Can Dextyr Keep All These Strikers Alive? (DM: JoeNotCharles, Ozymandias79 Judging)

As Mikara drops the wraith, she feels a slight refreshing surge of confidence, and notices Dextyr give an appreciative nod towards her.
He quickly looks around, and seeing no enemies and his allies heading into the woods, he follows along.

[sblock=Mechanics]
Free Action = Virtue of Valor; Mikara gains 4 Temp Hit Points for killing the Wisp.
Minor = Perception; Perception Check (1d20+1=15)
Move & Standard = Double Move to M16
[/sblock]
[sblock=Stat Block]
Dextyr M’rgan- Male Half-Elf Bard 1
Current Conditions: none
Senses: Low-light vision
Passive Perception: 11, Passive Insight: 17
AC:17, Fort:13, Reflex:13, Will:15
Speed:5 (w/ heavy armor)
Temp Hit Points: 0
Hit Points:[28]: 28
Bloodied:14,
Surge Value:7,
Surges [10] Used:4
Action Points: [1] - used 1 this encounter..
Second Wind: available
Powers
Virtue of Valor (1/round, ally within 5 squares bloodies or kills enemy, grant 4 temp hit points)
Guiding Strike
Vicious Mockery
Majestic Word [2] - used 2
Words of Friendship
Shout of Triumph - used
Eldritch Blast
Stirring Shout - used
Inspiring Word
*Cloak of Distortion: Ranged attacks over 5 squares (-5 attack).*
Group Diplomacy: All allies within 10 squares of Dextyr gain a +1 bonus to Diplomacy checks.
[/sblock]
 
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The necromancer is rocked by Blade's unexpected defense. "I underestimated you, Deva," he snarls. "You servants of Light have bedeviled my order for too long! But even if you defeat me, it won't save you - the Lord of Winds and the Lord of Stone are close behind me. We had a little competition to see who could fill our commission the fastest, you see. I reached you first, but they'll be better prepared! Flee while you can!" Suddenly his face expands and turns demonic again, sending Blade and Tonk fleeing in terror into the woods. Blade finds himself alone, far from his friends, while Tonk only stops running when Tristan emerges from behind a tree to catch him. Before he can act again, the air suddenly grows cold and the specter coalesces out of the shadows directly behind him. A ghostly voice whispers, "I smell your bloood..." as it reaches for him, but suddenly explodes in a whirlwind of shadowy air. Tristan and Tonk are both hurled to the ground, although Dextyr stands fast.

[sblock=Status]
Mikara uses Nimble Strike to shift to K7 and kill the wraith. She fails to spot the Specter. (BTW, since you aren't using your move action, you could have traded it in for a second Perception check. Too late now though.) Dextyr uses Virtual of Valor to give her 4 thp.

Blade moves to M19 and hits the Necromancer with Bond of Retribution for 7. If anyone other than the necromancer hits or misses Blade before the end of his next turn, the necromancer takes 4 radiant damage. The necromancer uses his readied action to hit him for 3 necrotic (reduced to 0 by necrotic resistance) and immobilize (save ends). This triggers Avenging Echoes and the necromancer takes 9 radiant. Blade immediately saves.

Tristan fails to spot the Specter. He moves to J16 and hides with stealth 11. I'm going to impose a further -2 penalty because he's right on the jangling rope, so that's 9. He readies an action.

Tonk fails to spot the Specter. He moves to J16 and charges to M18, but misses the necromancer.

Dextyr fails to spot the Specter, and double moves to M16.

The Necromancer's Horrific Visage recharges: Horrific Visage recharge (1d6=4) He uses it on Blade and Tonk (close blast 3): Horrific Visage vs Blade, then Tonk (targets Will) (1d20+7=22, 1d20+7=24, 1d6=1) Hit both for 1 psychic damage and push them 3: Blade to I22, Tonk to J15. He moves to O25.

The Specter moves to K14 (not provoking an OA from Tonk because it's still invisible) and uses Spectral Barrage, which makes it visible. This is a close burst 2 which targets Tristan, Tonk and Dextyr: Spectral Barrage vs Tristan, then Tonk, then Dextyr (targets Will) (1d20+7=20, 1d20+7=22, 1d20+7=12, 2d6+2=6) Hits Tristan and Tonk for 6 psychic damage, and knocks them prone. (SIGH. 3d6 damage on Tonk this round, and they rolled a 1, 2 and 3.)

Tristan's readied action is triggered, but since the specter becomes visible as part of the attack action, he can't react until its over, so he's already prone and can't shift or reach the specter.

