. Over all other defence bonus he has, so he has 35/30/30/30

Save: Save (1d20=9) Argh!!! Fifth roll I miss by 1, fourth save. IC want to kill me!

All that to kill a minion :.-( [/SBLOCK]

[SBLOCK=Nathan]
Initiative +6; Senses Perception 17, Insight 22
Vision: Normal Vision
HP 109; Bloodied 54; Healing Surge 27; Surges Per Day 12
AC 28 (33)*; Fort 25 (28), Ref 25 (28)*, Will 25 (28)
*+1 until the end of your next turn after shifting
Speed 6
Action Points 1

-----------------------------------------------------------------

Weapon:
Farslayer's Longsword +1: +17[+14 as Implement] (1d8+12 [+8 as an implement], 4 lbs., Heavy Blade, Versatile)

-----------------------------------------------------------------
Powers:
Aegis of Shielding
Booming Blade
Lightning Lure
Swordburst
Farslayer Sword
Gauntlets of Brillance
Flame Cyclone
Dimensional Warp
Transposing Lounge
Armathor's Step
Electrified Lash
Countering Thunderclap
Boots of Fencing Master
Screaming EarthHide Armor
Frost Backlash
Lingering Ligthning
Be Gone
Impenetrable Warding
Dragon Scales
Gauntlets of Brillance
Caustic Whetstone
Tempest Whetstone
Elixir of Speed
Elixir of Accuracy[/SBLOCK]
 
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Mal Malenkirk

First Post
The hound snap at Garrick's heels and set him on fire.

[sblock]]Bite (1d20+20-2=32, 1d8+6+5=12)
If you check the link, you'll see some notes about not including bonus to damage for fire vulnerability because it hasn't kicked in yet but forget it, I was confused by Nathan's surprise swap. The aura kicks in when you start in it and Garrick did start his turn in the hound's aura.
[/sblock]

The wizard conjures a large cloud of poison. It is thankfully brief and does not remain in the air. He does not remain at the window this time and dissapeears inside.

[sBlock]Garrick (-2 due to cover), Leyra, Nathan, Dagran, Mirage (1d20+14-2=30, 1d20+14=33, 1d20+14=33, 1d20+14=22, 1d20+14=18) vs Fortitude; Garrick, Leyra and Nathan hit, Mirage and Dagran missed

poison (1d6+7=10)[/sBlock]

Meanwhile, the consul still cries for help inside.

On the roof, the archer is panicking, backing away and firing erratically at Kern.

[sblock]1d20+20-2=25 miss[/sblock]

Status

Hound : 48 / 123 ; Roar of flame, spent, bloodied

Leyra 71 (81) /81 [4] AP,SW, Vulnerable 5 to fire (Aura), +2 AC, Regenerate 13
Garrick 51 (41) /80 [3] SW, +2 AC, Vulnerable 5 to fire (Aura), ongoing 5 and -4 to OA (save ends)
Mirage 65 /78 [2] SW, +2 AC
Dagran 82 / 119 [7] AP, SW, Vulnerable 5 to fire (Aura), +2 AC,
Kern 74 / 90 [4] SW, AP, SW, Climbing
Nathan 46 (36) /109 [6] SW, Ongoing fire 5 and -4 to OA (Save ends), +2 AC, warding (+3), Vulnerable 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.
 
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