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

Velmont

First Post
Four lupine change into human forms while the dire wolf dismount the peasant riding it. But Ulmar raise his hand and all the group seems to wait peacefully but ready to attack at anytime. "Inside? You mean my brother is here? Zelgar!" shouts Ulmar.

Zelgar exits by the main door, but stay next to Ghourra, behind the protection of the owlbear.

"Brother, there is only one way to end all these bloodshed. Join us. Join the pack!" Ulmar gestures toward his wolf companions.

Zelgar grasps his holy symbol tightly and replies, "I have come to rid you of your curse, Ulmar, one way or the other! The Flame offer you a choice: repent as the man you once were, or die a monster! Allow me to perform the ritual that will set you on the path of redemption! That offer extend to everyone."

That answer doesn't seems to satisfy Ulmar who lower his arm. At that moment, everyone know what is coming up...

"Sorry, I tried, it's up to you, but keep him alive." tells Zelgar to Ghourra, heading inside for cover.

Having left his horse a moment ago, Khazin was moving through the forest. He had heard noise of the incoming wolves and had decided to approach the farm from the cover of the forest north of it. He overheard the speech and approach with caution. But as the silence fell, his instinct tells him the time of being cautious is finish and dash toward the farm and as he come into sight, he spot Bellegon quickly acting before Ulmar launch his attack.

[SBLOCK=OOC]Initiative: Bellegon; Deimos; Ghourra; Khazin; Mythra; Vander; Zelgar; Enemies (1d20+6=21, 1d20+4=16, 1d20+3=4, 1d20+8=23, 1d20+8=18, 1d20+6=18, 1d20+3=20, 1d20+10=19)

Bellegon, Khazin and Zelgar act before the enemies. Khazin move into the map and Zelgar takes cover, so only Bellegon have his action before Ulmar and the others.
[MENTION=69684]WEContact[/MENTION]: Khazin end his first round of action at Z1. So you'll be able to act after the enemies.[/SBLOCK]

[SBLOCK=Mechanic][/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 52/55; THP 0; HS 3/7; AP 1;
Deimos: HP 48/48; THP 0; HS 3/8; AP 1;
Ghourra: HP 52/52; THP 0; HS 2/10; AP 1;
Khazin: HP 45/45; THP 0; HS 7/8; AP 1;
Mythra: HP 46/46; THP 0; HS 3/9; AP 1;
Vander: HP 35/35; THP 0; HS 2/7; AP 1; Werewolf Moon Frenzy Stage 1

Owlbear: HP 11; THP 0

Zelgar: HP 47/47; THP 0; HS 2/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1[/SBLOCK]
 

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Bellegon appears around the corner surprising the werewolf he can see. Quickly casting his curse, he glares at the beast making it recall the pain of it's tranformation. The dagger in his hand flares to life as it's magic enhances the attack.

Bellegon remains close the the house, but avoids standing directly over the window in case those peasants inside decide to take sides again.

[sblock=Actions]
Move: C8, gain shadowwalk
Minor: Curse F1
Standard: Spiteful Glamour vs Will (F1); psychic damage with challenge seeking dagger; curse (1d20+9+2=26, 1d12+6+1+1d6=13, 1d6=1) - hit for 14 psychic, if F1 attacks Bellegon he takes 5 damage
[/sblock]

[sblock=Bellegon Stats]
Bellegon Darksun
STATUS: concealment
CURSED: F1
AURA: 0

Initiative +5; Senses Passive Insight 12, Passive Perception 12, Darkvision
HP 52/55 Bloodied 27, Surge Value 13, Surges 3/7
AC 20; Fortitude 15, Reflex 18, Will 19
+2 all defenses vs cursed enemies

1/1 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
Armor of Dark Majesty: daily minor: curse one enemy you can see
Acrobat boots: at-will: stand up as minor

[/sblock]
 

Velmont

First Post
The worg is the first to react and charge on the owlbear and kill the beast in a single bite.

The peasant move around the house except on who move on Deimos and try to attack him through the window without much success.

One man turn into his hybrid form before he charges Bellegon who avoid to get wounded by is sharp claws.

Ulmar and a second man turn into werewolves and charge on Ghourra. Ghourra is unable to contain both opponents and get wounded by the frenzied werewolf while he block all of Ulmar attack.

