[Adventure] Leader of the Pack ( DM: Velmont, Judge: ??? )

[SBLOCK=OOC][MENTION=78756]Son of Meepo[/MENTION]: Upon entering square P22 (I assume you entered it), Ghourra need to roll an Acrobatic roll DC 15 as he feels the rotten floor falling apart under his feet. On failure, you take 1d10 falling damage and end at P8 prone and you didn't expend your Action Point (you can spend it on this turn if you wish).

[MENTION=44459]Luinnar[/MENTION]: One per room, so assume you can teleport on any square on the edge of the second floor[/SBLOCK]
 

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OOC: Don't see the owlbear on the map :)

Stupid humans! Can't even keep your children safe! Mythra mutters. Pulling out his tome Mythra finds the correct passage. With muttered words a portal opens up to the primordial plane of fire on the second floor; summoning a magma creature. It runs at the nearest gnool, smashing it with its firy fists.

[sblock=actions]
Free:Tome of binding, Magma Beast gets +3 to damage until end of encounter.

Minor: Summon Magma Beast H21

Move:Moving Magma Beast to H22
Owl Bear: Next to the D baddies if possible (6 move)

Standard: Magma Beast MBA vs G2
20 vs ref 6+3(tome)=9 damage and 5 ongoing fire damage and slowed (save ends both).
[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 20; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation

Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
Cloak of Translocation
[/sblock]
[sblock=Shield Immediate Interrupt]
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[/sblock]
[sblock=Young Owl Bear]
Hp: 15/23 AC:19 Fort21: Ref:17 Will:21 Medium Fey Beast
Init=Mythra
Perception=+12 Dark Vision
Speed 6

Aura 1:Allies gain a +2 power bonus to damage rolls against enemies in Aura. Mythra gains CA against any enemy in aura.

MBA Claw:
+11 vs AC, 1d12+3.

Str:20 Dex:12 Wis:14 Con:17 Int:2 Cha:6
[/sblock]

[sblock=Magma Beast]
Speed 4 (8 while charging) 5 fire resistance.
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 23/23hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 21; Fortitude 19, Reflex 20, Will 21

Standard Action:Melee 1,1 creature +9 vs reflex, 1d10+5, 5 ongoing fire damage, and is slowed (save ends both). Intrinsic Action:If you don't command the Magma Beast to attack, you are slowed and the Magma Beast attacks or charges the nearest creature with the above action, if it can't do either it moves to closest enemy.



Symbiosis: While Magma Beast is summoned, you can shift 2 squares as a move action and each target you attack with an basic or at-will attack cannot shift EONT.
[/sblock]
 


[MENTION=13739]Velmont[/MENTION], why/how did Bellegon take OA? On the map I was looking d1 was left of Vander and D3 was on it's current location, so Bellegon could go around without provoking
 
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OOC: [MENTION=87106]MetaVoid[/MENTION], Something screwy must be going on with the spreadsheet or you missed something. I do remember seeing 3 deathpledged gnolls when I acted on the first round. Also, d1 was posiitioned, so that no matter which square you used to enter the room, you would have to provoke an OA to move past him.


x...
xxxxo..
....oD.
xxxxo..
x...


OOC: No matter which of the squares marked o you moved into, you were adjacent to D, so moving past those squares would draw an OA.
 

As I was seeing it, D1 (who made OA was in K7, D2 was close to F and D3 was in M6. Bellegon moved L9-M8->M7...not really important since all OAs missed, I was just wondering what did I miss...


Bellegon looks around him
"How did I get so far ahead, where are the warriors?!"
he thinks to himself


Dispeling the shadows around his body, they fly into the faces of the gnolls. Calling upon the training provided by the crazy goblin he mixes extra energy into his attack.

As his drow power darkens small area of the room, power of his patron comes up from the darkness below, freezing the very souls of poor creatures next to the drow. Whole house and area around it is plunged into the darkness, raising goosebumps even in hardened adventures, but only those within Belelgons cloud of darkness feel its cursed bite.

"Tonight, your souls will be devoured and you'll never see the face of your god."


