Assassination 2: The Lost Children

Carefully, Alexia steps forward. As she continues the song, terror radiates off her in palpable waves and courses through the gathered ogres, forcing the brutes to tremble violently.

[sblock=Actions]Who bloodied Ogre 3? If it was Malehan he gains 5 thp.

Opportunity Actions: Ogres 1 & 2 are hit with a 19 & 22 vs Will, 5 damage each.

Move: Shift to C18
Standard: Ballad of the Zombie King (close burst 3) vs all Ogres. Huh, I guess that's what happens if you use commas instead of semi-colons. Anyway, vs Will, hit Ogre 1 with a 21, hit #2 with a 23, miss #3 with a 17, and hit #4 with a 30. Those hit take 13 psychic damage and suffer a -2 penalty to attack rolls until the end of my next turn.
No Action: Essence of Death. Alexia takes 1d6 necrotic damage (resisted) and Ogre 1 takes 9 necrotic damage.
Minor: Sustain Wail of Anguish.[/sblock]

[sblock=mini stat block]Alexia Madgearu - Vryloka* Bard 9
*Insight DC 29 to notice she's not human.
Initiative: +4 | Passive perception: 20 | Passive Insight: 22
AC 25 | F 20 | R 19 | W 22
HP: 70/70 | Bloodied: 35 | Surge value: 17 (15 when bloodied) | Surges: 11/11
Resist: 9 necrotic
Speed: 6 | Languages: Common, Dwarven
AP: 1 | Second Wind: not used
MBA: +11 vs AC, 1d8+3, +2d6 on crit
Powers: Cutting Words, Guiding Strike
Lifeblood, Majestic Word (2/2), Words of Friendship, Essence of Death, Divine Challenge
Shout of Triumph, Ballad of the Zombie King, Unluck
Stirring Shout, Satire of Bravery, Wail of Anguish
Inspire Confidence, Ode to Sacrifice
Performer's Longsword, Laurel Circlet, Screaming Drakescale, Symbol of Scorned Fate

Conditions:

Wailing

[/sblock]
 

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The Palisade Round 2
Rohna,
Goliath Fighter/Warlord 10
67/88 HP (5THP)
Resist All 1

Rohna pulls back on the reins to set up her charge moving around the outside to open up the middle. The scent of so many large predators causes Olaf to foul his rider's aim again.
[sblock=Combat Actions]Free: Speak
Minor: ...
Move: West 3 and south 6 then charging to
Standard: MBA charge to B23/C24 vs Ogre3 Miss
Action Point: ...
Gore:
...[/sblock][sblock=Rohna]Rohna—Female Goliath Fighter 10 Resist all 1
Initiative: +5, Passive Perception: 21, Passive Insight: 16
AC: 26, Fort: 22, Reflex: 17, Will: 18 — Speed: 5(6), 9 when mounted
HP: 67/88 (0THP), Bloodied: 44, Surge: 22, Surges left: 13/13;
AP: 0/1, Second Wind: Used, Milestones 0
Powers -
Crushing Surge
Cleave
Practiced Rider
Passing Strike
Disrupting Advance

Rhino Strike
Hydra Charge

Stone's Endurance

Perceive Weakness
Inspiring Word
Villain's Menace

Boundless Endurance
Rain of Steel
Bloody Blades


Vanguard Glaive +2 "Kordestad" (daily, minor)
Flaming Warhammer +1 (daily, free)
Antipathy Gloves (daily, standard)
Summoning Rimefire Plate (at-will, minor)
[sblock=Pals]Olaf—Dire Boar 6
Resist 10 all; HP 85/85 (0THP); Bloodied 42 AC 20; Fortitude 21, Reflex 17, Will 16, Speed 9. Property: Rabid Charger (while mounted by a friendly rider of 6th level or higher; at-will) Mount; After Rohna charges, Olaf makes a gore attack in addition to Rohna's charge attack. Furious Charge; When Olaf charges, his gore deals an extra 5 damage, pushes the target 2 squares, and knocks the target prone on a hit. Death Strike (when reduced to 0 hit points); Olaf makes a gore attack. Powers: Gore (standard; at-will); +11 vs. AC; 2d10 + 4 damage, or 2d10 + 9 damage against a prone target.