Strangely, the last werewolf doesn't change into his hybrid form. He simply walk toward the house and stare at Deimos who get fascinated by the man.

[SBLOCK=OOC]Please note, anyone within 3 squares of the Worg is within his aura:

Frightful Growl (fear) Aura 3
Enemies in the aura take a –1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.[/SBLOCK]

[SBLOCK=Walking Dad]@Walking Dad: Deimos is dominated and has to attack Ghourra on his next action without harming Ulmar and his pack. Reminder, while dominated, you are dazed and can use only at-will power.[/SBLOCK]

[SBLOCK=Mechanic]
Peasant 1
Move: Walk to N16
Standard: Charge on Deimos=> Dagger vs AC on Deimos (1d20+10=15) Miss

Peasant 2
Move: Walk to Q5

Peasant 3
Move: Walk to P5

Peasant 4
Move: Walk to R6

Worg
Move: Walk to O15-P16
Standard: Charge at H13-I14 against Owlbear => Bite vs AC on Owlbear (1d20+13=33, 2d6+5=17) Critical (a waste). Kill Owlbear.

Frenzied Werewolf 1
Start: Regen 5
Minor: Change Shape into Hydrid
Move: Walk to I12
Standard: Lycanthrope Fury
Bite vs AC on Ghourra (1d20+12=31, 1d10+7=8) Hit for 8 damages and Ghourra contracts werewolf moon frenzy (save at the end of the combat.
Claw vs AC on Ghourra (1d20+12=27, 2d8+3=14) Hit for 14 damages.
F1 takes 5 damages.

Frenzied Werewolf 2
Minor: Change Shape into Hydrid
Move: Walk to C11
Standard: Charge on Bellegon => Club vs AC on Ghourra (1d20+12=17, 2d8+4=19) Miss

Seledor
Move: Walk to L15
Standard: Dominate vs Will on Deimos (1d20+10=22) Hit, Deimos is Dominated (save ends)

Ulmar
Minor: Change Shape into Hydrid
Move: Walk to H11
Standard: Lycanthrope Fury
Claw vs AC on Ghourra (1d20+14=19, 2d6+7=10) Miss
Bite vs AC on Ghourra (1d20+14=20, 2d8+3=8) Miss
Ulmar takes 5 damages.
[/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 52/55; THP 0; HS 3/7; AP 1;
Deimos: HP 48/48; THP 0; HS 3/8; AP 1; Dominated (save ends)
Ghourra: HP 30/52; THP 0; HS 2/10; AP 1; Werewolf Moon Frenzy (save at the end of encounter)
Khazin: HP 45/45; THP 0; HS 7/8; AP 1;
Mythra: HP 46/46; THP 0; HS 3/9; AP 1;
Vander: HP 35/35; THP 0; HS 2/7; AP 1; Werewolf Moon Frenzy Stage 1

Owlbear: HP 11; THP 0

Zelgar: HP 47/47; THP 5; HS 2/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1

Ulmar: HP 0; THP 0; AC 24; F 22; R 20; W 20;
Seledor: HP 0; THP 0; AC 20; F 16; R 15; W 19;

Frenzied 1: HP -14; THP 0; AC 18; F 19; R 18; W 16; Cursed
Frenzied 2: HP 0; THP 0; AC 18; F 19; R 18; W 16;

Worg: HP 0; THP 0; AC 20; F 20; R 18; W 18;

Peasant 1: HP 1; THP 0; AC 19; F 19; R 18; W 16;
Peasant 2: HP 1; THP 0; AC 19; F 19; R 18; W 16;
Peasant 3: HP 1; THP 0; AC 19; F 19; R 18; W 16;
Peasant 4: HP 1; THP 0; AC 19; F 19; R 18; W 16;[/SBLOCK]
 

Son of Meepo

First Post
OOC: Deimos should wait until I finish posting. I'm going to give him one or two chances to save against the dominate effect.
[MENTION=13739]Velmont[/MENTION], can you post the basic attacks of the enemies, I need to roll an opportunity attack against myself.
 
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Son of Meepo

First Post
Ghourra swings her axe at the werewolf but he is able to dodge. Still the prayer on her blade allows Deimos to shake off the compulsion.

