Thursday, December 15, 2011

DM's notes: Game 8

For this game, Dave had rejoined to play, but #8 was still incapacitated. Due to the fact that the players had saved Tep in the previous game, I gave Dave the option to play Joplin (the older gnome they had fought alongside against drakes), or Tep. He chose Tep. It worked quite well I think - bringing a different flavour to the battles, and of course Dave played Tep as a passionate but diplomatic goblin contrasted perfectly from #8's frigid de-humaned guardian figure. The story opened a bit also - now the party are showing interest in what's going on and how they can influence it - which is interesting. Hammond was meant to seem a menace through his bravado and talk, but was actually just pig-headed and over-extended himself.

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Hammond, Level 4 Gnome Soldier
HP 51, Bloodied 26
AC 20, F 16, R 17, W 16
Initiative +11, Perception +3

At will, Standard: Attack +10 vs AC. Hit 1d8+4 (crit 1d8+12)

Recharge 4,5,6 Standard: Become invisible until next turn, shift 2, make basic attack (as above)

Encounter: when Hammond takes damage - teleport 3, make ranged attack: +7 vs AC. Hit 1d8+4

Daily, Standard: Target 1 enemy who is granting combat advantage
Attack: +10 vs AC. Hit 2d8+8 (crit 2d8+8)

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Tep - Frost Goblin Hexer
(based on goblins taken from monster builder, tweaked by me for use as a character)
I did this on purpose, as I believed that doing it this way instead of through the character builder would give a different style. David gave me the idea to do it this way, and I was happy with it.

HP 55, Bloodied 27, 8 healing surges of 13HP each.
AC 20, F 17, R 17, W 18
Speed 6 (ice walk)
Saving throws +2
Resist 5 cold, poison
low light vision
acrobatics 2, arcana 1, athletics 2, bluff 1, diplomacy 9, dungeoneering 11, endurance 3, heal 2, history 1, insight 3, nature 2, perception 4, religion 2, stealth 11, streetwise 3, thievery 3.

Feats:
Slowed strike - any creature that hits Tep is slowed until the end of their next turn
Frozen fighter - all damage dealt by Tep is cold. On a crit, deal 1d10 ongoing cold (save ends)
Kobold fighter - shift as a minor action
Weight of Ice - If a target is hit by a slow effect by Tep while already slowed, they become immobilized. If slowed again, they become restrained.

At will powers:
Hammer Smash - Melee +10 vs AC. Hit: 1d10 +4 damage
Icicle Throw - Range 10, +8 vs Fort. Hit: 2d6+3, target is slowed (save ends)
Combat Manoeuvring - When missed by a melee attack, can shift 1 square.
Quick Reflex - When targeted by a ranged attack, can change the target to an adjacent creature

Encounter powers:
Frozen lake - Burst 3 within 10 becomes ice, and is considered difficult terrain for all except ice-walkers. Any enemy which starts in the zone takes 1d6 damage.

Recharge powers:
Painful movement (recharge 5,6) - Range 10, +8 vs Will. Hit: 3d6 damage if target moves during their turn.

Daily powers:
Binding ice - Target 1,2 or 3 adjacent enemies. Attack +10 vs Fort. Hit 2d10 +4 damage, restrained (save ends)


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