Mitra—Vadalis-Bred Griffon 11
Resist 10 all; HP 126/126 (0THP); Bloodied 63, 2/2 HS (31), AC 26; Fortitude 25, Reflex 24, Will 23, Speed 9. Property: Rabid Charger (while mounted by a friendly rider of 7th level or higher; at-will) Mount; After Rohna charges, Mitra makes a claw attack in addition to Rohna's charge attack. Powers: Claws (standard; at-will); +16 vs. AC; 2d6 + 5 damage.

Gretta—Construct 15 (Seed of War)
AC: 28, Fort: 23, Reflex: 19, Will: 18 — Speed: 4
HP: 22/22(0); Bloodied 11
Helps flank, can be attacked. Spend HS to negate dmg to seed warrior. Deal 10 dmg to adjacent foe when ally hits that foe.

[/sblock][/sblock][sblock=OOC]wow another tiny role.

Damage Summary:
(Total damage if all attacks hit)

[/sblock]
 

Bellegon curses the ogre he approached from behind and then jumps into it's shadow, echoing laughter, crazed as anything you ever heard dances between two locations as he emerges behind Czern. The dagger disappears into the folds of his cloak

[sblock=Actions]
Minor: Curse Ogre 1
Move: Shadow step to B2, gain Shadow walk concealment
Standard: Confounding laughter vs Will (ogre 4); psychic damage; curse (1d20+12+1=17, 1d10+7=9, 1d6=2) - it's actually 16 I counted Prime shot from original location, but now Czern is closer. - MISS
Free: fast hands, put away the dagger


Immediate reaction: Life siphon: next time an ally takes damage, Bellegon regains 4 hp and gains +2 to hit to next attack roll
[/sblock]

[sblock=Bellegon Stats]
Bellegon Darksun
STATUS: unlucky :)
CURSED: Ogre 4, Ogre 1 - Bellegon has +2 to defenses vs these
Initiative +7; Senses Passive Insight 14, Passive Perception 14, Darkvision
HP 49/65 Bloodied 32, Surge Value 16, Surges 7/7
AC 21; Fortitude 17, Reflex 19, Will 20
1 AP
Saving Throws:
Speed 6

Eldritch Strike
Spiteful Glamor
Fast Hands: once per round stash or retrieve item as free action


Cloud of Darkness
Second Wind
Cursebite
Shadow Step
Shared Agony
Life Siphon
Confounding Laugther
Takedown Strike


Your Glorious Sacrifice
Twilight of the Soul
Ring of Pain


Talon amulet - Daily: Minor: melee attacker suffers 1d6 damage 'till the end of the encounter
Knifethrower gloves: Daily : Free Action. When Bellegon hits with a thrown weapon attack he can add +5 power bonus to damage roll
Grand master training (gloves of eldritch admixture): 5/5 charges
Rod of Avernus - Daily: minor action - enemy that ends its turn adjacent to Bellegon takes 5 psychic damage 'till the end of the encounter

Acrobat boots: at-will: stand up as minor

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OOC: I'll have to tell my wife of my supposed wild oat adventures that my Internet friends think I'm on this week.

FYI: For those NPC'ing Czern: Defending the Line is his primary stance as it allows him to slow on hit then knock prone those that are slowed as a follow up.
 

OOC: I'll have to tell my wife of my supposed wild oat adventures that my Internet friends think I'm on this week.

FYI: For those NPC'ing Czern: Defending the Line is his primary stance as it allows him to slow on hit then knock prone those that are slowed as a follow up.

OOC:
I know. But I'm using everything you have. Having primary stance doesn't mean you don't get to use others :) Don't worry, after I hoard three ogres into single pile to enable burst 1 and blast 3 to affect them I will change it :)if you get three ogres hemmed in between melee characters they cannot move and can be blasted at will
 

Czern moves away from his warlock shadow and goes to "collect" stray ogre. His charge is almost powerful enough, but the ogre stands his ground. At the last moment, the knight changes his direction and slips next to the steadfast ogre. Both ogres now feel the threat of undead presence.