Then he steps back and throws his weapon at Ulmar, but the dire wolf causes him to hesitate for a second.

[sblock=Actions]Standard: Brand of the Sun (1d20+12-1=16, 2d6.minroll(2)+8=15) (MISS F1)
Effect: Deimos makes a saving throw.
Deimos: Save vs Dominate (1d20=14) (SAVED)
Move: Shift to J11.
Action Point: Inspiring Shot (1d20+12-1=23, 6d6.minroll(2)+8=25) (JUST MISSED U) Power is reliable, so retained.
(Ranged attack provokes OA from F1. Not sure if Ghourra has cover from the wall or not.)[/sblock]

OOC: I missed a bunch, but Deimos is no longer dominated.


OOC: Can't post the statblock until I know the results of the OA.
 

Walking Dad

First Post
Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos' eyes get focused again and he stares at the man in hate: " You tried to control me!"
Arcan whispers bring forth a roaring ball of flame and from a lava pit forming next to Seledor climbs up a magma beast to attack him. He burns...

[sblock=OOC]

Immediate Reaction: Infernal Wrath vs Seledor (9 damage)
Standard: Flaming Sphere at K14
Seledor takes 16 damage now and he and P1 will take 12 damag at the start of their next turn
Minor: Summon magma beast at M16
hits Seledor 15 damage, 5 ongoing (save ends)

all damage is fire and not resistable.

---

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
Immediate Reaction: Infernal Wrath (if hit by enemy in range)

[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: 1.5
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: slowed

[/sblock][/sblock]
 
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VanderLegion

First Post
Vander walks to the window and takes in the scene below him, then unleashes at the frenzied werewolf with an attack, but is unable to hit his target. He then steps back out of view of the monsters below.[sblock="actions"]Move: to H24
Standard: Fallen Needle vs F1 reflex - 1d20+6=15 miss (+1 melee reach from ki focus allows me to reach him)
Free: Assassin's Shroud on F1
Minor: Fallen Needle shift to H23, stealth roll 1d20+5=8 fails miserably.[/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: 35/35, 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, Mercurial Mind
Daily: [-]Masterful Spiral[/-], [-]Supreme Flurry[/-]
Item: [-]Transcendent Abduction Ki Focus[/-], Coin of Good Luck

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
Mercurial Mind: +1 speed bonus while not bloodied[/sblock]
 

Velmont

First Post
GM: @Walking Dad: I will rule that you can't use Infernal Wrath on Seledor. A free action is, at my opinion, not an interrupt action or no action. As you trigger is you need to get hit, once hit, you were dominated and you had no more free will to trigger your power.
[MENTION=36973]stonegod[/MENTION], what do you think of that?
 

WEContact

First Post
Khazin can see the fight unfolding on the other side of the farm house, and almost bolts in that direction to help- until he sees the pack's cronies skulking toward the back door, apparently hoping to get at Zelgar and any civilians inside without going through his allies. A smart move, but Khazin wouldn't have any of that. He grins, and darts between the peasants and the back door, felling the first of the three with a quick stroke. He carefully avoids the man's vitals, in case Zelgar would rather they were rehabilitated along with his brother.

[sblock=Actions]Move: ->T1
Minor: Oath of Enmity P3
Standard: Charge->O4, Overwhelming Strike HIT P3 AC 31
Result: P3 is incapacitated (but not slain), Khazin shifts->N5[/sblock]



[sblock=Statblock]Khazin - Male Githzerai Avenger 4 Status:
Initiative: +8, Passive perception: 22, Passive Insight: 22
AC:22 Fort:15 Ref:18 Will:18

HP: 45/45 Bloodied: 22 Surge value: 11 Surges/day: 7/8

Speed: 6 squares, AP: 1, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +11 vs AC, 1d12+10, Khazin shifts 1 and slides the target into his old space, crit: 1d12+2d6+22
Powers: Overwhelming Strike, Avenging Shackles Oath of Enmity, Iron Mind, CD:Abjure Undead, CD:Divine Guidance, Sohei Flurry, Angelic Alacrity, Fury's Advance, Distracting Flare Aspect of Might[/sblock]
 
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