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


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Muttering under his breath, Mythra steps through the feywild and reemerges in the upstairs. Next he summons an icy blast freezing the nearby gnolls.
[sblock=actions]
Move:Fey Step upstairs [MENTION=13739]Velmont[/MENTION] H21 reachable?

Minor: lose a surge to re-summon owlbear next to him (I think I can do that)

Standard:Chilling Cloud area 1 L19 (it is party friendly)
rolls:
G1:23 vs fort
G2: 12 vs fort

On hit: 5 cold damage, -2 to hit EONT.
[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 28/46hp, Bloodied 23, Surge Value 11, Surges 6/9
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

Conditions:Slowed EONT
[/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: 11/23 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]
 

OOC: Why would Bellegon jump untrained? Is there no way up without jumping? If no, then by all means :(


"Deimos, let the poison go! No need for it anymore!"

Bellegon flips back on his feet and runs onto the stairs (again).

[sblock=Actions]
Minor: stand up
Move: P9
Standard: ready to move when the cloud dissipates, move to avoid jumping if possible, if not, then shortest jump. Secondary consideration is to get as close to gorgers as possible without getting into melee.
[/sblock]
 

OOC: Will let the cloud dissipate, but what do I miss on the map? There is a clear path to the stairs in O9 since the last two rounds! Or am I mistaken?
 

[MENTION=59043]Walking Dad[/MENTION], you're missing the hole on the first floor through which Bellegon just dropped into your cloud...and it did more damage to me then any gnoll :) I guess it hits depending on the level of evil? ;)
 

Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos releases the cloud and lets it dissipate. He moves as fast as he to the first floor and Ghourra, somehow passing the rotten parts of the floor.

[sblock=OOC]
Edit: sorry, your rotting floor mechanic wasn't clear to me. I assumed only the marked squares were rotten.

Standard and move action: try to move to N19

cloud is no longer sustained and vanishes

---

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: 39 / 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: 2 / 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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OOC: Why would Bellegon jump untrained? Is there no way up without jumping? If no, then by all means :(

GM: Actually, a jump check is an Athletic roll, and you need to declare it. My description about jumping was for the cinematic... anyone walking on some square at the top of the stairs (and unless you are explicit on which square you walk, it is unlikely you avoid it), you need to do an Acrobatic roll or fall down through the rotten floor.
 



The Gorge overwhelm by the team try to get an open exit by attacking Vander, but the assassin is too nimble for him.

The second Gorge turns around as he see Mythra appears. Before he can react, an Owlbear appears in the way and he jump on him so he get his way to the wizard, but the owlbear stands his ground and avoid to get hit.

[SBLOCK=OOC]Two crappy roll...[/SBLOCK]

[SBLOCK=Mechanic]
Gorges 2:
Standard: Bite vs AC on Vander (1d20+12=15, 3d6+10=19) Miss

Gorges 1:
Move: Shift to H19
Standard: Bite vs AC on Owlbear (1d20+12=16, 3d6+8=17)
[/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 13/55; THP 0; HS 4/7; AP 1; Bloodied; Prone; Werewolf Moon Frenzy
Deimos: HP 39/48; THP 0; HS 2/8; AP 1;
Ghourra: HP 30/52; THP 0; HS 6/10; AP 1;
Mythra: HP 28/46; THP 0; HS 6/9; AP 2;
Vander: HP 24/35; THP 0; HS 1/7; AP 1; Werewolf Moon Frenzy Stage 1

Owlbear: HP 11; THP 0
Magma Beast: 5; THP 0

Zelgar: HP 25/47; THP 0; HS 8/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1

Gnoll Gorgers 1: HP -34/104; THP 0; AC 20; F 21; R 19; W 19;
Gnoll Gorgers 2: HP -80/104; THP 0; AC 20; F 21; R 19; W 19; Bloodied; Assassin Shroud 2[/SBLOCK]
 

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