[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)

Rapida

First Post
[sblock=Battlefront Shift]
In that case shift me two towards the creature. When it is my turn I will charge it and activate my magic items effect. I'd appreciate that divine guidance on the roll Otakkun.
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Someone

Adventurer
[sblock=melee guys, and Most Boring Strategy Ever]I have a couple new powers since I overhauled the character. One is dimensional scramble; it targets the snake's strongest defense, but can teleport it around. That'd give you enough space to charge if I manage to hit, which I understand gives you bonuses to hit and damage, if I use it before you go in a given round - on the other hand it may make it harder for you to flank the thing, so tell me if you want me to use the power or not.

The other power is Static mote, as I commented on a previous post. I now realized that, against solos without ranged attacks, it's an auto-kill. Static mote has a Slow effect that works without rolling. Since the most you can move when Slowed is 4 squares using a double move, and the least anyone of us can move with a move action is 5 squares, we could theoretically kite said solo and pelt him with ranged attacks to death given enough room and sufficiently idiotic monster behaviour.[/sblock]
 

Cute-Hydra

First Post
Almost seedily Karma blasts the monstosity with psionic energy as if testing it's defenses. His reserved approach clearly contributes to it's failure as the monster easily shrugs it off..

[[sblock=ooc]

Roll Lookup 3+4=7

Actions: Dishearten targettting snake...[/sblock]
 

Sanzuo

First Post
GM: Someone: That power seems... really good. Almost too good. 1d6+5 in a burst 3 is not a piddly amount of damage, either. I guess it's from Psychic Power?


The snake is rather unfazed by Halleck's taunting. Shrakk's assault is a different story, however. The githzerai rushes forward, bounds up the dais and plunges the tip of his magical blade into the body of the serpent. Unfortunately, it does not go as deep as he had hoped. The serpent's bony plates offer it some protection. A spray of acidic blood is Shrakk's reward, but he is so invigorated he barely notices. Karma, meanwhile, casts a psychic thread towards the monster, but more effort is needed to break into the beast's mind.

Shrakk also manages to get the creature's attention. In a flash, its coils are around Shrakk and closing tightly. A row of needle-like fangs perforate Shrakk's body and inject him with a burning venom as his bones begin to crack and the breath leaves his body.

[sblock=Actions, Round 0:]Brenwar: Battlefront shift to G6
Halleck: Shifts to H3, Misses with Stirring Shout
Shrakk: Moves to I-9, charges demon snake and hits for 25 damage, takes 5 acid damage and heals 4

Snake: Hits Shrakk with Envelop attack, Crits Shrakk with Bite for 20 damage and ongoing 5 poison damage, constricts Shrakk for 5 damage.[/sblock][sblock=Status]Demon Snake
Wounded
AC: 17 Fort: 18 Ref: 16 Will: 15
Basic Attack: Bite; +8 vs. AC; 1d12 + 8 damage and 5 ongoing poison damage (save ends).
Special: If you hit the snake with a melee attack you automatically take 5 acid damage.
If you hit the snake with an attack you heal 4 hp.

  • Brenwar: Fine
  • Shrakk: 10/35 hp, constricted (grabbed, restrained, -4 to escape), 5 ongoing poison damage (save ends), -1 healing surge
  • Halleck: -1 healing surge
  • Karma: -1 healing surge
  • Kavac: Fine
  • Shale: Fine
  • Demon Snake: Wounded, Oath of Enmity from Shrakk
[/sblock][sblock=Map]
battle02map03.png
[/sblock][sblock=Terrain]The squares with steps are difficult terrain and the top of the dais is 1 square high.
The hallways are 1 square high and the room is 3 squares high from the ground and 2 squares high from the top of the dais.[/sblock]

Player's Turn
 

Someone

Adventurer
[sblock=DM]
GM: Someone: That power seems... really good. Almost too good. 1d6+5 in a burst 3 is not a piddly amount of damage, either. I guess it's from Psychic Power?

Yes, it's from Psionic Power. I was surprised too when I read it because I too think it's quite good: I triple checked it when I found the power, and again when you posted. Perhaps the author thought that the large area, combined with the delayed blast made it situational or difficult to use, but I believe the real killer is the auto-slow.

Edit: I added a scan of both powers
[/sblock]

Shale steps forward and dislodges a crystal from his body, and starts concentrating his psionic powers through it. Perhaps something important will happen later?