[sblock=Actions]
Move: F10, provokes Ogre 1 OA vs Czern AC; damage (1d20+13-2=22, 2d8+7=18) - MISS
Standard: Charge vs Ogre 4 AC; damage (1d20+16+1=25, 1d10+8=16) - ends in E14; MISS due to mark hammer hands: push ogre 4 to E16-F17, free shift after it to D15 free shift still after charge due to boots to E15
Minor: Change stance into Defend the line
[/sblock]


[sblock=Immediate Actions]Sorted in order of importance:
- Steadfast Amulet: (Immediate Interrupt) Czern stunned or dazed w/ a save ends effect; Czern makes an immediate save to cancel the effect. If failed, power not expended.
- Opportunity Action (1/combatant): MBA if not marked and shift or attack not Czern while in aura: +17 vs AC (+19 if slowed/immobilized), 1d10+8 and stance effect; 2 damage on miss
- Opportunity Attack (1/combatant): MBA +17 vs AC (+19 if slowed/immobilized), 1d10+8 and stance effect
- Guardian's Counter: (Immediate Interrupt) If ally w/ 2 sqs. hit by attack that drop them/bloodies and Czern not also attacked: Czern and ally swap positions, Czern becomes target, and can make MBA after resolved; +16 vs AC (+18 if slowed/immobilized), 1d10+8 and stance effect
- Shield Block: (Immediate Interrupt) If adjacent ally hit by attack that would drop/bloody them: Reduce damage by 1d10+6
- Strikebacks: (Immediate Reaction) Non-minion hits Czern and deals damage: MBA +16 vs AC (+18 if slowed/immobilized), 1d10+8 and stance effect
- Unbreakable: (Immediate Reaction) Czern hit by an attack that would drop/bloody him: Reduce damage by 11.
- Shield Block: (Immediate Interrupt) If Czern hit by attack that would drop/bloody him: Reduce damage by 1d10+6
[/sblock]
[sblock=Czern Belog (Defending the Line Stance; Defender Aura]Czern Belog—Male Karrnathi Undead Guardian Knight 9
Initiative: +10, Passive Perception: 16, Passive Insight: 16, low-light vision
AC: 26, Fort: 24, Reflex: 20, Will: 18 — Speed: 5
HP: 85/85, Bloodied: 42, Surge: 21, Surges left: 15/15; Unnatural Vitality
Action Points: 1/1, Second Wind: Not Used, Milestones: 0
Powers -
Battle Guardian
Power Strike x2
Guardian's Counter

Defender Aura (active)
Defend the Line (active)
Cleaving Assault
Hammer Hands

Dark Reaping
Glowering Threat
Unbreakable
Shield Block

Strikebacks (encounter)
Belt of Sonnlinor Righteousness (daily)
Steadfast Amulet +2 (daily)


http://leb.wikia.com/wiki/LEB:PC:Czern_Belog_(stonegod))[/sblock]
 
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Venakhad nods at the knights feat of getting ogres in a bunch.

He blasts away with divine power, weakening ogres knees and fortifying his allies in the process.


[sblock=Actions]
Standard: Hymn of Resurgence vs ogre 1; 2; 3; 4 (1d20+14=25, 1d20+14=32, 1d20+14=29, 1d20+14=27) - hits all four three, -2 penalty to all defenses. When any ally hits the target before the end of Venakhad's next turn, the target is knocked prone - so HIT AWAY! [MENTION=2011]KarinsDad[/MENTION], [MENTION=82251]TwoHeadsBarking[/MENTION], Dusk, Chael and Alexia get 5 temp hp or can make a saving throw

Move: C19

[/sblock]

[sblock=Venakhad stats]
Initiative +7; Senses Passive Insight 30, Passive Perception 21
HP 69/69, Bloodied 34, Surge Value 17, Surges 8/8
AC 24; Fortitude 18, Reflex 19, Will 24
+1 on all defenses against #1, #2, #3