[sblock=Actions]
Minor: Curse D2, Bellegon gains +2 all defenses againt it
Minor: Curse D3, Bellegon gains +2 all defenses againt it
Minor: Cloud of Darknes centered on M6

AP: Cursebite with Bloodcurse rod vs Fort(D1; D2; D3); necrotic and cold damage with 2 charges from Gloves of Eldritch admixture; curse damage (1d20+9+2=30, 1d20+9+2=19, 1d20+9+2=25, 2d8+5+1+2d6+5=32, 1d6=3) - hits all, curse damage goes to the one that would be killed or bloodied by the attack with that extra damage

I made a mistake and included +5 from ghourra on base damage instead only against D1 so total:
D1: 32
D2 and D3: 27 necrotic and cold damage

for any killed or bloodied opponent Bellegons aura goes up by one
[/sblock]

[sblock=short stats]
Bellegon: HP 37/55; THP 0; HS 4/7; AP 1/2;

CURSED: D1, D2, D3
AURA: 0

[/sblock]
 

OOC: As Son of Meepo said, D1 was threatening all square if you enter from the door or even the only window (the window didn't allow diagonal)
 

Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos enters the room and summons a cloud that fills the northarea of the room. "Go!" he commands and the remaining Gnolls move into the poisonous vapor.

[sblock=OOC]

move: move to M9
standard: Stinking cloud on M4, hits D3 for 16 poison damage, slide to M5
AP: Beguiling Strands hits D1 and D2, take 5 damage and pushed to L3 and N3
taking also 9 poison dmage for entering the zone.
minor: sustain zone

the order assumes that pushing enemies is the same as entering the zone. If not, I will reverse SC and BS (which will require attack rolls vs D1 and D2, but will also possibly increase the damage).

---

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
Immediate Reaction: Infernal Wrath (if hit by enemy in range/ not if weakened)

[sblock=Mini stat block]
Deimos Vrago
Perception: 14 Insight: 21 Low-light Vision
AC 21 Fortitude 18 Reflex 20 Will 21
Initiative: +4
Hit Points: 48 / 48 Bloodied: 24
Temporary Hit Points: -
Resist: fire 8
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 1.0
Healing Surge:12 Surges per day: 4 / 8
At-Will Powers: Magic Missle, Scorching Burst, Beguiling Strands
Encounter Powers: Infernal Wrath, Use Vulnerability, Charm of Misplaced Wrath, Fire Shroud, Fire Sea Travel, Shield, Emerald Eye
Daily Powers: Flaming Sphere, Summon Magma Beast, Stinking Cloud

Condition:

[/sblock][/sblock]
 
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Vander leaves the others to finish dealing with the gnolls in the room and moves off to help Ghourra upstairs. He feet barely appear to touch the ground as he goes back out the door, then he suddenly moves straight up and onto the second floor through one of the windows, landing and striking out at the surprised gnoll now directly in front of him.[sblock="actions"]Move: Eagle Claw Strike movement - fly my speed, out the door, then up and through the window to H20.
Standard: Eagle Claw Strike vs G1 - 1d20+7=8 and fail miserably.
Free: Assassin's Shroud on G1[/sblock][sblock="Stats"]Vander Legion Male Human Monk/Assassin
Initiative: +6, Passive perception: 18, Passive Insight: 13

Defenses:
AC: 19, Fort: 17, Reflex: 18, Will: 14 (12 after -2 from moon frenzy)

Vitality
HP: 3/35, Bloodied: 17, Surge Value: 8, Surges Left: 2/7
Action Points: 1/2, Second Wind: unused

Languages:
Common,

Basic Attacks:
Melee Basic Attack: +8 vs AC - Transcendent Ki Focused Spear 1d8+6
Ranged Basic Attack: +10 vs AC - Transcendent Ki Focused Shuriken 1d4+5

Powers:
At-Will: Fallen Needle (Standard/Minor), Five Storms (Standard/Move), Executioner's Noose, Assassin's Shroud, Stone Fist Flurry of Blows, Shadow Step
Encounter: [-]Eagle Claw Strike (Standard/Move)[/-], Inescapable Shadow
Daily: [-]Masterful Spiral[/-], [-]Supreme Flurry[/-]
Item: [-]Transcendent Abduction Ki Focus[/-]

Weapons:
Transcendent Abduction Ki Focus +1
Spear (Main Hand)
Ki Shuriken +1 (Off Hand)

Conditions: Werewolf Moon Frenzy Stage 1 (-2 will)

Transcendent Abduction Ki Focus: Blinking - When Vander hits with a teleportation attack power, he has concealment until the start of his next turn. Reaching - Vander has +1 reach with melee attacks.
Ki Shuriken: Once per turn when Vander uses flurry of blows, it does +2 damage to its targets.
Pointed Step Style: When flurry of blows is triggered by an attack made with a spear, one target of it can be up to 2 squares away from Vander[/sblock]
 

[MENTION=59043]Walking Dad[/MENTION], pushing indeed constitutes entering the zone, but I think it also gives them saving throw to drop prone before entering hazardous terrain. If the zone has some other benefit besides damage, maybe it would be better to reverse the order to put them into the zone.

Maybe our knowledgeable (non-judge ;)) DM knows more about this.
 

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