Your turns again! Since it's in the trees, the specter has full cover from Mikara (-5 to hit). The necromancer doesn't, though.

Mikara at K7 (11/24 hp + 4 thp)
Blade at I22 (28/29 hp, OoE on Necromancer, +5 to Athletics, +2 to speed, +2 to damage with melee attacks, if anyone other than the necromancer hits or misses Blade before EONT the necromancer takes 4 radiant)
Tristan at F13 (20/28 hp, OoE on Specter, prone)
Tonk at K15 (5/24 hp thp, prone)
Dextyr at M16 (19/28 hp)

Necromancer at O25 (7/54 hp, used Horrific Visage)
Specter at K14 (22/30 hp, used Spectral Barrage)

Wisp Wraith at K9 (1/1 hp)
Wraith at H16 (-10/31 hp, used Shadow Glide)
Mad Wraith at J16 (-2/38 hp, -2 to attack rolls until end of Tonk's next turn, no aura until end of its next turn, used Touch of Chaos)
Wisp Wraith 1 at I16 (-2/1 hp)
Wisp Wraith 3 at J14 (-2/1 hp)
Wisp Wraith 4 at K14 (-2/1 hp)
[/sblock]

n2co7k.png


[sblock=Enemies]
Necromancer
HP: 54; Bloodied: 27
AC: 18; Fort: 15, Reflex: 16, Will: 17
Melee Basic Attack: Staff of Death +9 vs AC; 1d6 necrotic damage and target is immobilized (save ends)

Specter (S)
HP: 30; Bloodied: 15
AC: 16; Fort: 16, Reflex: 16, Will: 17
Immune: disease, poison; Resist: 10 necrotic; Insubstantial; Vulnerable: 5 radiant
Aura: Spectral Chill (Cold): All enemies take -2 to all defenses while within 1 square of the Specter
Melee Basic Attack: Spectral Touch +7 vs Reflex; 1d6+2 necrotic damage

Wraith (W)
HP: 31; Bloodied: 15
AC: 15; Fort: 12, Reflex: 15, Will: 13
Immune: disease, poison; Resist: 10 necrotic; Insubstantial; Vulnerable: 5 radiant
Melee Basic Attack: Shadow Touch +8 vs Reflex; 1d6+4 necrotic damage and target is weakened (save ends)

Mad Wraith (M)
HP: 38; Bloodied: 19
AC: 16; Fort: 13, Reflex: 16, Will: 15
Immune: disease, poison; Resist: 10 necrotic; Insubstantial; Vulnerable: 5 radiant
Aura: Mad Whispers (Psychic): All enemies who start their turn within 3 squares of the Mad Wraith take 4 psychic damage and are dazed until the start of their next turn (if the Mad Wraith takes radiant damage, the aura is negated until the end of its next turn)
Melee Basic Attack: Touch of Madness +6 vs Will; 1d6+4 psychic damage and target takes -2 to Will (save ends)

Wisp Wraith
HP: 1; a missed attack never damages a minion
AC: 13; Fort: 11, Reflex: 15, Will: 12
Immune: disease, poison; Resist: 10 necrotic; Insubstantial; Vulnerable: 5 radiant
Melee Basic Attack: Shadow Caress +4 vs Reflex; 4 necrotic damage, and target is slowed until the end of the wisp wraith's next turn
[/sblock]
 


Mikara, looking over the trees, catches sight of the fleeing necromancer. She actually gets off three shots, but they all fly wide.

"D@#&!"

[sblock=Actions]
Standard: Twin Strike
Target: Necromancer
Attack: 1d20+7;1d20+7 = 12;16 Actualy 10 and 14 due to range
Free Action: Elven Accuracy 1d20+7=10 = 8 due to range
IC must hate me! Can anyone catch up to that B@$#@&%!?[/sblock]

[sblock=Tristan]He's only got 7hp left. You can reach him if you charge! Oh. Nevermind. Your prone. See if you can help Tonk with the specter.[/sblock]

[sblock=Blade]The necromancer's only got 7hp You can reach him if you charge![/sblock]

[sblock=Dextyr]Set Tonk up with a flank and take out the specter[/sblock]
 
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Joe, by my count, Tonk is at 9 HP. He got 10 from Dextyr's word, then 6 from second wind. He lost 1 from the necro and 6 from the spectre.

Nope. Dextyr, go after the necromancer. I've got an idea for a double whammy...


Tonk stands.

"Knock me down again. I still get back up."

