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

Pentius

First Post
Canus takes advantage of Maerek leading the way to slip back a bit, but he keeps his rod handy and his wits sharp.

[sblock=mechanics]Initiative:1d20+6=12
Somewhere in the middle, please. [/sblock]


[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:40/40
Bloodied:20
Surge Value:10
Surges left:7/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[][]
Ethereal Stride[]
Shadow Step[]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 

log in or register to remove this ad

GROMkill

First Post
Belanaar follows the group, sticking near the back, his greatbow strung and in his hands, two arrows ready in case anything wants trouble.

[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:40/40
Bloodied:20
Surge Value:10
Surges left:7/7
Action Points: 1

Powers:

Twin Strike
Nimble Strike

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

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]
Frost Weapon +1


Conditions:

Belanaar is normal.

[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]
 


TwoHeadsBarking

First Post
Nearby doors are pushed open, slamming against the corridor walls. Out from these room stumble hideous amalgamations of flesh and metal. Some of these things appear to haphazard crosses between warforged and zombies: metal and wood limbs bolted to decaying bodies. But what comes behind them is even less pleasant. Two massive spider-like constructs pull themselves forward with both organic and artificial limbs. If that weren't bizarre enough, they have rods along their backs that crackle with electricity.

The host begins to advance on you with halting steps as blood, oil, and othe fluids drip out of imperfect seals. Those that still have faces show no semblance of emotion upon them.

[sblock=Status]
Belanaar:
Canus:
kal'Tarron:
Riann:
Venakhad:

Constructs:

They act on initiative 10.[/sblock]

[sblock=Monster Info]
Fleshforged
AC ? | F ? | R ? | W ?
MBA: ?

Flesh Mortar
AC ? | F ? | R ? | W ?
MBA: ?
[/sblock]
 

Attachments

  • Hallways_r1.jpg
    Hallways_r1.jpg
    186 KB · Views: 106


rb780nm

First Post
kal'Tarron raises one hand, forming a holy gesture.

[sblock=draconic]"You have offended my master. I will slay you."[/sblock]

He dashes towards the beast, swinging his axe at it. As he swings, blood drips from his palms and the axe-blade appears to get bigger and sharper. As his slash cuts into the beast, flames erupt around it, threatening to burn anything that approaches.

OOC:
Minor: Oath of Emnity on FF1
Move: H7
Standard: Halo of Fire w bloodclaw
Halo of Fire, Bloodclaw damage, OoE (1d20+12=31, 1d20+12=26, 2d12+12=36)
Hits AC 31 for 36 Damage, Until the end of my next turn, any enemy that ends its turn next to the target takes 5+4(int) fire damage

I took 3 hp damage from the bloodclaw.


[sblock=Quick Stats]kal'Tarron, Deva Avenger 6 Speaks in Bold Purple[/B
HP 56/56 Temp HP 2 Initiative +4 AC 23, Fort 16, Reflex 19, Will 19 AP 1, Surges 8/8, (14hp)

+1 defense against bloodied creature, Resist 8 Necrotic, Radiant, 2 Posion, Censure of Retribution, Sanguine Vestments +1 (+1 defense when OoE target is bloodied), Amulet of Health +1, Coif of Mindiron

Bond of Retribution Radiant Vengeance Avenging Echo Halo of Fire Oath of Emnity Chanel Divinity Memory of a Thousand Lifetimes Bloodclaw Great Axe Coif of MindironAspect of Might Blessing of Vengeance Couter of Second Chances Menacing Presence Wrath of the Divine
Special [/sblock]
 

Pentius

First Post
OOC: Sorry, I wasn't sure if I could just go or not.


Canus Holds his rod out in his left hand, and a swirl of snow coalesces into a sleek, icy blade in his right. With a flourish, he moves toward the nearest abomination like a flash, his blade flicking in and out.


[sblock=mechanics]
Minor: manifest Blade of Winter's Mourning
Standard: charge fleshforged 1 with Icy Skewer
Attack Roll:1d20+13=19
Probably not.[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:40/40
Bloodied:20
Surge Value:10
Surges left:7/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[][]
Ethereal Stride[]
Shadow Step[]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 

GROMkill

First Post
Belanaar rushes forward amidst his allies, nocks the two arrows he is holding, and shoots them toward one of the hideous creatures in the blink of an eye.

[sblock=Mechanics]

Move: Walk to J11

Minor: Hunter's Quarry on Fleshforged 3

Standard: Twin Strike on Fleshforged 3.

Attack Rolls: 1d20+11=18, 1d20+11=21

Damage Rolls: 1d12+2=5, 1d12+2=4

Hunter's Quarry Damage roll: 1d6=3

(I'm a moron and forgot to add my Bow Expertise bonuses in the damage rolls, so I will add the 1 damage on post-roll.)

Arrow 1 hits AC 18 for 6 damage
Arrow 2 hits AC 21 for 5 damage

I will apply the 3 damage from Hunter's Quarry to the second attack.[/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:40/40
Bloodied:20
Surge Value:10
Surges left:7/7
Action Points: 1

Powers:

Twin Strike
Nimble Strike

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

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]
Frost Weapon +1


Conditions:

Belanaar is normal.

[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’as 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]
 

Pentius

First Post
Something deep within the dead man stirs, ever so slightly. His heart, unbeating, calls out with the man's voice, "Bela, stay back, don't engage these fiends up close! I'll handle it!"
 

GROMkill

First Post
OOC: [MENTION=82251]TwoHeadsBarking[/MENTION] I think that renau1g is MIA, he hasn't posted since the 31st. Would it be possible for you to NPC him until he is back? I'm eager to get this battle/adventure going, it seems like it'll be kick-ass. :D
 

Remove ads

Top