[adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??)

CaBaNa

First Post
The orb is of Zal'Ekthees, a foe you have fought. I will await. and with that, he is gone.

Ohhoho no, I have not fought... HEY! Where'd he go? Kamotz looks puzzled. If it is from Zal'Ekthees, everything on the other side of that gate must be cremated. It is the only way.

What did you say? I was not listening, Sharpe says to the "Evil Necromancer".
Be loud, burn it with fire. says Kamotz confidently.

"It was about time for you to drag yourself here monk." Vermitrax states. "At the count of three...One...Two...FIVE! Attack!"

Proudly bashing his flail to his shield, Kamotz circles to the opposite side of the Mausoleum from Dox, then whipping the three heads round and slamming them against Whiggins protective plate armor Kamotz began to howl. ooOOOooROOoooROOOROOooo Whiggins joined in almost immediately, and then the pair increased their volume.

OOC: Int 18 RLU



[Sblock=Ministat]


Kamotz (Cleric|Paladin)
Initiative +3 Passive Insight 24 Passive Perception 22 Senses Low-Light
HP 50/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 9/9
AC 24 Fortitude 18 Reflex 17 Will 19
Second wind; Not Used
Action point; 1
Speed 5
At-will: Holy Strike, Lance of Faith, Divine Challenge
Encounter: Longtooth Shifting, Healing Word, Heedless Fury, Call of Challenge, Death Surge, Shining Symbol
Daily:Blood of the Mighty, Avenging Flame, Gravesite
Consumable; Fey Step Potion, Unguent of Darkvision, Vial of Darkness

Whiggins
Passive Insight 14 Passive Perception 19; Senses Low-Light
HP 67 Bloodied 33 Surge Value 16; Surges Per-Day 1
AC 19 Fortitude 18 Reflex 17 Will 16
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)
At-Will: Bite


[/Sblock]
 
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dimsdale

First Post
ooc; Looks like Drew is up, then the evil foes :). Good luck. Once more thing I forgot. The giant orb floats 20 feet off the ground.
[MENTION=87106]MetaVoid[/MENTION] Go for it Drew
 

Drew ignores necromancers comment and focuses instead at getting to closest priest. He jumps over tombstone, both arms raised and spread, right knee leading. He lands and lunges forward, but the leg that landed instead sinks almost knee deep into soft earth.

He quickly aborts the attack lest his leg snap.

[sblock=Actions]
Move: I-2
Standard: Crane's Wings vs Fort (CP1); damage (1d20+11=12, 1d10+7+1=15) - nat 1 :(

Minor: N/A
[/sblock]

[sblock=Drew Stats]
AC: 23 Fort: 19 Reflex: 22 Will: 20
HP: 54/54 Surges: 8/8 Surge Value: 13

MBA: +14 vs AC 1d8+6 (unarmed strike); 1d4+6 with the dagger
RBA: +11 vs AC 1d4+5 (dagger)

FEATS
Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashing Kama Style, Ki Expertise, Beshaba's Boon

POWERS

Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows



Drunken Monkey
Second Wind
Eternal Mountain
Iron Wolf Charge
Echoing Thunder
Mountainfall Stomp



Masterful Spiral
Water Gives Way


Mountain Ki Rain of Hammers- On a hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
Property: If Drew drops an enemy, one enemy adjacent to Drew takes 3 damage
Daily Minor: Make one at-will attack vs enemy already hit this turn.
Acrobat Boots - stand up as minor
Bloodthread cloth armor - +1 to AC when bloodied

Acrobatics +14; Athletics +10; Perception +13; Stealth +14; Thievery +14
[/sblock]
 
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Voda Vosa

First Post
"Brilliant start primate." cackles the mage, awaiting behind cover for the enemies to unleash hell over the exposed monk. He can't really do anything, even if he tries to move, there's a giant number 14 floating in front of him.
 

dimsdale

First Post
[sblock=DM Notes: Please Ignore]
GM: This is first combat, and it's a biggie. To make it easier for the DM, please describe in detail the powers powers your character use.. This will help me in two ways.
1. Combat posts will move at a quicker pace.
2. Quite frankly, you have a greater understanding of the rules and power descriptions the I do.
Finally, it also help when you provide a summary of everything that occurred during the characters turn. Also, please provide an updated statblock if you haven't done so already.