[sblock=ooc:]Move to g4; minor to draw orb; manifest dimensional sramble centered on f13, which utterly fails. Maybe demons are resistant against psionic powers.[/sblock]

[sblock= Combat Stats]
Shale, shardmind psion 1
Initiative: +0, Speed: 6 Passive Perception: 10, Passive Insight: 15
AC: 15 Fort: 11, Reflex: 15, Will: 15, Resist: 5/psychic
HP: 25/25, Bloodied: 12, Surge Value: 6, Surges Left: 7/7
Action Points: 1, Power points 2/2
Powers At-Will Powers:Static Mote, Dimensional Scramble
Encounter Powers: Far Hand ( ) Forceful Push ( ) Shard Swarm ( )
Daily Powers: Living Missile ( )
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Rapida

First Post
Brenwar charges the demonic creature using Pallady's divine power to challenge it. A ethereal silver owl flits about the demon as Brenwar finishes his prayer. He smashes his hammer down but it glances off the creature's scales with no effect.

[sblock=Combat Actions]
Move Action: To G10
Minor Action: Divine Challenge the Demon
Standard Action: Charge G13 with Ardent Strike, activate Vanguard's Weapon +1
Charge G13 with Ardent Strike, activate Vanguard's Weapon +1 (1d20+10=16, 1d10+5+1d8=14) (Really needed a +1 from something here...)
doh miss, I will use Shrakk's divine guidance:
Charge G13 with Ardent Strike, activate Vanguard's Weapon +1 (1d20+10=13, 1d10+5+1d8=18)

Dang, well that sucks sorry guys. I don't think I've ever hit with that magical effect.
[/sblock]
[sblock= Combat Stats]
Brenwar - Male Human Paladin 4
Initiative: +1, Speed: 5 Passive Perception: 15, Passive Insight: 20
AC: 24 Fort: 17, Reflex: 17, Will: 19, Resist: 1/all
HP: 47/47, Bloodied: 23 , Surge Value: 11, Surges Left: 13/13
Action Points: 1
Feat Note: Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.
OA Basic Melee Attack: +9 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage
Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike, Lay on Hands (3/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily
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Otakkun

Explorer
OOC: At times like this I'm really grateful for being a githzerai. Also need to note that in the end I've never used my censure power so far, so I should really go back to that ranged attack I'm going to miss so much right now =). Or at least buy a repeating crossbow. Really.


Editted.
 
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Sanzuo

First Post
[sblock=Actions]
Take 5 damage.
Save (1d20=4). Fail.
Standard - Second Wind: +8HP, shift 3 squares to K-11 (racial power).
Move - Retreat to H-5. [/sblock]

GM: The snake has you grappled (check status). Githzerai or not, you still may not shift while you are immobilized. You still have to escape using a move action before you can move around unless it's a teleport.
 

Tenchuu

First Post
"Shrakk! Don't Worry: it's just a flesh wound!" Halleck called out, inspiring his ally and distracting the snake long enough for Shrakk to escape. He moved forward to set a defensive position for the retreating githzerai.

"That's all you've got?" Halleck shouted, attempting to distract the creature with his bravado; however, too much of his concern for Shrakk made its way into his tone, and the strategy was ineffectual.

OOC: Majestic Word: The target can spend a healing surge and regain 4 (char mod) additional hit points. You also slide the target 1 square (to J12, unless Ota wants him somewhere else)


[sblock=Action Block, Mini-Stats]
Free talking, Majestic Word on Shrakk, Move, (Not-So-) Vicious Mockery for Miss. I will update my post to complete my turn after I hear from Shrakk

[sblock=Action Block]
Move: to H6
Minor: Majestic Word on Shrakk
Standard: Vicious Mockery (Will)

  • Target: Snake
  • Attack: 1d20+4=5 Crit Miss
  • Damage: 1d6+4=0
  • Effect: N/A
[sblock=ignore]
Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
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[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Bard/Warlord 1
Initiative: +0, Passive Perception: +12, Passive Insight: +14

Defenses:

AC: 18, Fort: 13, Reflex: 13, Will: 15 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 25/25, THP: 0/8 Bloodied: 12, Surge Value: 6, Surges left: 7/8
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Longsword 1d8+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Battlefront Shift
Daily: Stirring Shout

Weapons:
Longsword

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Tenchuu

First Post
GM: The snake has you grappled (check status). Githzerai or not, you still may not shift while you are immobilized. You still have to escape using a move action before you can move around unless it's a teleport.
OOC: Well, that answers my question. I updated my post to use Majestic Word on Shrakk. This slides him 1 (toward me), which ends the grab. Then he can take his turn as posted.
 

Otakkun

Explorer
OOC: Got slide & shift mixed on my mind regarding grapples =). Thanks to Tenchuu everything is ok.


