24 4e Style : Day 2

Smirking at the dragon's weakness, Kern dashes around the pyramid's pinnacle, weapons in hand. Now you see true fear! With a heavy smash, Kern's mace crushes sinew and freezes the dragon in place with fear![sblock=Actions]Move to F93 (no OA as dragon's dazed). Standard: Termination Threat hits (AC 29) for 40hp, dragon is rattled and immobilized until end of Kern's next turn.[/sblock][sblock=Kern]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 90/90, Bloodied: 45, Surge: 22, Surges left: 7/7
AC: 28, Fort: 24, Reflex: 29, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 0, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Sprint 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]
 

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[sblock=Garrick]You didn't specify your moves so I expect you moved to F91 and then used the free shifts from tyour power to move to D91 and then shift back to F91.[/sblock]

The Dragon roars in pain, panick and confusion. Desperate to turn the tides, the dragon lauches another wave of steaming acid. Nathan manages to raise his magic shield in time while Dagran and Kern takes the worst of it. Kern can't hang on and his blown off the pyramid, falling hard to the ground.

The Dragon then goes wild with claws and tail as he tries desperately to stay aloft while attacking his enemies. He fails on all count and crashes heavily to the ground.

[sblock]breath reharge = 5 (1d6=6)

Breath : Targets only the three agents upstairs.

vs Dagran Fort 26; vs Nathan Fort 25; vs Kern Fort 24 (1d20+15-2=32, 1d20+15-2=20, 1d20+15-2=29, 2d10+4=15) Dagran hit, Nathan missed, Kern Hit

Attempt to push Dagran and Kern down

Save Dagran, Save Kern (1d20-2=10, 1d20-2=5) Dagran succeeds (prone), Kerns fails (falls to G91)

fall damage (2d10=11)

Spends his last action point

Slicing Fury vs Nathan AC 31, vs Dagran AC 30 (1d20+17-2=24, 2d8+6=14, 1d20-2+2=2, 1d8+6=14)

Miss Nathan, as you can see I screwed Dagran's entry (-2 for rattling, +2 because Dagran is prone but where is the base +17? That's right, who needs it?). Still we can see he rolled a 2 so it would have been 19, a miss.

The dragon can't move at least 2 sqaures so he falls.

Fall 6 squares. (3d10=13)

save vs slow (1d20+5=23)
[/sblock]

Back at the inn, the devil is confronted by the death of his associate and is now beset on both side while weakening fast. With nowhere to go, he decides to try to get rid of the wizard who seems closer to fall than the bounty hunter. He presses Mirage and attacks with his glaive, bloodiying the wizard.

vs Mirage AC 27 (1d20+18=37, 2d4+5=11) hit

Kendrick is taken aback as the devil ignores him and press Mirage. His team work is rusty and he is used to fighting alone these days. Annoyed, he follows and engage the devil again.

Twin Strike with CA (flanking) vs AC 29 (1d20+17+1+2=32, 1d20+16+2=28, 1d8+8+3+1=17, 1d8+7+3=17, 2d8=6) 1 hit, 23 damage

-''Disengage, Illusion, this time I got him!'' shouts Kendrick.

[sblock=Mirage]Beside screwing up your name, what Kendrick means is that if Mirage risks moving back more than one square (instead of just shifting) and provokes an OA, Kendrick will try negating it with his disruptive strike encounter power.[/sblock]








Status


Bearded Devil : 37 / 129 ; bloodied
Kendrick 70 / 92

Dragon : 117 / 615, 0 AP, Special : Slowed (save ends) whenever Garrick hits it, Frightful presence spent, Marked (Dagran), Dazed, prone

Dragon is on the ground

Leyra 33 /81 [11] [2] AP,SW,
Nathan 33 (28) /109 [12] [2] AP,SW Ongoing 5, bloodied
Garrick 39 /80 [6] [2] AP,SW,SC;
Mirage 36 (26) /78 [7] [2] SW,IW, Ongoing 5 (save ends), Marked (by Devil), in bearded devil aura, bloodied
Dagran 45 (40) / 119 [14] [2] AP,SW, Immobilized + Ongoing acid 5 (save ends both), prone
Kern 64 (59) / 90 [7] [2] AP,SW, Immobilized + Ongoing acid 5 (save ends both), prone
 
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Leyra

Leyra fires another beam of light at the dragon. The attack hits home and the holy fire gives Kern new hope, helping him in shaking off the aftereffects of the dragon's acidic breath.


OOC: Sacred Flame (hits 33 Reflex for 17 damage (hits even with the kinda funny +2 to defenses the dragon gets for being prone));
Kern can make a Saving Throw (or gain 8 temporaray hit points).
 

Hoping he didn't spend too much of his own energy, Mirage turns invisible then makes a break for it.

[sblock=actions]Turn Start: take 10dmg (5 ongoing + 5 aura)

Standard Action: Feytouched Drowmesh = invisible till end of my next turn.

Move: Run away from Devil to H105

End of Turn: Save vs. Ongoing Dmg. save #2 (1d20=11) pass.

[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 26/78; Bloodied 39; Healing Surge 19; Surges/Day 7/8
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]
 

"Come on! Let's get it while it's down. No mercy." Garrick drew his dagger and raced around the pyramid to attack the dragon. Unfortunately his speed proved his downfall as his hasty strike missed the beast.

