Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

[sblock=mistakes]I completely forgot in my post on Sept. 1 that I actually critted against one of the kobolds! In celebration of this rare event, I went ahead and rolled the extra crit damage (since seriously, this never happens):

defender3 took an additional 6 damage

Additionally, defender 1, 3, and 6 were all dazed that last round. I know that completely screws up the DM's turn, and frankly, since we're working WITH them now, I don't even care, but there you go.[/sblock]
 

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[sblock=mistakes]Thanks EB for the corrections. Unfortunately, two massive errors like that cannot be ignored, especially when the result of either is pretty much the same (two mistakes corrected with a single result).

OK. Retconned. Defenders 3 & 6 are prone on the wall, and Defender1 never made it to the chimney.[/sblock][sblock=Mervin's Move]Go ahead and move to -H30. I'll draw the map around you later, but for now, it will just be a green field.[/sblock]
 
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Riardon

Frustrated he sees no opening to throw a javelin, Riardon draws his sword, advances, and calls: "Good Rujah, again!"

[sblock=OOC]

Minor: Draw sword again.
Move: to -A20
Standard: Direct the Strike at Rujah.

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 38 / 49 Bloodied: 24
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:11 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst, Double SW

Condition:

[/sblock][/sblock]
 


[sblock]
Well, What do you guys think of Rujah hitting the Kobolds too? Most of my attacks as I mentioned AoE based on my marks. I could Mark everything adjacent as a free action, Hit a Kobold and force the Dragon to choose between prone or thunder damage, then immobilize everyone adjacent (Save ends), then back away. Or, immobilize everything after marking, second wind and hit everything I marked an heal. I'm not really sure. Rujah would be prone to just start throwing AoE's all over(even if it'd get him killed again.)[/sblock]
 

[sblock=Rujah]I would stick with at-will melees or MBAs. We might have the fight the kobolds as soon as the dragon is down. Best to save your AoE until then. Besides, these kobolds are doing two awesome things right now:
1. They are cannon fodder, protecting (most) of us.
2. They are immobilizing the dragon with their rechargeable. Keeping the dragon stuck in place limits its abilities greatly, and keeps me and the squishies alive at our safe distance.

So, basically, don't kill the kobolds yet!!!!!!!!!!!!!!!!!!!!!!!!!!!!
:)
[/sblock]
 

[sblock=Rujah]I would stick with at-will melees or MBAs. We might have the fight the kobolds as soon as the dragon is down. Best to save your AoE until then. Besides, these kobolds are doing two awesome things right now:
1. They are cannon fodder, protecting (most) of us.
2. They are immobilizing the dragon with their rechargeable. Keeping the dragon stuck in place limits its abilities greatly, and keeps me and the squishies alive at our safe distance.

So, basically, don't kill the kobolds yet!!!!!!!!!!!!!!!!!!!!!!!!!!!!
:)
[/sblock]


[sblock]
Issue with that is... if I don't move away, the dragon tailswipes and interrupts my attacks, apparently. >.>[/sblock]
 

[sblock=Rujah]The power the dragon has says "if an adjacent enemy does not move on it's turn..."

So you can attack with MBA / melee at-will, and then shift away to avoid the tail sweep.
[/sblock]
 

[sblock=HMG / AoS THP]Hey HMG, Sorry I keep forgetting about this. Whenever my AoS mark makes an attack that doesn't include me, I gain 3 THP via feat Aegis Vitality. Since they don't stack (poo), I have 3 THP.
[/sblock]
 

"Keep moving fire!" Fenwick yells at Mervin. "Still too proximate to Fenwick!"
Stepping to his left, to make sure he's not going to be sideswiped by a treacherous kobold as he moves, Fenwick hefts his magical axe. Then he runs screaming at the dragon, slicing into it with a blow that would instantly kill many a lesser creature, then instantly jumps back out of harm's way.
[sblock=actions]
Move: to -D26
Minor: Activate Vanguard Weapon Daily
Standard: Charge to -A24 Howling Strike vs. Dragon (1d20+9+1=27) Since the dragon is -2 to defense, that's a hit! Damage (1d12.minroll(3)+1d6+6=19)
Free action from boots of adept charging: Shift to -B24

From the Vanguard Weapon power, all allies within 10 squares of Fenwick gain a +1 bonus to attack rolls and gain +3 to damage rolls until the start of his next turn.
This doesn't interact very well with the Malenkirk initiative rules. I'd play it as one round for each ally, but I'll let the GM figure that one.[/sblock][sblock=Fenwick stat block]Fenwick Male Orc Barbarian 4
Initiative: +3, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:19, Fort:18, Reflex:13, Will:15
HP:38/49, Bloodied:24, Surge Value:12, Surges left:11/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Warrior's Surge, Roar of Triumph,
Vault the Fallen, Shrug It Off, Shatterbone Strike
Swift Panther Rage,
Vanguard Execution Axe, Skald's Armor


Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack and damage rolls.
[/sblock]
 

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