As the monk misjudges his attack, just catching himself from causing himself damage, he notices that the priest who was his target didn't even flitch. Drew notices upon further inspection that the priest is in some kind of a trance, oblivious to everything around him. Looking at the others the monk can see, the same observation is true. Before he can tell his allies, the dark orb targets him. The large eye of the orb seems to gaze right through him causing him to shutter. Then one of the stalks basts him with negative energy. Another stalk takes aim at Kamotz.

[sblock=Hero Actions]
Heros Turn
Dox:
Vermitrax:
Prime:
Drew:
Sharpe:
Sharpe Pet Dragon:
Kamotz:
Kamotz Familiar:

Total Damage to Enemy:

[/sblock]
[sblock=Enemy Actions]
Enemy Turn
Death Orb:
minor: Central Eye vs Drew
Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
deals necrotic damage to the target also deals ongoing 5 necrotic damage
(save ends both).
movement: float one square north

eye stalk attack 1: fear vs Fear Ray (Fear): Ranged 8; +17 vs. Kamotz Will: (Hit 26)
roll lookup
Kamotz runs in fear away from the orb of death to the current location on the map (-2) to future attack rolls (save ends)

eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Refl ex; 2d8 + 6 necrotic damage: (Hit 36) for 15+10 (vulnerable) = 25 necrotic damage and 5 ongoing necrotic damage (save ends)
roll lookup

Priest 1 through Priest 6: Summon Undead

Note: The chance of summoning an undead foe depends on how many priest are present. Currently there are 5 priest. Therefore there is a 5 out of 6 chance of summoning something. Roll 1 - 5 summons a monster.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.
This round the summoning roll is: 1

Summoned undead: Boneshard Skeleton


F1:
Stand in defensive position

F2:
Stand in defensive position

BS1:
Materialized: no action (will attack next round)


Total Damage to Heros:
[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats
Dox:
Vermitrax:
Prime:
Drew:
Sharpe:
Sharpe Pet Dragon:
Kamotz:
Kamotz Familiar:

Enemy Stats
Death Orb:
F1:
F2:
P1:
P2:
P3:
P4:
P5:
[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP ?? F ?? R ?? W ??

Fighter:
HP ?? F ?? R ?? W ??

Death Orb
HP ?? F ?? R ?? W ??

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

[/sblock]
[/sblock]
 
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dimsdale

First Post
GM: This is first combat, and it's a biggie. To make it easier for the DM, please describe in detail the powers powers your character use.. This will help me in two ways.
1. Combat posts will move at a quicker pace.
2. Quite frankly, you have a greater understanding of the rules and power descriptions the I do.
Finally, it also help when you provide a summary of everything that occurred during the characters turn. Also, please provide an updated statblock if you haven't done so already.


As the monk misjudges his attack, just catching himself from causing himself damage, he notices that the priest who was his target didn't even flitch. Drew notices upon further inspection that the priest is in some kind of a trance, oblivious to everything around him. Looking at the others the monk can see, the same observation is true. Before he can tell his allies, the dark orb targets him. The large eye of the orb seems to gaze right through him causing him to shutter. Then one of the stalks basts him with negative energy. The attack leaves him breathless. Another stalk takes aim at Kamotz. The paladin's wolf cry quickly turns into a plea for help as fear grips him from head to toe. He runs and slams into the stone wall that marks the perimeter of the graveyard. He regains his bearings but but it is clear that Kamotz needs to focus in order to attack affectively.

[sblock=arcane 25 history 25 or religion 25]
The priests ritual one of which you have heard before from another who had witnessed it in action. Priest of the dark arts use this ritual to raise undead to fight for them. Usually this ritual takes place in a secluded place until all undead are summoned, but that is not the case here. You know that the chance of the group of priests summoning the undead decreases as the number of priest participating in the ritual decreases. Perhaps you can find a way to lesson the number of priest participating in the ritual. ;)
[/sblock]

[sblock=Hero Actions]
Heros Turn
Dox:
Vermitrax:
Prime:
Drew:
Sharpe:
Sharpe Pet Dragon:
Kamotz:
Kamotz Familiar:

Total Damage to Enemy:

[/sblock]
[sblock=Enemy Actions]
Enemy Turn
Death Orb:
minor: Central Eye vs Drew
Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
deals necrotic damage to the target also deals ongoing 5 necrotic damage
(save ends both).
movement: float one square north

eye stalk attack 1: fear vs Fear Ray (Fear): Ranged 8; +17 vs. Kamotz Will: (Hit 26)
roll lookup
Kamotz runs in fear away from the orb of death to the current location on the map (-2) to future attack rolls (save ends)

eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Refl ex; 2d8 + 6 necrotic damage: (Hit 36) for 15+10 (vulnerable) = 25 necrotic damage and 5 ongoing necrotic damage (save ends)
roll lookup

