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

OOC: Thanks, I totally forgot about the save... but them either taking damage or falling pone, prone might be even better for our melee guys. I will let the DM make the saves and see where they end :)
 

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One of the Gnoll (D1) seems to have taken more damage than he could withstand, but he stay on his feet.

Zelgar enters the house but with the stinking cloud and the cloud of darkness, he is unable to see anyone and decide to stay on his guard.

The dying gnoll move and attack Deimos. Twice he tries to wound the wizard but he is unable to connect and dies from his wounds.

One after the other, the gnolls follow the lead of the dying one and tries to kill Deimos. Two precise blow connect solidly on Deimos and he feels suddenly the pain. One of the gnoll share his pain as he is burned by Deimos wrath.

On the floor One of the gouger attack Vander but he is unable to hit Vander, which is too swift for the large brute. The second ignore Vander and the beast and move toward Ghourra and bite him, wounding the warlord.

Zelgar, seeing Deimos badly wounded, he send some soothing word to him. Some of Deimos wound heals, but Deimos is still seriously wounded.

[SBLOCK=OOC][MENTION=6676620]VanderLegion[/MENTION]: vander is at I20, as H20 was occupied by the Magma Beast

[MENTION=87106]MetaVoid[/MENTION]: D1 was killed.

Everyone turns.[/SBLOCK]

[SBLOCK=Mechanic]Zelgar:
Move: Walk to K8
Standard: Delay

Deathpledged 1:
Move: Walk to N9

Standard: Longspear vs AC on Deimos (1d20+10=11, 2d6+11=19) Miss.

Action Point: Longspear vs AC on Deimos (1d20+10=13, 2d6+11=19) Miss again

End: He dies.

Deathpledged 2:
Move: Walk to N9
Standard: Longspear vs AC on Deimos (1d20+10=30, 2d6+11=18) Critical for 23 damages.

Deimos Infernal Wrath (1d6+5=11). 11 damage on D2.

Fang:
Start: Fang recharge (1d6=3) Nope
Move: Walk to N8
Standard: Shift to L9 Relentless push vs AC on Deimos (1d20+14=16, 1d10+10=20) Miss. D2 Shift to N3

Deathpledged 3:
Move: Walk to N9
Standard: Longspear vs AC on Deimos (1d20+12=31, 2d6+14=18) Hit for 18 damages

Gorges 1:
Standard: Bite vs AC on Vander (1d20+12=17, 3d6+8=14)

Gorges 2:
Move: Walk to K19
Standard: Charge to L19. Bite vs AC on Ghourra (1d20+12=30, 3d6+8=16) Hit for 16 damages.
End: Save (1d20=12)

Zelgar:
Minor: Healing word on Deimos (1d6=4)
[/SBLOCK]

[SBLOCK=Map]Map

Furniture are difficult movement.

Tree and Stone fire pit squares cannot be entered.

Well is difficult movement and if you don't jump or fly over it, you will fall into it

There is only 3 windows on the ground floor, at M2, L10 and D5. There is a lot much more on the upper level.[/SBLOCK]

[SBLOCK=Stats]Bellegon: HP 37/55; THP 0; HS 4/7; AP 1;
Deimos: HP 23/48; THP 0; HS 3/8; AP 1; Bloodied
Ghourra: HP 36/52; THP 0; HS 7/10; AP 1;
Mythra: HP 46/46; THP 0; HS 8/9; AP 2;
Owlbear: HP 23/23; THP 0;
Vander: HP 32/35; THP 0; HS 2/7; AP 1; Prone; Werewolf Moon Frenzy Stage 1

Zelgar: HP 46/47; THP 0; HS 8/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1

Fang of Yeenoghu: HP -0; THP 0; AC 22; F 19; R 20; W 19; Howl of the Demon used.

Deathpledged Gnoll 2: HP -68; THP 0; AC 19; F 19; R 17; W 17; Cursed; Bloodied
Deathpledged Gnoll 3: HP -43; THP 0; AC 19; F 19; R 17; W 17; Cursed; Bloodied

Gnoll Gorgers 1: HP -0; THP 0; AC 20; F 21; R 19; W 19; Assassin Shroud 1
Gnoll Gorgers 2: HP -14; THP 0; AC 20; F 21; R 19; W 19;[/SBLOCK]
 

Ghourra call upon Dol Arrah. Her prayer grants her not only vitality, but strength in battle. Another prayer sheathes her weapon in holy flame. The gnoll is not expecting what happens next. The flames leap from Ghourra's weapon, striking a solid blow between its eyes. The flames then hover next to the mul, taking a form that duplicates her own weapon.

[sblock=actions]Minor: Resurgent Strength (Ghourra spends a surge healing 13 hit points and gaining +2 to attack and +4 to damage until the end of Ghourra's next turn.
Standard: Weapon of Astral Flame
Weapon of Astral Flame (1d20+12+2=33, 2d6.minroll(2)+8+4=20)
(Ghourra hits G2 for 20 fire damage. G2 gets -2 to attack rolls until the end of Ghourra's next turn.)[/sblock]

