[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]

OOC: @dimsdale , that be 14 thp Grakk gets, not 4, due to Grakk's belt and improved rageblood feat ;) also Grakks damage is actually 2 points more IE 28+crit damage :D

@ScorpiusRisk , I'll assume you give the free attack to Soldier and I wanted you push D1 right and up, not left and up but no bother this is better for Mikara

also I mistyped when I said push D2 in NE direction, I meant D1 in NE direction as I know you can only push 1 creature



[sblock=Free Attack on D1 from staggering note]Crits!!! for 24 points of damage and D1 is marked by Soldier[/sblock]
 
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OOC: @dimsdale , that be 14 thp Grakk gets, not 4, due to Grakk's belt and improved rageblood feat ;) also Grakks damage is actually 2 points more IE 28+crit damage :D
OOC:

[sblock=ooc]

Hooray for the belt and feat! Thanks ozy The +2 extra hp was a mistake on my part. Devastating strike is 1d12+8+1d6. When I rolled the attack I put 1d12+8+1d8. The additional 1d8 occurs when the target is bloodied. The target was not bloodied when grakk hit him so it should have been an extra 1d6. So the +2 is not there, unless I'm missing something.

[/sblock]
 


Staggering to her feet, Mikara manages two more shots. This time aiming for the dwarf in the corner, D@#&! Mik! You've got to work on your aim.

Though the shots are sloppy, one manages to wing the little guy, and Mikara finally finds her feet.

OK. Now you're in for it little twerp![sblock=Actions]Standard: Twin Strike
Target 1: Mercenary Dwarf 1
Attack 1: 1d20+11+1(Prime Shot)=27 vs. AC for 1d12+2=6 damage
Target 2: Mercenary Dwarf 1
Attack 2: 1d20+11+1(Prime Shot)=19 vs. AC Miss!

Save vs. Dazed: 1d20=13 Success![/sblock]
OOC: I deleted D2 because he's dead...right?
 


[SBLOCK=OOC]Strange. I though I had posted. I even see my new position on the map.[/SBLOCK]

Jarel-karn move away form the action on the ground and recuperate. He spots the Sorcerer, now not too far. He charge again himself, drawing his energy from his armor and suddenly disappear.

The Genasi reappear in front of the sorcerer and slash at the Sorcerer, drawing his blood and attention. The sorcerer also feels power building around him, awaiting for his actions to be released.

[SBLOCK=OOC]Free: Spend a healing surge (now at 30/62) and shift to J12, thanks to Bell.
Minor: Promise Storm (Armor power)
Move: Armathor Step to I7
Standard: Booming Blade vs AC on Sorcerer (1d20+15=31, 2d8+8=21, 1d6+3=6) Probably a hit for 21 lightning damage, if the sorcerer move away during his next turn, he will suffer 6 thunder damage. If the sorcerer attack Jarel-karn UEoNT, he takes 4 lightning damage.[/SBLOCK]
 



The heroes press the advantage, killing a dwarf. Jarel appears next to the sorcerer and slashes at him, but suddenly, from the murky waters, the slimy humanoids that seemingly escaped, jump out, onto the platform, and attack Jarel with their wicked looking claws. The genasi is able to deflect one blow, but the other connects painfully. The mercenary leader moves out of the crates and utters chaotic orders, that Jarel feels compelled to obey! He finds himself hesitating, not knowing what thoughts are his and what the mercenary's. In this moment of doubt, the sorcerer steps back, triggering the electric effect of the swordmage. Rising his staff in the air, the mage cast again, and a wave of psychic energy hits Jarel-Karn, blowing him off the platform, in a bloody mess, to fall in the water below. The two slime slaves look down, ready to jump at the fallen swordmage.
The mercenaries switch targets, two of them pursing Bell, and the other hacking at Morvannon. The heroes feel the sting of steel in their flesh.
Another slime slave jumps out of the water, to attack the elven archer, lashing at her with it's claws. It's face resembles that of an elvish woman, twisted and broken, green pupil less eyes staring at it's now bloodied claws with stoical spookyness.
Finally the dwarf attempts a weak attack on the barbarian, but fails completly, his wounds are too severe.


[sblock=Final Battle!]

MAP of course.

M6 attacks Bell; hits for 6
MF1 attacks Morvannon; hits for 7
MF2 attacks Bell; miss
DM1 attacks Grakk; miss
Mercenary Leader delays
Mercenary Sorcererdelays
S1 and S2 leap out and attack Jarel; S2 hits for 8
Mercenary leader uses Urge hesitation on Jarel Karn; hits, Jarel can't use standard actions next round.
Mercenary Sorcerer uses Caprichous Earth on Jarel, hits for 11, slide Jarel out of the platform.
S3 attacks Mikara, hits for 8

Code:
Character   	  Contition/HP

Mercenary 1                Dead
Mercenary 2                Dead
Mercenary 3                Dead
Mercenary 4                Dead
Mercenary 5                Dead
Mercenary 6              
Mercenary fighter 1	56/66 gives 4 thp to whoever hits him. 
Mercenary fighter 2	36/66 -2 to attack rolls 
Mercenary fighter 3	Dead 
Dwarf Mercenary 1	8/64 
Dwarf Mercenary 2	Dead 
Mercenary Leader	        74/77
Mercenary Sorceror       26/80
Slime Slave 1              ??/??
Slime Slave 2              ??/??
Slime Slave 3              ??/??

Morvannon   		9/42  AC: 19, Fort:15, Reflex:17, Will:18
Garkk		  	26/52  AC: 20, Fort:20, Reflex:14, Will:14 
Jarel-Karn HEXED	 (Save ends)  10/62  AC: 24, Fort:19, Reflex:19, Will 18 
Mikara    	       15/39  AC: 20, Fort:14, Reflex: 18, Will: 15
Soldier            53/69  AC: 26, Fort:19, Reflex:16, Will:16  
Bell  HEXED (Save ends)                         40/40          AC 21, F 15, R 19, W 18

Mercenary:

Minion
AC 19; Fortitude 17, Refl ex 14, Will 15
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.


Mercenary fighter:

HP 66; Bloodied 33;
AC 15; Fortitude 15, Reflex 14, Will 14
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
HP 60; Bloodied 30
AC 19; Fortitude 17, Reflex 17, Wil l 18

Dwarf Mercenary

HP 64; Bloodied 32
AC 23; Fortitude 18, Refl ex 15, Will 17
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square.

Mercenary Sorccerer:

Hex:
Capricious Earth: Targets Hexed creatures in area burst 3: +11 vs will for 1d10+3 dmg and moves 3 squares

Slime Slave

????

Mercenary Leader:
Longsword (standard; at-will) • Weapon
+10; 1d8+3
<- Appoint Champion (standard; at-will)
Close burst 10; targets one ally; the target makes a basic attack
as a free action and shifts 1 square before or after the attack.
«< • Inspirational Authority (standard; encounter)
Close burst 10; targets one ally; the target uses an at-will,
encounter, or recharge attack power as a free action.
•< * Urge Hesitation (standard; encounter) • Charm
Close burst 5; targets enemies; +9 vs. Will ; the target cannot
use a standard action during its next turn.

Rolls
Roll Lookup
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Roll Lookup


[/sblock]
 

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