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[Adventure!] Daunton's Dead Past DM: FourMonos. Judge: Peer Committee

Son of Meepo

First Post
"Let's see if we cannot thin the crowd a bit."

Fhangrim and his girls move into position near two of the gargoyles. With the spirit of the owlbear threatening the others. Fhangrim calls upon his understanding of the natural world to shield his allies from their attacks.

Finally he fires a trio of stones from his staff at the gargoyles.

Move: Fhangrim to F-29, Ursa Minor to E-31, Ursa Major to E-30, Ursa Maximus to E-25.
Minor: Natural Terrain Understanding: Ursa Minor, Ursa Major, Raiyek, Lilli, Illarion and Drew gain a +2 power bonus to AC until the end of Fhangrim's next turn and can shift 2 squares as a free action.
Standard: Magic Stone
Magic Stone vs G2 (1d20+12=15, 1d4+9=13)
Magic Stone vs G3 (1d20+12+2=27, 1d4+9+2+2=15)
Magic Stone vs G4 (1d20+12+2=25, 1d4+9+2=12)

OOC: Ursa Minor, Ursa Major, Raiyek, Lilli, Illarion and Drew gain a +2 power bonus to AC until the end of Fhangrim's next turn and can shift 2 squares as a free action.

G2 15 Reflex for 13 damage. Push to D-25 on a hit.
G3 27 Reflex for 15 13 damage. No push.
G4 25 Reflex for 12 damage. No push.


[sblock=Fhangrim's Stats]Fhangrim - Gnoll Sentinel 8
Status: Normal
Passive Perception 28 (+4 vs traps; low-light), Passive Insight 18
AC 22, Fort 22, Reflex 18, Will 21
HP 65/65, Bloodied 32, Surge Value 16, Surges 13/13
Speed 7, Initiative +8
Action Points: 1, Second Wind []
Melee Basic Attack: Melee 2; +14 vs AC; 1d12+6 damage (Crit 2d10+18).
At-Will Powers: Magic Stones,
Call Spirit Companion
Deep-Pocket Cloak
Encounter Powers: Combined Attack [][][],
Ferocious Charge [],
Spirit's Fangs [],
Healing Word [][],
Healing Spirit [],
Barkskin [],
Natural Terrain Understanding [x],
Gadgeteer's Goggles []
Shockweave Armor []
Daily Powers: Summon Pack Wolf [],
Summon Giant Toad [],
Speak with Spirits [],
Shockweave Armor []
[/sblock]

[sblock=Ursa Major's Stats]Ursa Major - Gaoler Pygmy Owlbear
Status: Normal
Passive Perception 30 (low-light), Passive Insight 18
AC 21, Fort 23, Reflex 19, Will 23
HP 32/32, Bloodied 16, Surge Value 8
Speed 6
Melee Basic Attack: +13 vs AC; 1d12+9 damage.[/sblock]

[sblock=Ursa Minor's Stats]Ursa Minor - Young Gaoler Pygmy Owlbear
Status: Normal
Passive Perception 30 (darkvision), Passive Insight 18
AC 21, Fort 23, Reflex 19, Will 23
HP 32/32, Bloodied 16, Surge Value 8
Speed 6
Melee Basic Attack: +13 vs AC; 1d12+4 damage.[/sblock]
 
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Drew takes off like a bowshot, boosted by druidic magic. At one point he suddenly reverses direction, coming hard toward the guardian trying to push it into the other. But the mass of the stone beast defeats the attempt.

[sblock=Actions]
Free: shift 2 to G29
Minor: Draw kama (sickle)
Move: G23
Standard: Charge vs G1; damage (1d20+16+1=21, 1d8+8=12)
Drew ends in E23, G1 takes 7 ongoing (save ends)

[/sblock]

[sblock=FourMonos]I thought to use Iron wolf charge and after rolling realized I cannot charge into the field where blast two would have an effect due to closest square limitation (so damage is 12 instead of 14 (that is, I removed 1d6 effect) and the power is not expended)[/sblock]

[sblock=Immediates]
If adjacent non-minion enemy crits Drew with melee attack, use
Water Gives Way daily
+13 vs. Fortitude
Hit: 3d10+8 damage and target is slid 3 (due to ki focus) and falls prone <- slide down so that we group the four guardians if possible)
Miss: Drew regains the use of this power, but cannot use it again in the encounter
[/sblock]
 

