[Adventure]: Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)


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renau1g

First Post
Tikchik cries out as the thri-kreen is hit again and focuses his anger on the plant. He steps forward to where the bundle of vines are knocked down and like the creature he is combating lashes out from all angles with his twin blades.

One blow lands a vicious wound and green ichor is left on Tikchik's blade.

[sblock=Actions]
Minor: quarry the vine
Move: shift to E9 (I think to get next to vine)
Standard: Lashing Leaves on Vine - lashing leaves on vine (incl. +2 CA for it being prone) (1d20+15+2=27, 1d10+9=10, 1d20+15+2=37, 1d10+9=14, 1d6=3) 1 miss & 1 crit for 25+crit gm (2d6=9) = 34 + free off-hand attack from Harmony Blade
free off-hand MBA (1d20+15+2=26, 1d10+9=18) miss.

So a hit for 34 damage.
[/sblock]


[sblock=ministats]Tikchik Tiktikchik Male Thri-Kreen Ranger 9
Initiative: +7, Passive Perception: 22, Passive Insight: 17, Senses: Low-light
AC:24, Fort:22, Reflex:19, Will:19
HP:38/70, Bloodied:35, Surge Value:17, Surges left:7/7
Action Points: 1
Powers:
Twin Strike
Throw and Stab

Thri-Kreen Claws
Off-Hand Strike
Disruptive Strike
Lashing Leaves
Invigorating Stride
Natural Terrain Understanding

Jaws of the Wolf
Snarling Wolf Stance
Attacks on the Run
Steadfast Amulet +2
Dwarven Drakescale
Casque of Tactics

Important Stuff:
+1d6 damage on quarry target

Conditions:

Full sheet: http://l4w.wikia.com/wiki/L4W:CS:Tikchik_Tiktikchik_(renau1g))[/sblock]
 

H.M.Gimlord

Explorer
Max's forceful display pushes the vine away from the recess in the rock revealing a corridor that penetrates for a small distance.

The fire, conjoured by Phoenix illuminates the corridor revealing an antechamber not too far beyond the mouth of the corridor.[sblock=Riardon]You notice a lever protruding from the wall of the corridor just inside the entrance.[/sblock]They barely have time to take in the sight, and the vine goes on the offensive once more. The twisting mass of fiberous strands sends tendrils out to bind TikChik and Gensai tightly. More thorns cut further into the flesh of the two bound victims as well as Riardon.

As if things were not bad enough, Phoenix hears a blood-curdling howl from behind, but the warning comes too late. The last thing she sees before everything goes dark is grey muzzle, and a mass of jagged teeth.

Three large wolves have descended upon the group. The first of these bromgs Phoenix to the ground. The other two leap out of their hiding places in the forest, biting deeply into Sheng and Max, leaving both barely able to stand.

The first wolf begins to drag the unconscious body of Phoenix toward the edge of the clearing, presumably to have its meal in peace while the others vie for their food.
OOC: Gensai's Save vs. Restrained: 1d20-2=11 Gensai is free
[sblock=Enemy Actions]Ambush Vine:
Minor: Sprout Vine at G10

Minor: Sprout Vine at E10

Standard: Lashing Vines
Target 1: Riardon
Attack 1: 1d20+20=38 vs. Reflex Hit
Target 2: TikChik
Attack 2: 1d20+20=27 vs. Reflex Hit
Target 3: Gensai
Attack 3: 1d20+20=34 vs. Reflex Hit
Damage: 2d8+6=16 damage

Takes 3 Fire damage

Ambush Vine Shoot 1:
Standard: Wrapping Vines
Target: Gensai
Attack: 1d20+20+2(Flanking)=34 vs. Fortitude for 12 damage and Gensai is restrained (and thus immobilized).

Move: to F13

Ambush Vine Shoot 2:
Standard: Wrapping Vines
Target: TikChik
Attack: 1d20+20+2(Flanking)=34 vs. Fortitude for 12 damage and TikChik is restrained (and thus immobilized).

Move: to F7


Cunning Packwolf 1:
Standard: Leaping Charge to K14-L15
Target: Poenix
Attack: 1d20+19+2(CA)=41 Crit for 41 damage, Phoenix falls unconscious

Minor: Drag Phoenix to J13, shifting to L14-M15

Cunning Packwolf 2:
Standard: Leaping Charge to G16-H17
Target: Max
Attack: 1d20+19+2(CA)=34 vs. Reflex for 2d10+13+1d8=33 damage

Cunning Packwolf 3:
Standard: Leaping Charge to I10-J11
Target: Sheng
Attack: 1d20+19+2(CA)=25 vs. Reflex for 2d10+13+1d8=34 damage


