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

GROMkill

First Post
OOC: I'd like to ready my Disruptive Strike to use on the next Flesh Mortar's attack. Please have Belanaar use Elven Accuracy if his attack roll is initially a miss. Thanks!
The elf's arrows seem to have bothered the hideous creature. Belanaar smiles ruthlessly and volley another two arrows with intentions for killing. One arrow goes wide and crashes harmlessly into the wall, but the other finds purchase in the "hide" of the construct.[sblock=Mechanics]
Move: Walk to I10.

Minor: Hunter's Quarry on FF2.

Standard: Twin Strike on FF2.

Attack Rolls: 1d20+11=19, 1d20+11=24

Damage Roll: 1d12+2=14

Hunter's Quarry roll:1d6=2

16 cold damage to FF2.[/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:37+5/40
Bloodied:20
Surge Value:10
Surges left:6/7
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:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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]
 
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Pentius

First Post
With his original target dropped, Canus slides back up behind the second fleshforged. "Now, where were we when you so rudely interrupted?"
[sblock=mechanics]
Move: to j63
Standard: Icy Skewer on FF3
Attack Roll:1d20+16=32 vs AC. Yeouch!
Damage Roll: 1d10+9=13 cold damage, and Canus gets a +2 bonus to defenses against FF3's attacks.

[/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:34/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
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]
 

TwoHeadsBarking

First Post
Riann finishes one of his foes and begins to focus on the other two.

The humanoid constructs continue to fail to impress.

The bio-mechanical abominations rear up for another attack. Belannar quickly fires an arrow into the back of one of them, causing the construct's attack to go wide. The other has a little more success, only managing to slightly burn kal'Tarron.

[sblock=Status]
Belanaar: 37/40+5
Canus: 34/40+5, +2 to all defenses vs FF2
kal'Tarron: 44/56
Riann: 42/62+5
Venakhad: 47/49+5, +2 to all defenses, weakened

Fleshforged 3: -46/56+14, bloodied
Fleshforged 4: -12/56
Flesh Mortar 1: -26, Aegised
Flesh Mortar 2: -17

Riann Curses Fleshforged 4 and swordbursts again, killing Fleshforged 2 but missing #4. He then Aegises the mortar.

Fleshforged 3 Resolves for 14 thp, then attacks Canus. that is a miss.

Fleshforged 4 attacks Riann, also missing.

Flesh Mortar 1 drops a burst on Belannar and Riann. Riann is missed, Belannar is hit with a 23 vs Reflex... or is he? Disruptive Strike hits AC 18 for 17 damage. The Flesh Mortar's attack misses.

Flesh Mortar 2 shifts back attacks kal'Tarron and Canus, hitting kal with a 24 vs Reflex for 9 lightning damage.[/sblock]

[sblock=Monster Info]
Fleshforged
AC 20 | F ? | R 15 | W ?
MBA: +9 vs AC, 1d8+4 and the target is marked

Flesh Mortar
AC 18 | F ? | R ? | W ?
MBA: ?
[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Venakhad draws glowing sigil in the air which flies into the big creature casting spells at them. The sigil marks it for punishment and offers the reward for the punisher.

[sblock=Actions]
Move: H9
Standard: Astral Seal vs Mortar 2 Ref (1d20+11=19) - mortar is -2 all defenses TENT, next ally to hit it regains 7hp
End of Turn: No longer weakened
[/sblock]

OOC: [MENTION=82251]TwoHeadsBarking[/MENTION], I think Aegis should go to Mortar 1, at least according to the picture (it is where Riann is). Right? My target is #2 on the map (near kal'Tarron)
 
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GROMkill

First Post
Belanaar nocks an arrow and fires it at one of the hideous creatures, and then reels around to fire at another one.

[sblock=Mechanics]
Minor: Hunter's Quarry on FF3

Move: Walk to H10.

Standard: Twin Strike on FF3 and FF4, in that order

Attack Rolls: 1d20+11=20, 1d20+11=28 Both attacks hit.

Damage Rolls: 1d12+2=12, 1d12+2=6

Hunter's Quarry Roll: 1d6=1

FF3 is hit, AC 20, for 13 damage. FF4 is hit, AC 28, for 6 damage.[/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:37+5/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1

Powers:

Twin Strike
Nimble Strike

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

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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]
 
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rb780nm

First Post
kal'Tarron advances on the flesh-mortar again, swinging his axe through the air.

As he advances, he curses the construct again in his proto-draconic language. With a mighty swing he strikes the construct again, slashing into it;s flesh while his holy light burns the monstrous thing.


[sblock=Mechanics]

Move: Advance to NW
Minor: Chanel Divinity Balinor's Prey - next hit that strikes the fleshmortar does addn'l 1d6
StandardBond of retribution, balinor's prey (1d20+12=27, 1d20+12=23, 1d12+6=15, 1d6=2)

hits AC 27 for 17, The first time an enemy other than my Oath target hits or misses me before the end of my next turn, the target takes radiant damage +4(int)[/sblock]



[sblock=Quick Stats]kal'Tarron, Deva Avenger 6 Speaks in Bold Purple[/B
HP 44/56 Temp HP 2 Initiative +4 AC 23, Fort 16, Reflex 19, Will 19 AP 1, Surges 7/8, (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]
 
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Pentius

First Post
Canus slashes again at the fleshforged, to no avail. But as Belanaar's arrow distracts it, he finds and opening and drives his blade home. As the life fades from the fleshforged, it flows into Canus. His skin looks flush with life, his eyes sparkle, his shoulders perk up. With a cutting laugh, he rides the magic as the fleshforged's soul flows into the Feywild, and teleports himself next to Belanaar. Canus pats the elf on the shoulder, "Thanks. It always pays to have a wingman."

[sblock=mechanics]
Standard: Icy Skewer on FF3
Attack Roll:1d20+12=14, ouch.

Action Point!
New Standard: Icy Skewer on ff3
Attack Roll:1d20+12=28, now that's more like it!

Damage Roll: 1d10+9=15 cold damage. By my count, he dies.

Soul Step! teleport to G10.


[/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:34/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
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]
 

TwoHeadsBarking

First Post
Riann pushes forward, even as the last of the bipedal constructs attempts to harry him.

Both of the multi-limbed constructs scuttle back from their attackers and launch more bolts of electricity into the midst of the group. Perhaps they didn't have enough time to sufficiently charge their attacks, for the energy barely harms the adventurers.

[sblock=Status]
Belanaar: 32/40
Canus: 34/40+5
kal'Tarron: 51/56
Riann: 42/62+5
Venakhad: 42/49

Fleshforged 4: -18/56, Cursed
Flesh Mortar 1: -45, bloodied, Aegised, Cursed
Flesh Mortar 2: -34, bloodied, -2 to all defenses

Riann shifts, Curses Flesh Mortar 1, and swordbursts, hitting the mortar for 15 damage.

Fleshforged 4 shifts and misses Riann.

Flesh Mortar 1 shifts back and attacks, oh, everyone who was kind enough to clump up in the center there. Sadly, only Venakhad is hit, for 10 lightning damage. Oh, and the Mortar takes 4 damage from White Lotus Riposte

Flesh Mortar 2 does the same. This time, only Belanaar is hit. 10 damage again. I am very disappointed, I'm not going to lie. Guys, please stay bunched up in the center there. I might have better luck next round.[/sblock]

[sblock=Monster Info]
Fleshforged
AC 20 | F ? | R 15 | W ?
MBA: +9 vs AC, 1d8+4 and the target is marked

Flesh Mortar
AC 18 | F ? | R 18 | W ?
MBA: ?
[/sblock]
 

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