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[Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??)

JRYoung

First Post
Skalisss moves around the Halfling and says a prayer to his god Netari for protection. A wave of energy washes over the nearby area leaving a benign glow. He also triggers the healing power of his armor.

"In thisss area Netai'sss grace will offer you sssome added protection" Skalisss informs the others.


[SBLOCK=Actions]
Move Action: R11, R10, S9

Standard Action: Sacred Circle, close burst 3 from S9, creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.

Free Action: Healing from Drwaven Full Plate: Regain hit points as if you had spent a healing surge (21 points).
[/SBLOCK]

[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 8 CharacterSheet
Initiative: +8 Senses: Normal P-Perception: 16 P-Insight: 21
HP: 78/80 SurgeValue: 21 Surges: 11/11
AC:27 within zone Fort:22 Reflex:19 Will:22 Resist 1 ALL

Action Points: not used Second Wind: not used Resist: none Speed:5 Conditions: none BasicAttack: - "Inescapable Longsword", +16 to Hit vs AC, 1d8+12 damage BasicRangedAttack: - Javelin, +12 to Hit vs AC, 1d6+6 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite
Righteous Smite
Divine Reverence
Dragon Breath
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle USED
Healing Surge from Dwarven Plate Armor USED
Martyr's Retribution
Wrath of the Gods
Crown of Glory
[/SBLOCK]

http://l4w.wikia.com/wiki/PC:Skalisss_(jryoung)
[/SBLOCK]

OOC: Dims, can't edit the map...
 
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FourMonos

First Post
OOC: Did I miss 30 damage to the halfing somewhere? All I saw was the 56 by Rocco and the 14 by Namentah. If it's not dead, that's what I want to target.
 

ScorpiusRisk

First Post
OOC: I added a column after our names on the map. If you are signed into a google account you should be able to edit the map. If people could track their hp their, it would make it easier on the healers, considering the size of the group.


Seeing no more defenders to guard her flank. Bell drops her shield and let's her harmonics cascade over her. She focuses a bolt of sound at the shadowy human, which gives Jarel-karn an opening for his blade but little comes of it.

[sblock=Actions]Free: Drop Shield
Minor: Swordmage Warding. Bell has +2 to AC till the end of the encounter
Minor: Sustain Song of Defense. All Allies within 5 get +1 to AC.
Standard: Staggering Note against the Human. 28 vs Will, 5 damage, I decline the push.
Jarel-Karn gets a Melee basic 22 vs AC will Miss.
[/sblock]

[sblock=Triggers]Bardic Virtue(Virtue of Cunning) - Once per round, when an enemy attack misses an ally within 10 squares, you can slide that ally 1 square as a free action. (Bell will use this if she can move an ally into flanking, or a ranged ally out of melee)

Insightful Warning (Encounter Immediate Interrupt )
Trigger: A creature you can see makes an attack roll for an area or a close attack that includes Bell as a target.
Effect: Bell and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.[/sblock]

[Sblock=Block of Bell]Bell Jabson, Shardar-Kai Bard 8 ()
Init: +5; PI 17, PP 17; low-light vision
HP: 60/60, B 30; Surge 15 hp, 8/8
AC 24(26), F 18, R 23, W 21
Saves: +2 Racial bonus against the unconscious condition; +2 to all death saving throws
Speed 6; AP: 1

Skills: Acrobatics 10, Arcana 15, Athletics 7, Bluff 12, Diplomacy 13, Dungeoneering 8, Endurance 8, Heal 7, History 15, Insight 7, Intimidate 12, Nature 8, Perception 7, Religion 15, Stealth 10, Streetwise 13, Thievery 8(10)
Languages: Allarian, Imperia, Tsugo, Magari, Draconic, Hzakan, Old Allarian, Silentus, (Read Any)
Rituals: Arcane Mark (Arcana), Amanuensis (Arcana), Battlefield Elocution (Arcana or Religion), Brew Potion (Arcana or Religion), Comprehend Language (Arcana), Disenchant Magic Item (Arcana), Enchant Magic Item (Arcane or Nature), Endure Elements (Arcana or Nature), Eye of Alarm (Arcana), Glib Limerick (Arcana), Purify Water (Arcana, Nature or Religion), Raise Dead (Heal), Silence (Arcana), Tenser's Floating Disk (Arcana)

Powers
Guiding Strike, Staggering Note, Deep Pocket Cloak
Focussed Sound, Dissonant Strain, Hypnotism, Insightful Warning, Theft of Life, Shadow Jaunt, Majestic Word 2/2, Words of Friendship, Second Wind
Stirring Shout, Song of Defense, Satire of Bravery, Swordmage Warding, Harmonic Songblade +2, Philosopher's Crown (not equipped), Onyx Dog Summon

Trigger (An enemy adjacent to Shard attacks Bell)
Bite (Standard; At-Will); +7 vs AC; 1d6+3
[/sblock]
 

dimsdale

First Post
OOC: Did I miss 30 damage to the halfing somewhere? All I saw was the 56 by Rocco and the 14 by Namentah. If it's not dead, that's what I want to target.

