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  1. - Top - End - #61
    Bugbear in the Playground
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    Default Re: Sedition (4e Dnd IC)

    Emerging from the massacre at the edge of the Annulus after the raiders, you see a gnoll with an aura of savage authority mounted on a dire wolf even larger than the others. You would guess it's their leader, a notion reinforced when it spits out a guttural string of commands in Abyssal:
    "Athk'mun ma'risla. Fythyrr dhig eroln'g jahur vaaur niwrn. Thrathk!"
    The marauders' gaze turns towards the group of armed men daring to resist them, and they quickly form a ring around you.

  2. - Top - End - #62
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    Default Re: Sedition (4e Dnd IC)

    The order of play:

    Gnoll leader and his wolf
    Gnoll marauders and their wolves
    MCerberus
    Lukas
    Velketh (I rolled for you)
    Reed
    Bortos (I rolled for you, NPC'd for now)
    Trale (I rolled for you, NPC'd for now)
    Alvis
    That makes everybody, yes?

    The battle's gonna be on a 20x20 version of the battle grid, with the players arranged in the center-ish area. I'm not gonna bother with the crowd-- they've moved away from the concentration of gnolls. I am working on uploading the 20x20 grid, but it's gonna be awhile. It's up here.
    Last edited by Incomp; 2010-05-02 at 07:24 PM.

  3. - Top - End - #63
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    Default Re: Sedition (4e Dnd IC)

    Looking up from his prayer, Velketh sees the gnolls approach. He turns his head to the sky and thanks Pelor for finally showing him the enemy. He stands slowly drawing his sword, Liothel, and he silently prepares himself for battle.


    Incomp
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    you forgot to include Mcerberus in the initiative count, and do I really go 4th with a plus 9 bonus? I will be on square I-9, will we have representation of ourselves on the board or not?
    Last edited by SidCoolios; 2010-05-02 at 07:30 PM.
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  4. - Top - End - #64
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    Default Re: Sedition (4e Dnd IC)

    Quote Originally Posted by SidCoolios View Post
    you forgot to include Mcerberus in the initiative count, and do I really go 4th with a plus 9 bonus?
    Did he roll? I may have missed it, and I was seeing if he would roll on his own.
    EDIT: Ah, he made one awhile ago. I'll use it.

    And yes, yes you do.

    ALSO EDIT: Guys, place yourselves near the center on the grid, within reason.
    Last edited by Incomp; 2010-05-02 at 07:25 PM.

  5. - Top - End - #65
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    SwashbucklerGuy

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    Default Re: Sedition (4e Dnd IC)

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    I'll take L10, then

  6. - Top - End - #66
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    Default Re: Sedition (4e Dnd IC)

    Reed looked up at the gnoll who had spoken, and glared. He couldn't understand what had been said, but it couldn't have been good.

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    I'll take J9, if that's alright.
    Quote Originally Posted by SkyBoundFencer
    NOBODY POST I AM HUGGING AN INFERNAL

  7. - Top - End - #67
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    Default Re: Sedition (4e Dnd IC)

    Velketh is on I-9, Lukas is on L-10, and Reed takes J-9. About representations: That grid i gave you is not for, well, use. It's so you know what the map is without me having to describe it in explicit detail. I expect you to have your own way of tracking movement and such. Whatever works for you is fine, so long as it works.
    Last edited by Incomp; 2010-05-02 at 08:13 PM.

  8. - Top - End - #68
    Ettin in the Playground
     
    ClericGuy

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    Default Re: Sedition (4e Dnd IC)

    Bortos
    Bortos instinct make him react quickly, making him remeber the old times when he was in his village militia,Damn gnolls, must protect the villagers!
    Bortos shout to those around him,"Those who knows how to fight, gather around protect the weaker ones. The rest of you, hide into the buildings.".
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    I am back btw.
    Bortos should be in I11 - was staying close to Velketh..I'll try to make a map and keep it updated for you ;).

    Bortos Highpeaks
    Last edited by Dekkah; 2010-05-03 at 07:41 AM.

  9. - Top - End - #69
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    Default Re: Sedition (4e Dnd IC)

    Kraagor

    Surrounded by the Gnoll incursion, Kraagor retreats towards where a concentration of survivors looks like they're preparing to fight. Still in wolf form, he glares at the leader and growls menacingly. Ready to lunge at a moment's notice, he waits for the raiders' first move.