Priest 1 through Priest 6: Summon Undead

Note: The chance of summoning an undead foe depends on how many priest are present. Currently there are 5 priest. Therefore there is a 5 out of 6 chance of summoning something. Roll 1 - 5 summons a monster.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.
This round the summoning roll is: 1

Summoned undead: Boneshard Skeleton


F1:
Stand in defensive position

F2:
Stand in defensive position

BS1:
Materialized: no action (will attack next round)


Total Damage to Heros:
Drew: -25 and 5 ongoing and vulnerable to necrotic damage (save ends both)
Kamotz: -2 to attack rolls (save ends)
[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats
Dox:

Vermitrax:
Prime:
Drew:
Sharpe:
Sharpe Pet Dragon:
Kamotz:
Kamotz Familiar:

Enemy Stats
Death Orb:
F1:
F2:
P1:
P2:
P3:
P4:
P5:
[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP ?? F ?? R ?? W ??

Fighter:
HP ?? F ?? R ?? W ??

Death Orb
HP ?? F ?? R ?? W ??

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
OOC: Arcana: Fail
Out of no where, the inscrutable man appears next to one of the chanting priests, garrote in hand. Taking advantage of its separation, the assassin presses the attack. He expertly wraps his weapon around the priest's throat, cutting off its chanting and holding it fast.
OOC: Move to S10 then attack w/ Garrote Strangle (which allows him to shift adjacent): Ref 36, 24 poison + normal damage, the target is grabbed, cannot speak, and has a -2 to attack Dox, all until ENT. Additionally, Dox has resist 4 to all its attacks. I'm hoping muting the priest will help disrupt the ritual.
[sblock=Dox (Grabbing; resist 4 all CP2)]Dox—Male Shade Son of Peresefa Executioner 8
Initiative: +10, Passive Perception: 19, Passive Insight: 14
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0
Powers -
Garrote Strangle
Poisoned Dagger
Quick Lunge
Hidden Stab

Assassin's Strike
Low Blow

One with Shadow
Darting Shadow

Warlock's Curse
Fleeting Shade

2 Assassin Poisons (daily)
Elven Battle Leather Armor (encounter)
Rope of Climbing (free)


Dox - PC:Dox (stonegod) - L4W Wiki[/sblock]
 
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Luinnar

First Post
OOC: Sharpe grants Drew his save.

A beholder! I always wanted one of those....after an army of dragons of course.

Hey beholder, chew on this! Sharpe shouts, flying up and taking a four leaf clover out of his pocket, and blowing it towards the aberration who blasts it out the sky before it reaches him.

Plan B, panic! Sharpe shouts.
[sblock=actions]
Move:Fly to G4-H5 20 feet up.

Minor:Knack for success on Drew to grant a save, 20!

Standard:Unluck on Death Orb, 15 vs ref, [MENTION=79956]dimsdale[/MENTION], I assume it is a miss? If not it does some fun stuff ;)
[/sblock]
[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10; Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 6
Init: +3, Passive Perception: 18, Passive Insight: 16
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61
Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +8 vs AC, Longsword, 1d8+2 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike, Martyr's Saddle
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation, Unluck
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power 1 ), Dragon I Choose You! (Ring of Dragon's power 2 ), Armor of the Exalted +1

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 

Someone

Adventurer
+++It's up to you to bring that thing to ground level, mage+++

Prime's chest form those letters as he turns to Vermitrax.

+++Wait until I'm in position, then do so+++

Saying that the construct prepares to join the thickest of the fray. In his way he turns to one of the chanting priests and hits him with a brutal hammer backswing. The defenseless acolyte flies 10 feet, hits the fence at the edge of the graveyard and drops, kissing the dirt.

[sblock=actions]
Move: To current position
Standard: Bull's Strength on CP3. I really hope hitting AC 32 is enough for 16 damage, if not we're in deep trouble. Prime gains 5 THP since he's hit with a melee attack, CP3 is pushed to current position and I use the Knockback warhammer's daily power to drop it prone as a free action, in the hope that standing up disrupts the ritual for 1 round at least.[/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 9

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
Damage resistance 1
HP:83/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 1 Power points 4/4
Powers:
Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Living Fortress, Rain of Steel, Shattered Time, Endure Pain, Moradin's Blessing of Iron, Knockback Warhammer[/sblock]

[sblock=A guide to Prime's out of turn actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

  • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
  • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
  • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
  • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
 
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