[sblock=Ghourra's Stats]Ghourra Gravedigger - Mul Cleric-Warlord 6
Status: +2 attack,+4 damage until end of next turn. Passive Perception 26, Passive Insight 23 AC 25, Fort 20, Reflex 14, Will 19 HP 49/52, Bloodied 26, Surge Value 13, Surges 6/10 Speed 5, Initiative +3 Action Points: 1, Second Wind [] At-Will Powers: Brand of the Sun, Paint the Bulls-Eye Encounter Powers: Healing Strike [], Martial Doom [], Guardian's Counter [], Incredible Toughness [], Inspiring Word [], Healing Word [], Rousing Words [], Healer's Mercy [] Daily Powers: Inspiring Shot [], Weapon of Astral Flame [x], Resurgent Strength [x],Dwarven Thrower Weapon [x], Dwarven Armor[] [/sblock]
 

Vander vanishes from the room and reappears in the hallway, blocking the gnoll's access to the last two rooms, and lashing out to at the gnoll once again.[sblock="actions"]Move: Shadow Step to G19
Standard: Fallen Needle vs G1 - 1d20+7=26 Hit for 16 damage (same link). G1 has a -2 penalty to attack rolls against Vander TENT
No Action: Flurry of Blows vs G1 for 8 damage.
Free Action: Assassin's Shroud vs 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: 32/35, 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]
 

Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos teleports away in a fiery eruption and draws the cloud upon the gnolls who dared to attack him. Only one stays outside the venomous vapor.

[sblock=OOC]

standard: Fire Sea travel , teleport to J7
move: stinking cloud origin square to P9
minor: sustain zone

---

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: 23 / 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: 3 / 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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[sblock=Walking Dad]
[sblock=OOC]
Immediate Reaction: Infernal Wrath (if hit by enemy in range/ not if weakened)[/sblock]
Walking Dad, I'm curious as to why you wouldn't want to use Infernal Wrath while weakened.

Weakened: While a creature is weakened, its attacks deal half damage. However, two kinds of damage that it deals are not affected: ongoing damage and damage that isn’t generated by an attack roll. See also half damage.

Since Infernal Wrath does not require an attack roll, the damage is not halved by the weakened condition.[/sblock]
 

[MENTION=13739]Velmont[/MENTION], may I assume that both D2 and D3 were bloodied with Bellegon's attack last round:
- D3 for sure since Deimos attack did 16, Belelgons 27 and it is bloodied at -43
- D2 only probably since it was damaged before, Bellegon bloodied it if -41hp does NOT bloody it.
. Please check for D1 too. If they were indeed bloodied then Bellegon's aura goes to 4 (if all three were bloodied or 3 if only D2 and D3 were bloodied and D1 died now). This value affects how much risk Bellegon is willing to go take, how much extra damage he does with his other rod and how much damage his aura does
 


- D3 for sure since Deimos attack did 16, Belelgons 27 and it is bloodied at -43
- D2 only probably since it was damaged before, Bellegon bloodied it if -41hp does NOT bloody it.
. Please check for D1 too. If they were indeed bloodied then Bellegon's aura goes to 4 (if all three were bloodied or 3 if only D2 and D3 were bloodied and D1 died now). This value affects how much risk Bellegon is willing to go take, how much extra damage he does with his other rod and how much damage his aura does

OOC: If my quick check is right. Before last player's round, none were bloodied. D1 was bloodied by Ghourra, D2 by Bellegon, D3 by Deimos and D1 was "killed" by Deimos, but a power triggered and survive until the end of his next round.
 

OOC: Thanks, Aura = 2 then

Bellegon moves away from the cloud. Calling shadows upon leader of gnolls, he disappears into them, appearing next to Deimos, well away from melee. He cackles madly, his laughter echoing around enhanced by his dark patron focusing it's effect upon Fang of Yeenoghu. Leader recoils from the sound, unconciously moving away risking even entering mages cloud in attempt to dampen the sound.

Still, his will is strong enough not to succumb to the madness the laugter carries.

The darkness he called before dissipates.


[sblock=Actions]
Immediate reaction on Deimos receiving damage: Life Siphon - Bellegon regains 4hp and gets +2 to one attack before TENT

Move: Shadow Step to J6, gain shadow walk
Minor: Curse Fang
Standard: Confounding Laughter vs Will (Fang) with darkspiral rod; psychic damage; extra psychic damage if MBA misses; curse damage (1d20+9+2=16, 1d10+6+2=18, 1d6=6, 1d6=1) -- all that preparation and maximum damage for nothing :(

Effect: slide F from L9 to N7, putting him into the zone

End of turn, darkness dissipates
[/sblock]

[sblock=Bellegon Stats]
Bellegon Darksun
STATUS: shadow walk concelament
CURSED: D1, D2, D3, F
AURA: 2

Initiative +5; Senses Passive Insight 12, Passive Perception 12, Darkvision
HP 37/55 Bloodied 27, Surge Value 13, Surges 4/7
AC 20; Fortitude 15, Reflex 18, Will 19
+2 all defenses vs cursed enemies

0/1 AP
Saving Throws:
Speed 6

Eldritch Strike
Spiteful Glamor
Fast Hands: once per round stash or retrieve item as free action


Cloud of Darkness
Second Wind
Cursebite
Shadow Step
Shared Agony
Life Siphon
Confounding Laugther


Your Glorious Sacrifice
Twilight of the Soul


Talon amulet - Daily: Minor: melee attacker suffers 1d6 damage 'till the end of the encounter
Knifethrower gloves: Daily : Free Action. When Bellegon hits with a thrown weapon attack he can add +5 power bonus to damage roll

Grand master training (gloves of eldritch admixture): 3/5 charges

Acrobat boots: at-will: stand up as minor

[/sblock]
 
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