    OOC:
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    I'll take k11
    Ask me about our low price vacation plans in the Elemental Plane of Puppies and Pie
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    Evoker avatar by kpenguin. Evoker Pony by Dirtytabs. Grey Mouser, disciple of cupcakes by me. Any and all commiepuppies by BRC

  10. - Top - End - #70
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    Default Re: Sedition (4e Dnd IC)

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    Alvis is in J10.

  11. - Top - End - #71
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    Default Re: Sedition (4e Dnd IC)

    Ah sorry, didn't put the gnolls up. Marauders are at A1/B2 (A1, A2, B1, B2), S1/T2, A19/B20, J19/K20, and S19/T20. Leader is at J1/K2.

    Ookayy. I think everybody who's posting (Itamarcu left under undisclosed circumstances, A'den went AWOL, and King Tius is...sporadic.) posted.

    EDIT: I guess that makes us ready to begin the combat. Well. The gnoll leader raises his head to the sky and offers a bloodcurdling war-cry to his savage gods, his wolf howling along: "Nast'rafa jahur sdra!" continuing this dark prayer with a string of curses that are only halfway distinct from a feral snarl, he and his wolf hurl themselves at Reed, and with demonic strength he lunges with his greatspear at the halfling, accompanied by bites from his wolf.
    Leader: 22 vs AC (a hit) 11 damage.
    Wolf: 29 vs AC (Also a hit) 12 damage.
    Under the force of the assault you are knocked prone.
    Last edited by Incomp; 2010-05-03 at 04:38 PM.

  12. - Top - End - #72
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    Default Re: Sedition (4e Dnd IC)

    Sorry, still sorta here. Just put Trale somewhat off to the side, since he was standing under one of the buildings.
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    My Characters

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  13. - Top - End - #73
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    Default Re: Sedition (4e Dnd IC)

    Trale is at A12.

    Oh, uh, right, I'm next, aren't I?
    Movement
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    The first marauder (A1/B2) charges to G7/H8.
    The second marauder (S1/T2) charges to M10/N11 without provoking any opportunity attacks.
    The third marauder (S19/T20) charges to K12/L13.
    The fourth marauder (A19/B20) charges to A13/B14.
    The fifth marauder (K19/L20) charges to H12/I13.

    Hittin' stuff
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    The first marauder attacks Velketh, but rolls a critical miss (1 on a d20.) His turn ends, and the marauder (not his wolf mount) grants combat advantage to the PCs. The wolf, however, can still attack: 26 vs AC, 6 damage. Velketh falls prone as the wolf crunches down on his leg.
    The second marauder attacks Lukas: 11 vs. AC. That's gonna miss.
    His wolf rolls similarly poorly: 13 vs. AC.
    The third marauder strikes at Kraagor: 24 vs. AC. That's a hit. 6 damage.
    The wolf: 28 vs. AC, hitting you. 7 damage, and you fall prone.
    The fourth marauder goes for Trale: 21 vs. AC. Hit. 9 damage.
    His wolf: 23 vs. AC, hitting you. 8 damage, and you're prone.
    Finally, the fifth gnoll impales Bortos: 12 vs. AC. Maybe he doesn't.
    The snarling beast he rides: 24 vs. AC. Better. 10 damage, and you're prone too.

    You should kill some of these guys. My wrists hurt.

    Kraagor is next.
    Last edited by Incomp; 2010-05-03 at 05:29 PM.

  14. - Top - End - #74
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    Default Re: Sedition (4e Dnd IC)

    Reed cried out in pain as he was hit, but quickly silenced himself. He did, however, suddenly burst into flame, damaging those that had attacked him.

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    Activating Dragonflame Mantle after the first attack. It gives +1 to all defenses until the end of my next turn (kinda pointless), but also does 1d6 points of fire damage to anything that hits me in melee. So, damage:
    (1d6)[6] Gnoll
    (1d6)[2] Wolf.
    Quote Originally Posted by SkyBoundFencer
    NOBODY POST I AM HUGGING AN INFERNAL

  15. - Top - End - #75
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    Default Re: Sedition (4e Dnd IC)

    The gnoll leader seems to relish the pain as he is burnt from the flames enveloping Reed.

    I figured you might wanna bust out second chance, given you took some pretty heavy damage there.
    Last edited by Incomp; 2010-05-03 at 05:33 PM.