Lord Sessadore

Explorer
As Raiyek's limbs seize, he has only the barest instant to realize what is happening to him before all goes dark...
[sblock=OOC] Save vs petrified. (1d20=12). I'm free! [/sblock]
After what seems like both a moment and an eternity, sight and hearing return to the paladin, and what seem like scales of stone fall from his arms. He quickly tries to take in the battlefield, feeling disoriented - it looks like everyone has shifted around the street while he stood stock still, hands still halfway to shield and sword.
[sblock=Raiyek stats]Raiyek Meliam - Male Elf Paladin/Holy Conqueror (Palladys) 11
Passive Perception: 26, Passive Insight: 26; Low-light vision
AC:30, Fort:22, Reflex:22, Will:24 -- Speed:6
HP: 98/98, Bloodied:49, Surge Value:25, Surges Left:11/11
Saves: can make save at start of turn vs. daze or stun, even if effect isn't save ends.
Action Points: 1, Second Wind
Powers
Holy Strike
Ardent Strike
Divine Challenge

Divine Pursuit
Strength from Valor
Resurgent Smite
Charge of the Conqueror
Smiting Symbol
Valiant Rush
Channel Divinity
Elven Accuracy
Oath of Enmity

Ardent Vow (4/4)
Restore Vitality
Righteous Indignation
Paladin's Judgment
Arc of Vengeance
Victorious Surge

Woundstitch Powder
Ruby Scabbard
Cloak of Resistance
Healer's Shield
Vampiric Bastard Sword
Teleporting Gith Plate

* Group Awareness: All non-elf allies within 5 squares of Raiyek gain a +1 bonus to Perception.
* Allies gain +1 to saving throws when adjacent to Raiyek.
* +2 damage vs. bloodied for all attacks.
* After spending a healing surge, +2 power bonus to first attack before end of next turn.
* When damaged by a creature marked by Raiyek, he gains 4 temp hp.

C:Raiyek_Meliam_(Lord_Sessadore)" target="_blank" class="link link--external" rel="nofollow ugc noopener">Character sheet

Effects: Fhangrim's Natural Terrain Understanding: +2 to AC TENT Fhangrim
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
[sblock=Everyone READ THIS - effect when you use AP - 1 per encounter, first come first served]
After the attack is resolved, roll 1d6. Triggering character gains following benefit:
1: The character gains +2 power bonus to attack rolls TENT Illarion
2: The target of the attack takes 2 extra damage each time it is hit with an attack TENT Illarion
3: The character gains +2 power bonus to speed TENT Illarion
4: The target of the attack grants CA TENT Illarion
5: The character can make a basic attack as a free action
6: The target of the attack cannot shift TENT Illarion
[/sblock]

The elf cocks his head couple of times as various sounds of combat errupt around him. He then moves decisively around the nearest guardian and into the middle of the street. He points his flashing dagger toward the building and the mist rises from cobblestones. While it protects the ally, guardians are not so lucky and one moves blindly throught the mists, even its stony mind confused.

Finally, Illarion raises his blind eyes toward the beholder and there seems to be a shadow clinging to the creature before it disappears into its body.

[sblock=Actions]
Move: I23, avoiding OA by going E28-F27-I23
Free: Assassin shroud on the beholder
Minor: draw chaos tooth dagger
Standard: Mists of Disarray vs Will (G1; G2; Max); psychic damage (1d20+13+1=32, 1d20+13+1=18, 1d20+13-5=20, 1d8+15=20)

G1 hit and slides 4 to D28
If G2 is hit then slide to D29
Max is missed, lucky him. I'm going with G1 being hit with will 32, not sure about 18

Illarion gains +1 AC due to unfettered power.


