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Living 4th Edition
Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
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<blockquote data-quote="ScorpiusRisk" data-source="post: 5165473" data-attributes="member: 41601"><p>As Incarnation fades back to Hadrak, he addressed the warrior. <span style="color: darkred">You hide your face, deceiver, and your weapon. Speak your purpose and you may be spared the fate all who face us share.</span></p><p></p><p>A large grin spreads across the barbarian's face in response.</p><p></p><p><span style="color: Sienna">-''Hey Carn. So this guy is tougher than he looks, eh? That was a good hit you put on him, let me light him up for the follow up!''</span> </p><p></p><p>Hadrak then reposition himself away from the giant snake, focuses his will and then a white laser beam slams into the barbarian. Then Incarnation sees the barbarian with surhuman clarity, as if he was moving in slow motion. An easy target. </p><p></p><p>[sblock=Actions]</p><p>Minor: second wind, +13 hp, +2 defenses</p><p>Move: Shift J10</p><p></p><p>**From now on trees are difficult terrain.**</p><p></p><p>Standard: </p><p><a href="http://invisiblecastle.com/roller/view/2495445/" target="_blank">Daunting Light vs Barbarian's reflex (1d20+11=29, 2d10+10=25)</a></p><p></p><p>**This bloodies the barbarian**</p><p></p><p>Incarnation gets combat advantage against the barbarian until the end of next turn. Hadrak gets +1 to defenses (+3 total) until the end of next turn.</p><p>[/sblock]</p><p></p><p>Georg turns on the serpent and slams his staff into the ground. Thundering waves ripple out at it, but the snake holds its ground.</p><p></p><p>[sblock=OOC] Standard Action: First I will try a Thunderwave, probably a miss but let me know before my next turn 1d20+8=16 vs Fortitude for 1d6+6=12 thunder damage and push 2 to L14</p><p></p><p>**Miss**</p><p></p><p>More actions to come</p><p>[/sblock]</p><p></p><p>-----------------------------------------</p><p></p><p>Initiative </p><p></p><p>Round 4</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2490606/" target="_blank">21</a>; Rurdev; R18; 46/51; </p><p><a href="http://invisiblecastle.com/roller/view/2490608/" target="_blank">18</a>; George; G12; 32/40 +5 thp; Pending</p><p><a href="http://invisiblecastle.com/roller/view/2490610/" target="_blank">18</a>; Hadrak; J11; 44/52; +3 to defenses TENT; Acted </p><p><a href="http://invisiblecastle.com/roller/view/2490604/" target="_blank">17</a>; Raiyek; E12; 56/56; </p><p><a href="http://invisiblecastle.com/roller/view/2490607/" target="_blank">9</a>; Dane; R16; 32/60; </p><p><a href="http://invisiblecastle.com/roller/view/2490595/" target="_blank">9</a>; Enemies</p><p>Wizard; U12;</p><p>Hobgoblin 1; R18; 25/62 hp; <span style="color: Olive">Marked</span>, <span style="color: Red"><strong>Bloodied</strong></span>, <span style="color: DarkOrange">Quarry</span></p><p>Hobgoblin 2; O15; 38/62 hp; </p><p>Barbarian; C5; 84/188 hp; it takes 2d6 more if it moves (and Incarnation gains a +2 to hit it), <span style="color: Red"><strong>Bloodied</strong></span></p><p>Wereserpent; F12; -9 hp; <span style="color: SeaGreen">Marked</span></p><p><a href="http://invisiblecastle.com/roller/view/2490614/" target="_blank">7</a>; Incarnation; I10; 28/53; CA vs Barbarian</p><p></p><p>Stats</p><p></p><p>Barbarian</p><p>F 19 R 21</p><p>Wereserpent</p><p>R 18</p><p>Hobgoblin</p><p>AC 19 R 17</p><p></p><p>[sblock=Map]<img src="http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/River08.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p></p><p>Flaming Sphere: Q14; Any creature starting adjacent to the sphere takes 7 fire damage</p><p></p><p>Boulders and trees block line of sight. They also can give cover. Athletics 15 to climb. Climbing a tree gives you cover. Being in top of a rock gives cover if you crouch or go prone.</p><p></p><p>Square containing tree, are difficult terrain.</p><p></p><p>The striped squares in the river are deep water. They require an Athletics 17 (as part of a move action) to swim across. Fail by 4 or less and you are pulled one square toward the bottom of the map and your move actions is ended. Fail by 5 or more, and in addition you also sink 1 square, loosing a healing surge. Make a DC 21 Endurance Check if you are bloodied. Fail on three times before a success and you will drown.</p><p></p><p>All water squares are considered difficult terrain and require two movement per square even with a successful Athletics check.</p><p></p><p>Boulders are large enough to be treated as a wall. You cannot move diagonally across a corner.</p></blockquote><p></p>