  16. - Top - End - #76
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    Default Re: Sedition (4e Dnd IC)

    OOC:
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    since Kraagor will most likely not be attacking my target I'm going to post my actions, but for all intents and purposes they are after K's


    Velketh springs to his feet, swinging his mighty sword at the off balance gnoll riding the wolf in front of him. He whispers, "You shall die on this day"

    He takes his sword and and attempts to bring the gnoll off the wolf to a place more suitable for battle.

    OOC (anyone can look):
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    stand up as a move action
    oath the gnoll as a minor
    use Overwhelming Strike and if it hits, shift to H-10 the gnoll being slid to I-9
    Here we go
    (1d20+10)[18] +2 more for combat advantage
    if hit
    (1d10+5)[10]
    Last edited by SidCoolios; 2010-05-03 at 06:18 PM.
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  17. - Top - End - #77
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    Default Re: Sedition (4e Dnd IC)

    Quote Originally Posted by SidCoolios View Post
    OOC:
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    since Kraagor will most likely not be attacking my target I'm going to post my actions, but for all intents and purposes they are after K's


    He takes his sword and and attempts to bring the gnoll off the wolf to a place more suitable for battle.

    use Overwhelming Strike and if it hits, shift to H-10 the gnoll being slid to I-9
    Here we go
    [roll0] +2 more for combat advantage
    if hit
    [roll1]
    Wow. Impatient much? Anyway, that's one of the most bizarre powers I've seen to date. Regardless, you swing at the fumbling gnoll, and manage to bring him off his wolf, rousing a tirade of curses from the gnoll as he lands.

  18. - Top - End - #78
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    SwashbucklerGuy

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    Default Re: Sedition (4e Dnd IC)

    Lukas
    Lukas laughs, a deep, rumbling noise, as he raises his shield and deflects the Gnoll's strike, using the force of the blow to direct his shield down and snap shut the wolf's snarling jaws,
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    Is it alright to be....descriptive? with the effects? I find it more fun, but if you'd prefer I not be overly flowery with the "I blocked two attacks" I can
    before swiping a quick blow with his sword towards the Gnoll's throat, using the momentum and confusion to bring his sword down and make a small cut on the wolf as well.
    I said HARD ENOUGH, YOU DOG EARED PANSIES!
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    Sooo...Cleave on the wonderful Marauder, attack:(1d20+12)[27], damage:(1d8+5)[11], and five for the lovely dire wolf if it connects. Also, marking both creatures, unless you want to say i can only mark the Gnoll, since that's what I'm actually making a roll for. Also...how do you want to do opp. attacks? I'd find it easier if you just called and used them when the chance comes up, instead of waiting for the player to respond and detail it.

  19. - Top - End - #79
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    Default Re: Sedition (4e Dnd IC)

    First of all: Descriptive is preferred, in fact. It makes my job easier, because otherwise, I have to make an effort to be descriptive for the players.
    Secong: Yeah, you can only mark the Gnoll with cleave, as you mark the target of your powers, yes? The secondary attack's target is not actually the power's listed target.

    Anyway, you strike the gnoll, the force of your blow plowing through into the dire wolf.
    And I suppose I'll say "X action provokes an opportunity attack" which the players should know anyway, and, what the hell, I'll roll them then if the player hasn't.

    I'm gonna NPC MCerberus for this round to keep things moving. The Red Wolf picks itself up from its fall with a agonized whine, and fueled by pain, flings itself at the marauder that attacked it and its wolf. (Marauder #3, in L12/M13)
    Using Predator's Flurry:
    Attack vs. Gnoll's reflex: (1d20+9)[15] If hit (1d6+6)[9]
    Attack vs. Wolf's reflex: (1d20+9)[18] If hit (1d6+6)[12]
    I'm not gonna shift; I see no reason to.

    Snarling with newfound feral rage, the Red Wolf unleashes a flurry of claws and bites which blind its foes with their blood, though the damage is mainly superficial. They're both dazed until the end of the Red Wolf's next turn.
    Last edited by Incomp; 2010-05-03 at 10:07 PM.