OOC: I agree. Hafling has 70 damage, which leaves him with 30.

OOC: Would it be possible for Jarel-karn to act AFTER Earth even if I post BEFORE, only for this time. Pretty please! :)

OOC: Sure :). So Earth is the one with the mark on Human shadow, correct?

OOC: Dims, can't edit the map...

OOC: I've updated the map to show zone


OOC:
The following allies are up:

Vimak
Halleck
Quan
Raijin
Phoenix
Damen




[sblock=DM Notes: Please Ignore]



[sblock=Mechanics]

Heroes turn:
Quan:
Nementah:
Primera: Hit 14: hafling shadow
Halleck:
Skalisss: Close burst 3 Sacred Circle and armor power
Raijin:
Rocco: Hit 56: hafling shadow
Vimak:
Bell: Hit Human for 5; +2 AC TEOE, JK melee attack miss, Sustain zone of defense (see map)
Earth: Hit 13 and knock prone: human shadow: takes 1d10+7 +5 electrical damage when statue gets up
Jarel-karn: miss human
Damen:
Phoenix:



Total Damage to Enemies:
None

Baddies turn:
Hafling Shadow Statue:
Attack: Steel Slipstream 1d20+16 for 2d4+8+5 ongoing posion damage (save ends) vs AC

Raijin: Hit for 11 + 5 ongoing poison damage (save ends)
Quan: Hit for 13 +5 ongoing poison damage
Halleck: Hit for 14 +5 ongoing poison damage (save ends)
Skalisss: Miss
Primera: Miss
Rocco: Hit for 13 + 5 ongoing poison damage

Human Shadow Statue:
Double move to N13
AP: Steel Slipstream 1d20+16 for 2d8+8 plus 1d8 fire damage vs AC

Phoenix: Miss
Vimak: Hit for 27
Raijin: Hit for 19
Quan: Hit for 23
Halleck: Hit for 21
Skalisss: Hit for 24



Total Damage to Allies:
Quan: 36 +5 ongoing poison damage (save ends)
Skalisss: 24 damage
Halleck: 35 +5 ongoing poison damage (save ends)
Raijin: 30 +5 ongoing poison damage (save ends)
Vimak: 27 damage
Rocco: 13 +5 ongoing poison damage (save ends)


[/sblock]

[sblock=Stats]
[sblock=Please ignore as this needs to be updated]
Party:

Nementah:
HP 67/67 THP 0, B 33, Surge 16, 11/11 AC 21; F 22, R 20, W 22 AP 1

Primera:
HP 11/11 AC 24; Fortitude 24, Reflex 22, Will 24

Vimak:
HP 65/65 THP 0, B 32, Surge 16, 11/11 AC 25 F 21 R 19 W 21 AP 1

Rocco:
HP 56/74 THP 0, B 37, Surge 18+1, 12/12 AC 24; F 22, R 20, W 21 AP 1

Skalisss:
HP: 78/80 THP 0, B 40 Surge 21 11/11; AC:27 within zone F 22 R 19 W 22 Resist 1 ALL AP 1

Halleck:
HP: 65/65 THP 0, B 32 Surge 16, 9/9; AC 26, F 21, R 18, W 21, AP 1

Raijin:

Quan:

Bell:
HP: 60/60 THP 0, B 30; Surge 15, 8/8; AC 24, F 18, R 23, W 21 AP 1

Jarel-Karn:
HP 83/83 THP 0; B 41; Surge 21; 13/13 AC 27; F 22; R 21; W 19 AP 1

Damen:
HP: 59/59 THP 0, B 29, Surge 14; 7/7, AC 23, F 17, R 24 W 20 AP 1

Earth:
HP 86/86 THP 0, B 43 Surge 21; 14/14 AC 25, F 20, R 18, W 19, AP 1

Phoenix
HP:53/53 THP 0, B 26, Surge 13, 8/8 AC 21, F 19, R 23, W 20, Resist Fire 9 AP 1

[/sblock]


Enemies:
Hafling Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 100/100 THP: Bloodied 50 AP: 1/1

Human Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 150/150 THP: Bloodied 75 AP: 0/1

[/sblock]

[sblock=Enemy Information]
Hafling Shadow Statue:
HP 200; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
 Saving Throws +2
 Speed 6
 Action Points 1
Dagger (standard, at-will)  Weapon
+16 vs AC; 2d4+8 damage +5 ongoing poison damage (save ends)
Dagger (standard, at-will)  Weapon
Shadow Flurry (standard, at-will)  Weapon
Melee or ranged; hafling makes two basic attacks. He can shift 1 square as a free action after each hit

Dull Minds (minor, recharge 4, 5 or 6)  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against shadow, or –4 if the attack occurs when it is not the target’s turn (save ends). If shadow hits a creature that is marking him with this attack, the mark ends and the target cannot mark shadow until the target saves.

Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +16 vs AC; 2d4+8 +5 ongoing poison damage (save ends) damage and slide 1.
After all attacks are complete, hafling shifts to any square in the blast.


Human Shadow Statue
HP 200; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
 Speed 6
 Action Points 1
Longsword (standard, at-will)  Weapon
+16 vs AC; 1d8+8 damage + 1d8 fire damage

Shadow Flurry (standard, at-will)  Weapon
Melee or ranged; hafling makes two basic attacks. He can shift 1 square as a free action after each hit

Dull Minds (minor, recharge 4, 5 or 6)  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against shadow, or –4 if the attack occurs when it is not the target’s turn (save ends). If shadow hits a creature that is marking him with this attack, the mark ends and the target cannot mark shadow until the target saves.

Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +16 vs AC; 2d8+8 + 1d8 fire damage and slide 1. After all attacks are complete, human shifts to any square in the blast.
[/sblock]

[sblock=map]
Map
[/sblock]


[sblock=Adventure Summary]

Summary of Events
1. Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
2. Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
3. Prevented a possible encounter with a pack of wolves...for the moment
4. Alpha wolf presents orb of nature to Lerrick who gives it to Nementah.
5. Halleck finds orb of elements after party defeats band of ogres and a hill giant. He gives it to Raijin.
6. Defeated Bosch's dragonborn minions who tried to disrupt the ritual for removing the mark of Lerrick.
7. Mark is successfully removed from Lerrick by brother Buchta.
8. Encounter the great dragon Bosch for the first time. Dragon leaves but swears revenge.
9. Party returns Lerrick to mother in Daunton, but the father was not there as he was on an urgent task for brother Navio, something related to the shield.
10. Rocco tested for invoking a god. The party as well as other patrons at the tavern help defend Rocco from her wrath.
[/sblock]
[/sblock]
 
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Iron Sky

Procedurally Generated
Phoenix ignores the human next to her, seeing that the halfling is almost down. The area around it explodes in flame as she casually walks beside the human shadow.

OOC: @ScorpiusRisk , isn't Swordmage Warding +1 AC/+3 if off-hand is empty?

Turn Summary: Phoenix is in N14. She has 2 immediate actions readied.
*Halfling takes 19 damage to 11/100hp.


[sblock=Actions]Standard: Scorching Burst(Burst 1 centered in U9): 1d20+15+1(bloodied)=26 vs Halfling's Reflex 23, hit, 1d6+15+2(bloodied)=19 fire damage(ignores resists).
Move: Shift to N14
Minor: -

[sblock=Immediate Actions]In order of Priority:

Shield(Interrupt): If hit by an attack that would miss if Phoenix' AC or Ref were 4 higher, she triggers Shield to gain +4 AC/Ref TenT.
Infernal Wrath(Free): If hit by an attack by a non-minion enemy within 10 squares, Phoenix will trigger Infernal Wrath, dealing 1d6+9 fire damage to the target.
[/sblock]

Status Effects: +2(+4) AC, 10 Fire/Cold Resist, Enemy take 2d6+9 damage if make melee attack vs Phoenix, +1 AC

[sblock=Phoenix' statblock]Phoenix, Female Tiefling Mage/Swordmage 8
Passive Perception: 20, Passive Insight: 20
AC: 21(23), Fort:19, Reflex: 23, Will:20, Resist Fire 9(10), (Cold 10) -- Speed:6
HP:53/53, Bloodied:26, Surge Value:13, Surges left:8/8
Initiative +7, Action Points: 1
MBA: +8 AC, 1d4+1 damage. RBA: Range 20, 10 force damage.
Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Shield, Second Wind, Flaming Sphere, Summon Magma Beast, Fire Shield, Swordmage Warding
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers
Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. *Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage on a crit.[/sblock][/sblock]
 

Tenchuu

First Post
Halleck slashed against the unmoving half-elf statue as a response to the other statue's aggression. Standing his ground adjacent to the half-elf, he readied himself for another attack, but waited. "Is this one an enemy or not?"

OOC: GM: Post Retcon'd. See below.

12 players is going to be a cluster! :p
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
[MENTION=85539]Tenchuu[/MENTION], half elf is NOT active (as Rocco ascertained), use your action on human or halfling.

[MENTION=79956]dimsdale[/MENTION], halfling hit points were at 66/100 when I started my turn. I didn't check the values, just subtracted my damage.
 

FourMonos

First Post
Despite the beatings, Quan pulls a steady bow on the shadow halfing. His arrow thunks home without blood or screams of pain. He moves past the halfling's old position hoping to avoid further attack. Quan is unable to shake off the effects of the poison.