1/1 AP
Speed 6

Astral Seal
Sacred Flame


Divine Glow
Hymn of Resurgence
Bastion of Mental Clarity
Prescient Maneuver
Shinning Symbol
Peacemaker's Light

Healing Word
Healing Word
Healer's Mercy
Divine Fortune


Moment of Glory
Return From Death's Door
Iron to Glass
Blade Barrier



Symbol of the Holy Nimbus +2 Critical: +2d6. Property: When healing word is used Venakhad and allies withing 5 squares get 5 temporary hit points
Healer's Brooch +1 Property: +1 NADs. When Venakhad uses power that regains hit points to the target(s) add +1 to regained value.
Medic's Mace +1 Critical: +1d6 radiant damage, Property: when Venakhad uses Channel Divinity power one ally within 10 squares regains 4 hp. Daily power: standard action: regain use of Channel Divinity for this encounter.
Delver's Hide +2 Daily power: free action: gain +2 bonus to saving throw just rolled. Use new result.
Helm of Battle Property: Venakhad and allies within 5 squares of him get +1 item bonus to initiative checks
Spell Anchors Daily Free Action: Sustain one power that normally requires a minor action to sustain.


[sblock=Immediates]
if two or more allies would be saved from the attack, if one ally would be dropped by the attack or dropped into hazardous terrain:
Bastion of Mental Clarity (Immediate Interrupt when An enemy hits or misses Venakhad with an attack against his Will.; encounter) ✦ [Racial power]
Close burst 5; Target: Each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn.


If it would make the attack hit on non-minion or make saving throw succeed
Divine Fortune (Free; Channel Divinity; encounter) ✦ [Divine]
Effect: Venakhad gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.

If an ally is critted or would drop or the fight is winding down:
Reverent Mettle: Immediate interrupt, reduce damage by 8

if it would prevent charger from hitting (by moving out of range) or if it can position Venakhad for Peacemakers light (burst 2) and Peacemaker light wasn't used yet:
Prescient Maneuver (Immediate Interrupt when Enemy moves willingly on it's turn within 5 squares of Venakhad; encounter)
Venakhad shifts 3 squares

As needed:
Return From Death's Door (Immediate Interrupt when An ally withing withing 20 squares fails a death saving throw; daily) ✦ [Divine, Healing]
Target succeedes on death saving throw and can spend a healing surge and regain extra 7 hp
[/sblock]
[/sblock]
 
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OOC: [Mention=10]FourMonos[/Mention]Ogres are not the brightest tools in the drawer, but even they would learn to not OA Czern every single time. Especially if they repeatedly miss and Czern hits. They are not forced to OA every time.

And, Neurotic didn't take into account Ogre 1's Mark vs. Czern when attacking Ogre 4 this turn. So if he missed, could you please adjust the map? Also, if Ogre 4 is not within the Hymn of Resurgence, please let us know.
 
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[MENTION=2011]KarinsDad[/MENTION], OA is free, however hard it is for them to hit, why wouldn't they take the shot? It's not like Czern hits as reaction to OA...So, please justify the suggestion. You're right about mark for some reason I thought the one I charged is the one who marked him...I will adjust after I see if Czern has some way of hitting despite my error so we don't change anything...

EDIT: he doesn't so it's a miss...on a related note, he has guardian counter so he could have (had I been more careful in reading) exchanged places with MetaVoid and punish him...
Also, he does greater damage on charge, I've read OA power instead of charge power which gets extra 1d10 and +1d6 for 2d10+1d6+8, sorry about that stonegod.

Editing the map and the post now. Good catch

EDIT EDIT: changed
 
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[MENTION=2011]KarinsDad[/MENTION], OA is free, however hard it is for them to hit, why wouldn't they take the shot? It's not like Czern hits as reaction to OA...



OOC: For some reason (and I have not looked into it at all and I'm not going to look into it at the moment because I'm off on vacation), I thought that Czern had some ability to attack a foe whenever they OA-ed him. I thought that he was doing that right and left the last few encounters. If he does not, then fine. But if he does, then I think they would learn to stop OA-ing him.
 

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