  20. - Top - End - #80
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    Default Re: Sedition (4e Dnd IC)

    Quote Originally Posted by Incomp View Post
    I'm not gonna shift; I see no reason to.
    OOC: I would shift back one square because then they couldn't attack Kraagor next turn
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  21. - Top - End - #81
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    ClericGuy

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    Default Re: Sedition (4e Dnd IC)

    Bortos
    The gnoll spear is deflected by Bortos sheild, but the wolf manage to bite his leg and knock hit off his feets.
    With agility most would not expect for someone his size, Bortos roll on his shoulder as he fall down and stand up instantly. He then reposition himself to protect his new allies and swing his sword at one of the gnolls, yelling at them to get their attention.
    "Your mine beasts, take that!"
    When his sword connect, a wave of lightning build up along Bortos sword arm and dischaerge on his target, arcing on the wolves and gnolls close by, pushing some of them away.

    Spoiler
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    Minor : Stand up (Agile recovery power)
    Move : Shift to J11
    Free : Mark all adjacent (Both gnolls and wolves that were adjacent to me H12I13 and K12L13)
    Standard : Thunder Ram Assault on Marauder #3 (K12L13)
    Attack on Marauder #3 VS AC (CA (Dazed)) : (1D20+12)[19](31)
    Hit : (1D8+5)[2](7) thunder damage, push him to K14 and make a secondary attack.

    Secondary attack (close blast 3)
    Attack on Marauder #3 VS Fortitude (CA (Dazed)) : (1D20+9)[18](27)
    Attack on Wolf #3 VS Fortitude (CA (Dazed)) : (1D20+9)[17](26)
    Attack on Marauder #5 VS Fortitude: (1D20+7)[11](18)
    Attack on Wolf #5 VS Fortitude : (1D20+7)[2](9)
    Hit :(1D6)[6](6) Thunder damage, push target 1 square (Mar3 ->L15 / Wolf3 -> k13L14 / Mar5 ->I14 / Wolf5 -> G1H14)

    My goal is to separate them (rider from mount), I dont have my book, but they might have the right to do a save to stay mounted when forced movement is applyed to the gnolls, you should check that .
    Also, the power didnt say so, but I guessed that my weapon prof bonus doesnt apply to the blast so I removed 3 from my to hit already, if you think it does, just add it.

    Thunder Ram Assault power
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    KEYWORDS
    Primal, Thunder, Weapon
    USED
    Standard
    ACTION
    Melee weapon
    RANGE
    10
    ATTACK
    One creature
    TARGET
    *
    vs AC
    DEFENSE
    Hit: 1[W] + Strength modifier (+4) thunder damage.
    Make a secondary attack that is a close blast 3.
    Earthstrength: You also push the primary target
    a number of squares equal to your Constitution
    modifier (+3).
    Secondary Target: Each creature in blast
    Secondary Attack: Strength vs. Fortitude
    Hit: 1d6 thunder damage, and you push the
    secondary target 1 square.
    Sunblade Longsword +1: +10 attack, 1d8+5 damage
    ADDITIONAL EFFECTS
    CLASS Warden LEVEL 1 BOOK PH2



    Bortos Highpeaks Status
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    HP :...45/55...TEMP HP :...0
    Surge Value :...13
    Surge left/surge per day :...12/12
    AC:...21...FORT:...18... REF:...16...WILL:...17...
    Main Hand : Sunblade Longsword+1
    Off Hand : Heavy Shield
    Powers :
    Warden's Fury
    Warden's Grasp
    Strength of Stone
    Weight of Earth

    Stone's Endurance
    Thunder Ram Assault
    Earthgrasp Strike
    Form of the Fearsome Ram Attack (Form attack)

    Form of the Fearsome Ram
    Agile Recovery (At-will)
    Items powers :
    Sunblade Longsword +1 (Daily)
    Viper Belt (heroic tier) (Encounter)


    Effects : Marks : Marauder 3, Wolf 3, Marauder 5, Wolf 5
    Last edited by Dekkah; 2010-05-04 at 10:51 AM.

  22. - Top - End - #82
    Ogre in the Playground
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    Default Re: Sedition (4e Dnd IC)

    Reed

    Slowly, Reed rose to his feet. Brushing himself off slightly, he raised his staff high, then brought it down in an arc in front of the gnoll and wolf that had hit him.

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    Move action to stand, then Burning Spray, Cha vs Ref. Close Blast 3, hitting squares I through K-7, and J-8.

    (1d20+8)[24] vs Gnoll
    (1d20+8)[26] vs Wolf

    (1d8+5)[8] Fire Damage.