[sblock=actions]
Minor: Aspect of the Pack Wolf
Standard: RBA vs. halfing (AC): 1d20+15+1, 1d12+10+3 → ([19, 15, 1], [8, 10, 3]) Roll Lookup Hit AC 35 for 21 damage. Halfing is dead.
Movement: Move to V-12, won't let me edit
Save: 1d20 → [8] = (8) Roll Lookup crud
[/sblock]

[sblock=mini-stats]"Quan" Thatcher- Male Human Hunter 8

Aspect of Pack Wolf [sblock=Pack Wolf]
1. Quan does not provoke opportunity attacks when leaving squares adjacent to his allies.
2. When he makes a basic attack against an enemy adjacent to two or more of his allies, he gains a +1 power bonus to the attack roll. He gains a power bonus to the damage roll against the enemy equal to the number of allies adjacent to the enemy. [/sblock]

Status: bloodied
Initiative: +9, Passive perception: 22, Passive Insight: 17
AC: 22, For: 19, Ref: 23, Will: 22
HP: 19/60, Bloodied: 30, Surge value: 15, Surges/day: 7/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 1, Second Wind: unused

Powers: Aimed Shot, Clever Shot, Rapid Shot
Disruptive Shot [1] [2] [3], Reactive Shift, Assassin's Shroud [1] [2]
Healing Lore, Entangling Roots[/sblock]
 

Velmont

First Post
OOC: Sure :). So Earth is the one with the mark on Human shadow, correct?

Yeap. Which means use the interrupt below if the trigger happen. I have edited it for the current situation:

[SBLOCK=Immediat Interrupt]Jarel-karn have many immediate action. I'll list in this SBLOCK the immediate action Jarel-karn will do in order of importance. Take the first trigger that happens during the round. If many happen at once, take the first in the list.

1) Trigger: A marked enemy hit any ally within 10 squares Power: Aegis of Shielding Effect: Close Burst 10; -10 damage to triggering attack.

2) Trigger: A creature you have marked with your Aegis of Shielding target you and at least two allies with an attack. Power: Leather Armor of Aegis Expansion +2 Effect: The damage of the triggering attack is reduced by 7.

3) Trigger: An enemy hit in melee any ally within 5 squares, is within 5 squares of another enemy. Power: Dimensional Vortex Effect: Ranged 5; +12 vs. Will against triggering enemy. If hit, you teleport the target 5 squares next to an enemy. The target make his melee attack against the most damaged enemy and do an extra 5 damages if it is marked by Jarel-karn. If there is no target valid, he expend the attack.

4) Trigger: An enemy hit any non-defender ally within 10 squares or Jarel-karn Power: Channeling Shield Effect: Close Burst 10; You reduce the damage by 10 from the triggering attack. You next successful attack you make before the end of your next turn will do 5 more damage.

5) Trigger: An enemy hit in melee any non-defender ally within 2 squares Power: Guardian's Counter Effect: You and your ally shift up to 2 squares as a free action, swapping position. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker. (+15 vs AC 1d8+7 damage) [/SBLOCK]

[Sblock=Jarel-karn]Jarel-karn
Genasi Swordmage 9
Initiative +5
Passive Insight 15; Passive Perception 15; Normal Vision
HP 83/83; THP 0; Bloodied 41; Surge-Value 21; Surges Per-Day 13/13
AC 27; Fortitude 22; Reflex 21; Will 19
Speed 6
Action Points: 1

Current Effects: None

Basic Attack: Runic Longsword +15 vs AC 1d8+7 damage

Skills: Arcana +14, Athletic +9, Endurence +18, Intimidate +10, Insight +5, Nature +5, Perception +5
Languages: Common, Tsugo

Powers
[ ]Aegis of Shielding
[ ]Booming Blade
[ ]Ligthning Lure

[ ]Promise Storm
[ ]Guardian Counter
[ ]Ligthning Clash
[ ]Dimensional Vortex
[ ]Echoes of Sword Magic
[ ]Channeling Shield
[ ]Armathor's Step

[ ]Dimensional Thunder
[ ]Lingering Ligthning
[ ]Blade Bolt

[ ]Leather Armor of Aegis Expansion +2 [E]
[ ]Periapt of Cascading Health [E]
[ ]Warded Vambraces [E]
[ ]Boots of Fencing Master [E]
[ ]Corellon's Boon of Arcane Might [Sword Burst] [E]
[ ]Corellon's Boon of Arcane Might [Dual Lightning Strike] [D]
[/sblock]
 

ScorpiusRisk

First Post
OOC: Swordmage Warding is, in fact, a bonus of +1 or +3 with a free hand. However, Bell normally has a light shield in her off hand. She has to drop it to get the bonus, making it change her stats as listed by +2.
 

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