Immediates (use in order):
All immediates assume non-minion crit OR Illarion is bloodied and under attack - I will specifically call if Swift Escape (encounter power) is free to be used)
If the enemy hits Illarion with area or close attack Illarion teleports 6 (SWIFT ESCAPE POWER)
If the enemy within 10 hits Illarion, the damage is reduced by 5 and he returns the attack +13 vs Ref, 1d10+15 damage and slide 2 (on miss half damage and slide 1)(GROUNDING REBUKE)
If the enemy hits Illarion with melee attack, Illarion teleports 2 (Bracers of Escape)
[/sblock]



[sblock=Illarion Meriele]
STATUS:
SPECIAL: resist 8 psychic;

if 1st attack in the round is even gain +1 AC; odd - make a saving throw
+1 to all defenses vs traps

On nat 20: slide the target 1 square and knock it prone
On nat 1 MUST push all within 5 squares 1 square


AC: 18 Fort: 16 Reflex: 20 Will: 24
HP: 59/59 Surges: 7/7 Surge Value: 14

MBA Dagger +2: +9 vs AC, 1d4+2 damage
RBA Dagger +2: +13 vs AC, 1d4+6 damage


POWERS

Chaos Bolt
Blazing Starfall
Assassin's Shroud
Changeling Disguise



Changeling Trick
Mists of Disarray
Flame Spiral
Swift Escape
Seed of Chaos
Spark Form


Grounding Rebuke
Good Timing
Thunder Leap



Amulet of life encounter free action: spend additional surge
Rain of Hammers Ki Focus - whenever Illarion kills an enemy, one enemy adjacent to him takes 3 damage
Tooth of chaos dagger daily: whenever Illarion hits an enemy he can choose to treat the roll as even or odd until the end of the encounter.
Bracers of escape daily interrupt: when hit with melee attack Illarion can teleport 2 squares



[/sblock]
 
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Neil1889

First Post
Lilli, enabled by Fhangrim's guile, skips away from the gargoyles and tries one of her spells. Usually with this spell, the minds of her foes are distracted by a huge pile of gold that she seemingly brings forth from nowhere, but in this case a pile of raw meat appears in the minds of all but one of the gargoyles instead. Those affected can't resist and all run and dive headlong into it all!

Lilli then holds the spell's power ready for another attack later, but also weaves in another enchantment! This one weighs all of the gargoyles down with the meat that they grab and she also tries to make some of them attack each other over the food instead of striking at Fhangrim and his vicious looking pet.

[sblock=actions]Free Action: from Fhangrim’s Natural Terrain Understanding, Lilli shifts 2 squares from F26 to G24.

Standard Action: OK, so Lilli weaves Visions of Avarice and places the zone (highlighted in dark orange 1 on the Google sheet) in square D27 to attack the gargoyles.

To Hit rolls start with the G1 in D28, then G3 in D30, then G4 in D32, then G2 in D26.

Visions of Avarice (Daily Standard Area burst 5 within 10 squares ✦ Arcane, Illusion, Implement, Zone)
Target: Each enemy in burst.
Attack: +14 vs. Will
Effect: The burst creates a zone in the origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Hit: The target is pulled up to 4 squares towards the zone. If the primary target is then in the zone or adjacent to it, the target is immobilised (save ends).
Sustain: Minor Action. The zone persists until the end of your next turn and you can make the Visions of Avarice Secondary Attack.



To Hit rolls and where they get may moved to:

G1 = Total to Hit: Willpower: 23. Highly likely gets pulled to square D27 (the zone square, highlighted in dark orange 1 on the Google sheet), so I'll take the liberty of moving him.

G3 = Total to Hit: Willpower: 34 (natural 20 number 1!). Defo gets pulled to square D28.

G4 = Total to Hit: Willpower: 34 (natural 20 number 2!). Defo gets pulled to square E28.

G2 = Total to Hit: Willpower: 12. Miss.

All of those hit (G1, G3 and G4) are now subject to a Feat:

Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.

Also, their saving throws against being Immobilised are penalised due to another Feat:

Lotte, Lilli's familiar in Passive mode, grants : Enemies take a -1 penalty to saving throws against your arcane powers that immobilise or slow them.

Minor Action: Lilli Sustains the spell ready for the Visions of Avarice Secondary Attack which can be used next turn.

ACTION POINT! (I'm leaving Illarion's power boost for someone else.)

Standard Action:

Lilli casts Phantom Echoes in square D26.

This will effect all the gargoyles and Max (sorry Max, but it shouldn't hurt.)

Phantom Echoes (Encounter Standard Area Burst 2 within 10 squares ✦ Arcane, Fear, Illusion)
Target: Each creature in the burst.
Effect: Each creature is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a Free Action to change the target of its attack to a different creature within the range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.