    The next thing to hit me before the end of my next turn takes 2 fire damage.
    Last edited by senrath; 2010-05-04 at 10:38 AM.
    Quote Originally Posted by SkyBoundFencer
    NOBODY POST I AM HUGGING AN INFERNAL

  23. - Top - End - #83
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    Default Re: Sedition (4e Dnd IC)

    Alvis turns to the leader of the gnolls and calls out to him, in a voice that resonates strangely throughout the battlefield.

    Down.

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    I know it's actually Trale's turn, but while Mythweavers is down I thought I'd post first to move this along. Casting Command on the leader.
    Attack vs Will: (1d20+6)[25]
    If hit, leader is dazed until the end of my next turn, and also knocked prone.
    Last edited by gareth; 2010-05-04 at 03:58 PM.

  24. - Top - End - #84
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    Default Re: Sedition (4e Dnd IC)

    Quote Originally Posted by SidCoolios View Post
    OOC: I would shift back one square because then they couldn't attack Kraagor next turn
    I shift between the two attacks. So I would have to end up in the same space.

    Oh god, this is a lot of information to digest.

    Bortos: I just checked the rules for mounted combat. First, on a 1 square push, a rider is never pushed off his mount unless he wants to. This is because (P.46 DMG) it says "IF it ever important to determine the precise location within the mount's space that you occupy, you choose." This goes for you and the enemies. Second, a rider can have his mount suffer forced movement along with him, so I never have to be dismounted unless I want. Sorry, but I've got a battle to lose at the last moment. Anyway, you strike the rider easily, but fail to dismount him, and he looks unfazed. This changes when he and his wolf find himself struck by lightning, however. They stagger back a square, and you smell the stink of singed hair. Sadly, the lightning arcs out uselessly before damaging the other marauder.

    Reed: You burn the gnoll team before you, adding to the horrible stink quickly growing on the battlefield. Despite the wounds you inflict, the gnoll leader openly laughs at your attempt to slay him.

    Alvis: You utter an ironic word of power, and the Gnoll leader's eyes glaze over, and he slumps in his saddle, before tumbling out, semiconscious. (I have a saving throw to prevent being dismounted, which he promptly failed)

  25. - Top - End - #85
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    Default Re: Sedition (4e Dnd IC)

    Trale gets NPC'd, by his request (I think).

    Trale gets up, and uses bloodbond to shift backwards to A11. He's then going to fire...aw, crap, myth-weavers seems to be down. Um, he's not gonna shoot till it's up.

    Here we go. He's gonna use Spider Spirits, then if it hits, use an action point to run away to A5.

    [roll]1d20+6[/roll] If that's a hit, [roll]1d8[/roll] and [roll]1d10+6[/roll] damage. Also if that hits, the wolf (the actual target) is slowed and takes -2 to its defenses.
    Last edited by Incomp; 2010-05-04 at 09:17 PM.

  26. - Top - End - #86
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    Default Re: Sedition (4e Dnd IC)

    God...bless it.

    (1d20+6)[23]
    (1d8)[3]
    (1d10+6)[12]

    EDIT: I added the wrong bonus to his attack roll, but it doesn't matter. He hit anyway. So then Trale's gonna spend his action point to run to A5, as the wolf is slowed and has -2 to its defenses.
    Last edited by Incomp; 2010-05-04 at 09:16 PM.

  27. - Top - End - #87
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    Default Re: Sedition (4e Dnd IC)

    Um, I made a bit of a mistake. The attack on Gnoll #5 did in fact hit. So he takes the damage, but you can't dismount him on a 1 square push.

    Me again, it seems. The gnoll leader, now dismounted and still smoking from the sorcerer's flames, lashes out at the halfling with a blank look on his face, seemingly unaware of the chaos around him. As he swings wildly, Reed almost dodges out of the way, but is caught in the shoulder and almost spun off his feet by the strike. 8 damage.

    The wolf lunges, its jaws clamping down on the halfling like a steel trap, but the beast's fangs do not sink too deep. 6 damage.

    As the flames enveloping Reed flare, they burn the leader and his wolf one more time before the halfling falls unconscious.

    By my calculations, that puts you precisely at 0 hp. BTW, please keep your sheet or other indication of your status updated.
    Last edited by Incomp; 2010-05-05 at 04:48 PM.

  28. - Top - End - #88
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    Default Re: Sedition (4e Dnd IC)

    And I'm back to talk some more. Hope you guys didn't miss me.