[QUOTE="ScorpiusRisk, post: 5165473, member: 41601"] As Incarnation fades back to Hadrak, he addressed the warrior. [color=darkred]You hide your face, deceiver, and your weapon. Speak your purpose and you may be spared the fate all who face us share.[/color] A large grin spreads across the barbarian's face in response. [COLOR="Sienna"]-''Hey Carn. So this guy is tougher than he looks, eh? That was a good hit you put on him, let me light him up for the follow up!''[/COLOR] Hadrak then reposition himself away from the giant snake, focuses his will and then a white laser beam slams into the barbarian. Then Incarnation sees the barbarian with surhuman clarity, as if he was moving in slow motion. An easy target. [sblock=Actions] Minor: second wind, +13 hp, +2 defenses Move: Shift J10 **From now on trees are difficult terrain.** Standard: [url=http://invisiblecastle.com/roller/view/2495445/]Daunting Light vs Barbarian's reflex (1d20+11=29, 2d10+10=25)[/url] **This bloodies the barbarian** Incarnation gets combat advantage against the barbarian until the end of next turn. Hadrak gets +1 to defenses (+3 total) until the end of next turn. [/sblock] Georg turns on the serpent and slams his staff into the ground. Thundering waves ripple out at it, but the snake holds its ground. [sblock=OOC] Standard Action: First I will try a Thunderwave, probably a miss but let me know before my next turn 1d20+8=16 vs Fortitude for 1d6+6=12 thunder damage and push 2 to L14 **Miss** More actions to come [/sblock] ----------------------------------------- Initiative Round 4 [url=http://invisiblecastle.com/roller/view/2490606/]21[/url]; Rurdev; R18; 46/51; [url=http://invisiblecastle.com/roller/view/2490608/]18[/url]; George; G12; 32/40 +5 thp; Pending [url=http://invisiblecastle.com/roller/view/2490610/]18[/url]; Hadrak; J11; 44/52; +3 to defenses TENT; Acted [url=http://invisiblecastle.com/roller/view/2490604/]17[/url]; Raiyek; E12; 56/56; [url=http://invisiblecastle.com/roller/view/2490607/]9[/url]; Dane; R16; 32/60; [url=http://invisiblecastle.com/roller/view/2490595/]9[/url]; Enemies Wizard; U12; Hobgoblin 1; R18; 25/62 hp; [COLOR="Olive"]Marked[/COLOR], [COLOR="Red"][B]Bloodied[/B][/COLOR], [COLOR="DarkOrange"]Quarry[/COLOR] Hobgoblin 2; O15; 38/62 hp; Barbarian; C5; 84/188 hp; it takes 2d6 more if it moves (and Incarnation gains a +2 to hit it), [COLOR="Red"][B]Bloodied[/B][/COLOR] Wereserpent; F12; -9 hp; [COLOR="SeaGreen"]Marked[/COLOR] [url=http://invisiblecastle.com/roller/view/2490614/]7[/url]; Incarnation; I10; 28/53; CA vs Barbarian Stats Barbarian F 19 R 21 Wereserpent R 18 Hobgoblin AC 19 R 17 [sblock=Map][IMG]http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/River08.png[/IMG][/sblock] Flaming Sphere: Q14; Any creature starting adjacent to the sphere takes 7 fire damage Boulders and trees block line of sight. They also can give cover. Athletics 15 to climb. Climbing a tree gives you cover. Being in top of a rock gives cover if you crouch or go prone. Square containing tree, are difficult terrain. The striped squares in the river are deep water. They require an Athletics 17 (as part of a move action) to swim across. Fail by 4 or less and you are pulled one square toward the bottom of the map and your move actions is ended. Fail by 5 or more, and in addition you also sink 1 square, loosing a healing surge. Make a DC 21 Endurance Check if you are bloodied. Fail on three times before a success and you will drown. All water squares are considered difficult terrain and require two movement per square even with a successful Athletics check. Boulders are large enough to be treated as a wall. You cannot move diagonally across a corner. [/QUOTE]
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Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
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