Effect notes: G4 and G2 will probably try and attack. Hopefully they will both fails saves and then attack G1 instead.

Max, though slowed, will not be subjected to the rest of the effect by Lilli (even if he fails his safe, he doesn't have to be made to do anything with a Free Action - can use a Free Action to change the target..., not must .

Move Action: Lilli moves from G24 to I19.

Effects on Lilli - Fhangrim’s Natural Terrain Understanding :+2 power bonus to AC until the end of Fhangrim's next turn.[/sblock]

[sblock=Ministats]
Lilli


Female Gnome Wizard, Level 9.
Initiative: +4, Passive Perception: 15, Passive Insight: 20. Senses: Low-light vision.
AC: 23, Fort: 17, Reflex: 22, Will: 22.
HP: 54/54, Bloodied: 27, Surge Value: 13, Surges left: 7/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 0
Powers:
Orb of Deception
Second Wind
Use Vulnerabilty
Illusory Ambush
Nightmare Eruption
Grasping Shadows
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice - Used [Visions of Avarice Secondary Attack - still available]
Skald's Aura
Emerald Eye
Phantom Foes - Used
Symphony of the Dark Court
Orb of Far Seeing - Encounter Power
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

Notes:
Shimmering Cloth Armour - Lilli does not provoke opportunity attacks when she makes ranged or area attacks.

Feyleaf Sandals - If Lilli falls and is about to take a punishing amount of damage, her Feyleaf Sandals will likely save her.

Lilli is likely to use Shield first as an Interrupt versus attacks against AC and Reflex defence before resorting to using Fade Away.

Conditions: None.

[http://l4w.wikia.com/wiki/PC:Lilli_(Neil1889) Lilli's full sheet is here.]
[/sblock]

OOC: Hope Son of Meepo / Fhangrim doesn't mind my use of him as a lure for Phantom Echoes, as I think there's a chance the gargoyles will damage each other.
 
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dimsdale

First Post
Aaagggghhhhhhhhh!!!! The cleric shrieks in terror as she runs away from the combat. Soon the terror subsides and she regains control. What...what the heck happened! She regains her bearings, then immediately rushes back to the battle. Scanning first to see if her allies need healing and seeing that they do not and ignoring her own wounds, she attempts to weekend the beholder. She closes her eyes briefly and mumbles a prayer under her breath. She then bows her head but opens her eyes which now are blazing bright silver with the gaze of her eyes targeting the beholder.

[sblock=actions]
movement: see map
minor: none
attack: bane vs beholder 1d20+12 vs will: 31. If hit, until the end of Lerrick's next turn, the beholder takes a -4 penalty to all attack rolls and defenses
[/sblock]

[sblock=Lerrick Stats]
AC: 22 Fort: 20 Reflex: 19 Will: 24
HP: 47/63 Surges: 10/10 Surge Value: 15
CURSED: none
STATUS: none

FEATS

  • Ritual Caster: Lerrick can preform and master rituals my level or lower
  • Pacifist's Reward: Lerrick, if her attack doesn't do damage, receives +2 temp hitpoints at the end of her turn.
  • Healer's Implement: +1 to healing power when ally uses a healing surge as a result of a power used by Lerrick
  • Pacifist Healer: an additional 1d6+5 to hp for each heal word Lerrick uses
  • Improved Defenses: +1 feat bonus: Fortitude, Reflex, and Will
  • Group Vigor: Everyone within 10 feet of Lerrick receives 1 extra hit point when they spend a healing surge

POWERS
Astral Seal
Sacred Flame


Knack for Success:

Channel Divinity: favor of the Gods
Channel Divinity: Healer's Mercy
Noble Presence
Bane:
USED
Denunciation
Healing Word (2)

Hymn of Resurgence
Bastion of Health


Life transference
Moment of Glory:

Iron to Glass:


Medic's Dagger: (Power)
Potion Bandoleer: Currently stocked with 6 healing potions
Healer's Broach: (Power)
Gleaming Diamond Bracers: (Power)
River of Life Gloves: (Power)
Armor Power:
[/sblock]
 
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Son of Meepo

First Post
Max, though slowed, will not be subjected to the rest of the effect by Lilli (even if he fails his safe, he doesn't have to be made to do anything with a Free Action - can use a Free Action to change the target..., not must

OOC: Max is a conjuration, not a creature, so he isn't affected at all.
 

