[Adventure] Little Workshop of Horrors (Judge: stonegod)


log in or register to remove this ad

GROMkill

First Post
OOC: Dang, I knew I should've waited for a possible Astral Seal :p

Belanaar's haste to down the mad artificer costs him. An arrow hits a metal plate on Thurven's armor and glances off, leaving him uninjured. The second arrow finds purchase, though, and slams into Thurven's body.

"You still have a chance to reverse your actions. Stand down, and I won't kill you." yells Belanaar, his face stricken with pain, fear, and thirst for blood. He nocks another two arrows, ready to finish off the madman.

[sblock=Mechanics]

Minor: Hunter's Quarry on Thurven.

Standard: Twin Strike on Thurven. Arrow 1 misses. Arrow 2 hits AC 24 for 19 total damage.

[sblock=rolls]
Attack Rolls: 1d20+11=16, 1d20+11=24
Damage Rolls: 1d12+2=4, 1d12+2=14
Hunter's Quarry Roll: 1d6=4

So, 14+4+1=19 damage[/sblock][/sblock]
[sblock=Belanaar]Belanaar Zalyth Male Elf Archer-Ranger 4
Initiative: +7
Passive Perception: 24
Passive Insight: 15
Senses: Normal
AC:21
Fort:16
Reflex:20
Will:17
HP:29/40
Bloodied:20
Surge Value:10
Surges left:5/7
Action Points: 0

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [x]
Elven Accuracy [x]

Sure Shot [x]

Other Abilities:

Second Wind [x]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+2 to all defenses from Second Wind
+1 to all defenses against Thurven TENT.

[sblock=Important Features] Predator's Hide +1: When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal an extra 1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Weapon Proficiency: +2 to attack roll with Greatbows.

Weapon Focus: +1 to damage roll with Bows.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.
[/sblock] [/sblock]
 



rb780nm

First Post
kal'Tarron swings at Thruven again. His axe slices into the man's flesh once more, drawing more blood. As he does so, he focusses his holy energy on Moses, steadying his aim.

OOC:
Halo of Fire
+12 vs AC. 2[d12]+6 fire damage. Until the end of my next turn, any enemy that ends its turn next to the target takes 5+4(int) fire damage

Haol of Fire, OoE (1d20+12=19, 1d20+12=31, 2d12+6=19)

Hits AC 31 for 19

Divine Guidance (Close burst 10. An ally who makes an attack role against my Oath target can make a second role and used either result) on Moses - reroll that missed attack


 
Last edited:


jbear

First Post
rerolling Silent Malediction (with +2 CA) ...OMG ... another 4. ENWorld's D20's favorite number... Grrrrrrrrrrrr!
 
Last edited:

TwoHeadsBarking

First Post
Blood and what looks like oil pour freely from rends in Thurven's armor. He lashes out wildly with both fist and electricity, but he is clearly too weakened to last much longer.

[sblock=Status]Belanaar: 29/40
Canus: 22/40
kal'Tarron: 37/56
Moses: 19/38, bloodied, dazed
Venakhad: 22/49, bloodied

Thurven: -228, bloodied, dazed, -2 to AC

Canus barely hits Thurven for 13 damage and gains a +2 bonus to defenses against him.

Thurven uses a close burst, attacking, Canus, kal'Tarron, and Moses. Two natural ones, but Moses is hit for 11 lightning damage. Those missed take 5. So Thurven will spend his second action point and repeat himself. Hits kal'Tarron with a 25 vs AC for 14 lightning damage, the others take 7. Moses is bloodied.

Thurven has 12 hp left.
[/sblock]

[sblock=Monster Info]
Thurven
AC 18 | F 17 | R 15 | W 15
Aura 1: Enemies who willingly leave this aura take 5 lightning damage.
MBA: +9 vs AC, 2d10+4 damage

Fleshforged (minion)
AC 18 | F 20 | R 18 | W 16
MBA: +9 vs AC, 6 damage and target is knocked prone[/sblock]
 

Attachments

  • Entrance_r4.jpg
    Entrance_r4.jpg
    372.6 KB · Views: 158


GROMkill

First Post
As the artificer continues to wildly lash out, his fate has been sealed.

"I will rid this place of your sickening grasp! If you do not fear death, then let it consume you." yells the young elf, his eyes fierce with vigor and his blood running hot in his veins. He draws the final arrow, aiming carefully, before firing it at the madman. The arrow flits through the air for what seems like an eternity and slams into the side of Thurven's head, killing him.

[sblock=Mechanics]
Minor: Hunter's Quarry on Thurven.

Standard: Twin Strike on Thurven. Arrow 2 hits AC 28 for 15 damage, killing him.

[sblock=rolls]

Attack Rolls: 1d20+11=12, 1d20+11=28

Damage Rolls: 1d12+2=8, 1d12+2=9

Hunter's Quarry Roll: 1d6=6[/sblock][/sblock]
[sblock=Belanaar]Belanaar Zalyth Male Elf Archer-Ranger 4
Initiative: +7
Passive Perception: 24
Passive Insight: 15
Senses: Normal
AC:21
Fort:16
Reflex:20
Will:17
HP:29/40
Bloodied:20
Surge Value:10
Surges left:5/7
Action Points: 0

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [x]
Elven Accuracy [x]

Sure Shot [x]

Other Abilities:

Second Wind [x]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses against Thurven TENT.

[sblock=Important Features] Predator's Hide +1: When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal an extra 1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Weapon Proficiency: +2 to attack roll with Greatbows.

Weapon Focus: +1 to damage roll with Bows.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.
[/sblock] [/sblock]
 
Last edited:

Remove ads

Top