    It's the gnolls' turn.
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    Pair #5 are going to shift to H11/I12. Gnoll #1 appears emboldened by the proximity of its allies. The gnoll thrusts its spear past Bortos's defenses, but only inflicts a glancing blow. 6 damage. The wolf snaps at Bortos, but fails to make it past the warden's shield.
    Pair #1: The dire wolf is going to move to F11/G12, flanking Velketh, and giving the gnoll combat adv. (I don't know exactly how flanking works; I know only one gets the adv., but which one, I dunno. So I have a house rule that the flanking pair chooses which of the two gains combat advantage.) The gnoll, taking advantage of the situation, stabs Velketh with inhuman strength and deals 16 damage. The wolf bites through Velketh's armor, but most of the force is absorbed by the armor. 5 damage.
    Pair #2: Both of the pair find themselves still disoriented by the Red Wolf's deadly flurry. The Gnoll, unable to ignore the daunting metal presence of the Half-Orc in front of him, swings at Lukas, and punches through his armor, dealing him a serious blow. 10 damage. His mount attacks his knees, forcing the orc onto the ground. 4 damage.
    Pair #3 Shifts forward to J12/K13, howling with blood-lust and filled with unfettered courage in the presence of their pack. The gnoll strikes at Bortos, barely making it through the besieged warden's armor, but he twists the spear inside of him, inflicting terrible pain. 11 damage. The wolf, taking advantage of Bortos's prone state, leaps before the goliath and bites at his midriff, opening wracking wounds. 10 damage.
    Pair #4: Slowed by the poisonous spirits from Trale's arrow, the wolf can only lope forward, the gnoll atop it raging at its misfortune.


    EDIT: Whoops, I messed up pretty majorly in there. However, the cumulative effect simply comes to that Bortos was never prone, as I said he was (I have no idea what I was thinking), and that he doesn't take any damage at all from wolf #3, as the pair is dazed. (So wolf moved, rider attacked.) Sorry guys.
    Last edited by Incomp; 2010-05-05 at 08:31 PM.

  29. - Top - End - #89
    Ettin in the Playground
     
    ClericGuy

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Sedition (4e Dnd IC)

    Bortos
    When the boss drop Reed, Bortos yell,
    "You bastard, you will pay for that!"
    To his new allies he yells,
    "Focus on the injured one guys, lets bring them down one by one!"

    Bortos Highpeaks Status
    Spoiler
    Show
    HP :...28/55...TEMP HP :...0
    Surge Value :...13
    Surge left/surge per day :...12/12
    AC:...21...FORT:...18... REF:...16...WILL:...17...
    Main Hand : Sunblade Longsword+1
    Off Hand : Heavy Shield
    Powers :
    Warden's Fury
    Warden's Grasp
    Strength of Stone
    Weight of Earth

    Stone's Endurance
    Thunder Ram Assault
    Earthgrasp Strike
    Form of the Fearsome Ram Attack (Form attack)

    Form of the Fearsome Ram
    Agile Recovery (At-will)
    Items powers :
    Sunblade Longsword +1 (Daily)
    Viper Belt (heroic tier) (Encounter)


    Effects : Marks : Marauder 3, Wolf 3, Marauder 5, Wolf 5
    Last edited by Dekkah; 2010-05-05 at 10:16 PM.

  30. - Top - End - #90
    Firbolg in the Playground
     
    MCerberus's Avatar

    Join Date
    Oct 2007
    Location
    St. Louis
    Gender
    Male

    Default Re: Sedition (4e Dnd IC)

    Kraagor

    Having struck and dazed the pair of foes immediately before him, Kraagor plants his paws firmly into the ground ready to lunge if they remain in reach. As pair 3 come to attack his new ally, he shifts his weight and lunges forward at the Gnoll, using its hindered state to go for the throat.

    Spoiler
    Show
    Pair 3 is still granting advantage due to being dazed (until the end of this turn) so I gain +2 damage against it. If I hit, I'm going to use my gauntlets of ogre strength to gain another +5. This will go into the damage roll.

    Pounce - (1d20+11)[15] vs Reflex (+2 from combat advantage)
    Damage - (1d8+13)[16] (+5 from using magic item free action, +2 from Deadly Tiger Form)
    Hit: Target grants Combat Advantage for next creature to attack it
    Ask me about our low price vacation plans in the Elemental Plane of Puppies and Pie
    Spoiler
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    Evoker avatar by kpenguin. Evoker Pony by Dirtytabs. Grey Mouser, disciple of cupcakes by me. Any and all commiepuppies by BRC

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