Tonk swings with his mace.

Standard Action: King's Castle - v. Reflex (1d20+6=10, 2d8+4=7) (Blasted Invisible Castle!)

Tonk swaps places with Tristan. (Now all you need to do is stand and attack.)
 


[sblock=OOC]I've got you beat. Out of about 70 rolls from IC, I had a character with 19 natural 1's.

Then, I tested IC by rolling over 300 times. If I put in that character's name, natural 1's topped out at 20% of the rolls.

On average, IC tends to roll low for me. I get about 60% below the 10 point mark, unless I'm DM, then my NPC's tend to roll with a normal spread.

I don't like using IC. I think the kernel they use for their randomizer is a little screwy, but since it's the preferred system for L4W...[/sblock]
 

Rushing through the trees Dextyr comes onto the path and spots the Necromancer.
Just as he is taking aim with a bolt of arcne energy he is distracted by the battle behind him and fires wide. He then stares up into the night sky wondering why he and his comrades are suffering from such horrible luck.....

[sblock=Mechanics]
Move Action Move to N19
Standard Action = Eldritch Blast; Eldritch Blast vs Necromancer (1d20+4=6, 1d10+4=7)
Minor Action = Swear a curse upon Invisible Castle.....
[/sblock]
[sblock=OOC]
Looks like he's all yours blade...
[/sblock]
[sblock=stat block]
Dextyr M’rgan- Male Half-Elf Bard 1
Current Conditions: none
Senses: Low-light vision
Passive Perception: 11, Passive Insight: 17
AC:17, Fort:13, Reflex:13, Will:15
Speed:5 (w/ heavy armor)
Temp Hit Points: 0
Hit Points:[28]: 28
Bloodied:14,
Surge Value:7,
Surges [10] Used:4
Action Points: [1] - used 1 this encounter..
Second Wind: available
Powers
Virtue of Valor (1/round, ally within 5 squares bloodies or kills enemy, grant 4 temp hit points)
Guiding Strike
Vicious Mockery
Majestic Word [2] - used 2
Words of Friendship
Shout of Triumph - used
Eldritch Blast
Stirring Shout - used
Inspiring Word
*Cloak of Distortion: Ranged attacks over 5 squares (-5 attack).*
Group Diplomacy: All allies within 10 squares of Dextyr gain a +1 bonus to Diplomacy checks.
Dextyr M’rgan- Male Half-Elf Bard 1
Current Conditions: none
Senses: Low-light vision
Passive Perception: 11, Passive Insight: 17
AC:17, Fort:13, Reflex:13, Will:15
Speed:5 (w/ heavy armor)
Temp Hit Points: 0
Hit Points:[28]: 28
Bloodied:14,
Surge Value:7,
Surges [10] Used:4
Action Points: [1] - used 1 this encounter..
Second Wind: available
Powers
Virtue of Valor (1/round, ally within 5 squares bloodies or kills enemy, grant 4 temp hit points)
Guiding Strike
Vicious Mockery
Majestic Word [2] - used 2
Words of Friendship
Shout of Triumph - used
Eldritch Blast - used
Stirring Shout - used
Inspiring Word
*Cloak of Distortion: Ranged attacks over 5 squares (-5 attack).*
Group Diplomacy: All allies within 10 squares of Dextyr gain a +1 bonus to Diplomacy checks.
[/sblock]
 


More angered now than anything, Blade slashes at the forest around him in anger. He charges forward through the forest ignoring the various branches that try and catch at him. Blade spies the enemy moving north away from them calling out "No! You're not going anywhere" as he rushes forward, but his swing is wild and inaccurate, the trees throwing off his aim.

[sblock=OOC]
Minor: Be angry *RAWR*
Move: To L26 (movement is 8 now)
Standard: Charge to - N26 vs ac; vs ac; dmg (MBA) (1d20 3=14, 1d20 3=13, 1d12 2=4)*doh! Sucks having a 10 Str....

[/sblock]

[sblock=Mini-Me]Blade- Male (Deva) Avenger 1
Passive Perception: 21, Passive Insight: 14
AC:17, Fort:13, Ref:15, Will:15-- Speed:6
HP:28/29 , Bloodied:14, Surge Value:7, Surges Per-Day 7/9
Initiative +0
Action Points: 0, Second Wind: not used
Powers: Bond of Retribution, Radiant Vengeange, Channel Divinity, Memory of a Thousand Lifetimes, Avenging Echo,Oath of Enmity, Aspect of Might
[/sblock]
 

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