[sblock=OOC]Minor Action: draw Footpad's Friend. Move Action: move to D93: Standard Action: Trickster's Blade with CA: Miss:eek:: http://invisiblecastle.com/roller/view/1972251/[/sblock]
 
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Dagran, having picked up a little self preservation, is a little bit less hasty in shaking off the effects of the acid this time. He waits for the effects to pass and is okay enough to get up on his own soon without hurting himself more.

[sblock="Rolls"]save (1d20=11)
Total defense, man I wish I had a third wind.[/sblock][sblock="Minor retcon]The dragon took 4 hp from My crishing Blow from Hammer rhythm if you didn't account for it. I should have been explicit.[/sblock]
 

Flung from the pyramid, Kern crashes next to the priestess with a wet thud, acid splattering around him. The light from Leyra's prayer almost stirs Kern's cold heart, but a stab of acid brings him back to reality. Muscles aching, the thug stands with some difficulty. Uncertain where the beast is, he girds himself for a fight, warily watching the surrounds. His breathing steadies and he manages to get clear of the last of the stinging goo.
[sblock=Actions]Save granted by Leyra Fails. Move: Stand. Standard: Total Defense. Save vs. acid/immobile succeeds.[/sblock][sblock=Kern (Total Defense)]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 59/90, Bloodied: 45, Surge: 22, Surges left: 7/7
AC: 30, Fort: 26, Reflex: 31, Will: 23; Two-Weapon Defense — Speed:7
Action Points: 0, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Sprint 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 dragon, being too far, Nathan decides to take a breath, being pretty badly hurt. He steps aside and takes a moment to get back in focus.

[SBLOCK=OOC]Move: SHift to F93
Standard: Second wind
Save: 1d20=13 FOrgot the -2, but still doing it.[/SBLOCK]
 

[sblock=Dagran]PS : By the way, you throw hand axes at +15, not +14 as I saw on your character sheet. Noted that a while ago and forgot to mention it but it could be useful in the current situation.

PS2 : I added the 4 points of damage from hammer rythm this round, thanks for the reminder.
[/sblock]

[sblock=Mirage]So you didn't need help to disengage, after all. That's a pretty nifty item for a combat mage, will have to remember it for my own PC.[/sblock]

The Dragon gets back painfully on his feet. He is rattled, clearly the only thing keeping him fighting is the complete disbelief that he could lose to such puny beings. He rakes the little hafling in front of him but hits empty air.

Claws (1d20+17=22, 1d20+16=32, 2d8+6=10)

[sblock]The two attack rolls are because it is about the last chance to use second chance and I am lazy. Still, the first roll was a miss and so it is not expanded.[/sblock]

Back at the inn, the fight is also winding down. The devil is also facing defeat. The wizard disappeared so he has to turn his attention on the bounty hunter. Kendrick parries handily but fails to land the counter strike.

disruptive strike vs AC 29 (1d20+18=24, 1d8+14=16)

vs AC 31 (1d20+18=27, 2d4+5=10)

Undeterred, he keeps pressing his opponent.

Twin Strike vs AC 29 (1d20+18=23, 1d8+15=20, 1d20+16=33, 1d8+14=17)
hunter's quarry (2d8=3)

His instinct is to use his agile footwork to step back up the stairs and make it harder for the devil to hit him, but then he remembers that he has an ally to cover. Gritting his teeth, he sticks insiude the devils guard and harry him.







Status

Bearded Devil : 17 / 129 ; bloodied
Kendrick 65 / 92

Dragon : 96 / 615,

Dragon is on the ground.

Leyra 33 /81 [11] [2] AP,SW,
Nathan 55 /109 [11] [2] AP,SW
Garrick 39 /80 [6] [2] AP,SW,SC;
Mirage 26 /78 [7] [2] SW,IW, bloodied
Dagran 40 / 119 [14] [2] AP,SW
Kern 59 / 90 [7] [2] AP,SW

Gray Dragon
Perception : 25 ; darkvision
Aura of Terror (Fear) aura 5; any enemy within the aura takes a –2
penalty to saving throws.
HP 615; Bloodied 307;
AC 29; Fortitude 27, Refl ex 26, Will 26
OA : +17, 2D8+6, ongoing 5 + immobilized

Bearded Devil
Senses Perception 24; darkvision
Beard Tendrils aura 1; enemies that begin their turns adjacent to
the bearded devil take 5 damage.
HP 129; Bloodied 64; see also battle frenzy
AC 29; Fortitude 25, Refl ex 22, Will 23
Resist 20 fire
OA : Reach 2; +18 vs. AC; 2d4 + 5 damage, and the target is marked
until the end of the bearded devil’s next turn and takes ongoing
5 damage (save ends).
Battle Frenzy : While the bearded devil is bloodied, it gains a +2 bonus to attack
rolls and deals an extra 5 damage with its melee attacks.
Devilish Teamwork : Allies adjacent to the bearded devil gain a +2 bonus to AC
 
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Moving to the sound of violence, Kern spies the dragon still on the ground and smiles. But as he steps up, he finds his grip slip on his attack, cauzing him to miss terribly.[sblock=Actions]Move to C93. Sizing Strike Misses[/sblock][sblock=Kern]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 59/90, Bloodied: 45, Surge: 22, Surges left: 7/7
AC: 28, Fort: 24, Reflex: 29, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 0, 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]
 

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