Dazed and almost slayed by the crushing blow from the serpentine demon, Shrakk decides to take the opportunity given to him by Halleck and step back to rethink his strategy. As he repositions himself, he is about to thank the half-elf when he suddenly starts coughing blood, his body unable to shake off the deadly poison running through his veins.

[sblock=Actions]
Take 5 damage.
Save (1d20=4). Fail.
Standard - Second Wind: +8HP, shift 3 squares to K-11 (racial power).
Move - Retreat to H-5. [/sblock]

[sblock=Combat Stats]Shrakk, Githzerai Avenger 2
Speaks in DarkOrange
HP 25/35 Temp HP 0
Initiative +4
AC 18, Fort 14, Reflex 16, Will 16
AP 1, Surges 7/9
Second Wind [X]
Iron Mind [ ]
Angelic Alacrity [ ]
Distracting Flare [ ]
Channel Divinity: Divine Guidance [X]
Channel Divinity: Abjure Undead [ ]
Aspect of Might [X]

Special
Shift 3 when using second wind.
+2 bonus to saves vs. daze, dominate & stun.
Poisoned (ongoing 5, save ends)
[/sblock]
 

Sanzuo

First Post
GM: Hey, Psionic people: Whether you are using Invisible Castle or the Forum dice roller, I'd really appreciate it if you would specify if you are augmenting the power or not and how many power points you are using in the roll description from this point forward.

Thanks!
 


Llama_Bill

First Post
[sblock=Apologies:]
Sorry for not posting in a while, I got sneak attacked by real life and ended up moving into Uni with no loan, no internet and being registered for the wrong year so I had no dissertation sessions booked. Really sorry about not being around until today. Can I jump back in? I can post at least once a day now.

Bill
[/sblock]
 

Sanzuo

First Post
[sblock=Apologies:]
Sorry for not posting in a while, I got sneak attacked by real life and ended up moving into Uni with no loan, no internet and being registered for the wrong year so I had no dissertation sessions booked. Really sorry about not being around until today. Can I jump back in? I can post at least once a day now.

Bill
[/sblock]

GM: Of course, it's your turn if you want to go. You start on the left-side edge of the map. Also roll for the previous mini-skill challenge (the river). If by chance you fail, you still make it across. You just take 5 damage from the zombie carp.
 


Llama_Bill

First Post
I miss!? That is a surprise.

Kavac sprints towards the snake and roars. With the Paladin doing the same he can't see a good opening to take advantage of.

[sblock=Kavac's Stats and Actions]
Swim: Athletics - 1d20+10=15
----------
Move: Run from H1 to H9
Standard: Charge to H13. Miss Howling Strike: 1d20+8=13, 1d12+1d6+4=8
Minor: That is the Kavac you all know and love. I'm making a Avenger in my paper game so that I don't miss.

Kavac - Goliath Barbarian 1
Racial Features: Mountain's Tenacity, Powerful Athlete, Stone's Endurance
Class Features: Barbarian Agility, Rageblood Vigor, Rampage
Passive Perception 18, Passive Insight 11
AC 16, Fort 17, Reflex 14, Will 13
HP 33/33, Bloodied 16, Surge Value 8, Surges 12/12
Speed 6, Initiative +2
Action Points: 1/1, Second Wind
At-Will Powers: Pressing Strike, Howling Strike
Encounter Powers: Desperate Fury, Swift Charge, Stone's Endurance
Daily Powers: Swift Panther Rage
[/sblock]
 
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Tenchuu

First Post
[sblock=Bill]
I think it's just the luck of the rolls. Kane is a whirling barbarian in my Lord Byron game, and he regularly destroys anything and everything I throw at him. Occasionally, I am able to drop him, but not before he drops a lot of others.
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Cute-Hydra

First Post
Karma seeing his friend being battered and his mental attack failing sprints forward. Seeing the others lagging behind and sensing they wouldn't be there in time he spurs himself onto new lengths. As you see him run his fist glows with his trademark glow but it's gone from purple to bright pink and then finally to burning hot white. As Karma reaches the dais he crushes it into the monstrous snake knocking it flying. Karma stands flushed on the dais the energy dissipating fast.

[sblock=actions]
Bare with me here I think I got this right,
Move action to H7
Standard action: move to H13
Action Point: augment 2 Force Punch targetting demonic snake.
Roll Lookup 17+4 = 21 vs. Fort
takes 5, heals 4 = takes 1 damage down to 19hp.
minor action: prepare healing word targeting myself, when I am hit.
Roll Lookup 2+7=9 damage
target knocked prone and pushed one square back.

(bit of a waste I know, but I like to use Action Points for non double attacks occassionally. More worrying is if my 19hp can take it :p.)
[/sblock][/QUOTE]
 

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