H.M.Gimlord

Explorer
Oh hell! All of you will owe me a beer after this!

Mikara runs, headstrong, into the fray, nearly colliding with the nearest gargoyle; however, right before the expected impact, she halts, suddently belching out a fireball that engulfs all the statuesque grotesques. The first two see her coming and duck, exposing the two in the rear to the brunt of the inferno.

When the gargoyle in front raises its head, she stares it down, ready drive an arrow through its head with her bare hands.

"You're next, crater-face!"

OOC: I have a feeling Mik is going to need some healing next turn. :erm:


[sblock=Action Stack]Move: to D29

Standard: Breathe Fire! D28-F26
Target 1 G1: 1d20+10=13+10=23 for 2d6=9 fire damage if hit
Target 2 G2: 1d20+10=17+10=27 for 2d6+1d8(Quarry)=16 fire damage if hit:
Target 3 G3: 1d20+10=9+10=19. Miss
Target 4 G4: 1d20+10=10+10=20. Miss


Minor: Quarry G4[/sblock]

[sblock=Mikara Stats]
Mikara Li Mesadh - Female elf ranger (medium elfhumanoid) Level 7
Languages: Elven, Allarian

Passive Perception: 24
Vision: Low Light
Passive Insight: 16

Acrobatics:
+12
Athletics: +9
Nature: +12
Stealth: +15

AC: 21
Fort: 15
Ref: 19
Will: 16
Speed: 7

HP: 54/54
Surge Value: 13
Surges Left: 7/7

Action Points: 0
Second Wind: 1/1


:bmelee: +6, 1d4
:branged: +12, 1d12+7
:ranged: Nimble Strike (SA) +12, 1d12+7 (Shift 1 before or after attack)
:melee: Twin Strike (SA) +6, 1d4 (2 attacks)
:ranged: Twin Strike (SA) +12 1d12+2 (2 attacks)
Agile Recovery (MA) (Stand Up)

:melee: Evasive Strike (SA) +6, 2d4+5 (Can shift up to 4 before or after attack)
:ranged: Evasive Strike (SA) +12, 2d12+7 (Can shift up to 4 before or after attack)
:melee: Cut and Run (SA) +6, 1d4 (2 Attacks, Can shift up to 4 after first or second attack)
:ranged:Cut and Run (SA) +12, 1d12+7 (2 Attacks, Can shift up to 4 after first or second attack)
:ranged: Pinning Shot (SA) +12, 1d12+7 (Hit: Target and 1 enemy adjacent to target are immobilized TEONT)
Elven Accuracy (MA) (Reroll attack roll)
Weave Through Fray (II) Can shift up to 3 when enemy moves adjacent

:melee: Hunter's Bear Trap (SA) +6, 2d4 (Hit: OG, Slowed 5 SEB, Miss: 1/2dmg, Slowed SE)
:ranged: Hunter's Bear Trap (SA) +12, 2d12+7 (Hit: OG, Slowed 5 SEB, Miss: 1/2dmg, Slowed SE)
:ranged: Close Combat Shot (IR) +12, 3d12+7 (Trigger: enemy enters adjacent square. No OA. Miss: 1/2dmg)

Daggers: 111

Targeting Greatbow +2: ((FA) On hit, Mik and allies can roll twice to hit TEONT, Crit: 2d6 & TGCA TEONT)
Arrows:
11111 11111 11111 11111 11111 111
Firestorm Arrows +2: 11111 11111 11111 1111 (+1d6 fire to target and adjacents)

Elixir of Dragon Breath:
11111

Sylvan Leather Armor +1

Lucky Charm (Add d6 to appropriate d20 roll)
Restful Bedroll (1d8 thp after extended rest)
Razor Bracers (+2 to escape, grabber takes 1d10)
Stag Helm (+2 to passive perception, can take MA when surprised)
Caustic Gauntlets (Attack deals acid. Adjacents get 1d6 acid dmg, +1 acid on all attacks TEOE)
Window of Escape (No fall damage when jumping through window)

Treasure on this adventure:

[/sblock]
 

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