[/sblock][sblock=Status]Phoenix: J13-3/66HP 9/9HS 1AP, Uconscious, Shield readied, Pyromancy Zone deals 3 damage to creatures that end their turn in it UENT Phoenix.
Riardon: D9 55/90HP 9/9HS 1AP
Gensai: F9 32/94HP 12/12HS 1AP, Bloodied, Restrained (Save Ends, -2 to Save)
TikChik: E9 10/70HP 7/7HS 1AP, Bloodied, Restrained (Save -2 Ends)
Sheng: H12 18/84HP 9/9HS 1AP , Bloodied, Prone
Max: F15 1/50HP 7/7HS 1AP, Bloodied, Prone


Ambush Vine: D7-E8 142/308HP, Bloodied, Prone (really? A vine? prone?), -2 attack vs. Max, TikChik's quarry
Ambush Vine Shoot 1 Dead
Ambush Vine Shoot 2: Dead
Ambush Vine Shoot 1: G10, Minion
Ambush Vine Shoot 2: E10, Minion
Cunning Packwolf 1: L14-M15, 158/158
Cunning Packwolf 2: G16-H17, 158/158
Cunning Packwolf 3: I10-J11, 158/158
[/sblock][sblock=Terrain]The forest and obstacles in the clearing are difficult terrain, unless you have Wild Step or Forest Walk.

The forest provides total concealment.

The rock wall is rough, natural stone, but has no obvious stopping places. It can be climbed with an athletics DC 25 (no DC for creatures with Spider Climb or Burrow). Creatures without Spiderclimb/Burrow who are on the wall grant CA and suffer a penalty of -5 to magical attacks that require a weaopon or implement. MM, obviously, is still an automatic hit.[/sblock][sblock=Map]
RiocParvelRound5-2.png
[/sblock][sblock=Ambush Vine]
AmbushVine.png

[/sblock][sblock=Ambush Vine Shoot]

AmbushVineShoot.png
[/sblock][sblock=Cunning Packwolf]
CunningPackwolf.png
[/sblock][sblock=Stang's Stats]
StangShortBlock.png
[/sblock]
 

Someone

Adventurer
Max feebly raises his arms to defend himself against the oncoming wolf-train and suddendly he's seveal feet away, and the bracers he found two weeks ago are shining. The confused wolf stands ten feet away from him.

He barely hears Riardon shouting something about helping Phoenix. Almost instinctively, Max conjures several illusionary balls and throws them away.

”FETCH!”

The wolves canine instincts obey Max's hypnotic voice and they dart away from the group after the balls. One is lost out of sight in the woods, the other two fight to bite the unsubstantial balls.

”We need to get into the cave and get away from them! There are too many! I’ll try to clear a way!”

Saying that he casts one of his most powerful spells. A sparkling movement can be seen near the stairs, the pure essence of temptation distilled from any physical source. It has a profound effect on some of the enemies, which run towards it and start caressing it ignoring everything else. Max uses the opportunity to move into the cave


[sblock=actions]
Immediate interrupt: when attacked by the wolf, use Bracers of escape to teleport to G14. Wolf attack fails since it's now beyond melee range, and so Max isn't prone.
AP-Standard action: Beguiling strands covering the area from H11 to L15. With the bonuses from Riardon’s tactical presence, it hits all packwolves. They take 8 damage, take a -2 penalty to hit Max until the end of their next turn and are pushed 7 squares to O4 (packwolf 3), O11 (packwolf 1) and N13 (packwolf 2)
Standard action: Visions of avarice centered on J8. The initial effect hits the vine, one vine shoot and packwolf 3. Disregard the roll against packwolf 2, I discovered too late I couldn’t push it to a square where it could be hit by visions of avarice without breaking the push rules. The monsters hit are pulled to their current positions, take a -2 penalty to hit Max until the end of my next round and are Immobilized (Save ends). Max gains combat advantage against the vine TENT (gloves property)
Move: To B11

after turn: Spend a HS (Riardon's Stand the fallen), +13 HP[/sblock]

[sblock=mini-stats] Max, human mage 8
Status:
Initiative: +8, Passive perception: 14, Passive Insight: 19
Defenses: AC: 24, Fort: 18, Ref: 23, Will: 22
HP: 49/50, Bloodied: 25, Surge value: 13, Surges/day: 6/7 Speed: 6 squares
Languages: Common, Elven
AP: 0
Powers:
Magic missile, Beguiling Strands, Hypnotism, Phantom Cage
Grasping Shadows, Maze of Mirrors, Phantom Foes, Shield, Noble Presence
Phantom Chasm, Visions of Avarice, Wizard's Escape, Majestic Word, Repulsion armor, Bracers of Escape[/sblock]
 

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renau1g

First Post
With the mess of vines suddenly moving away from him Tikchik is puzzled, but advances on it "I'll hold them off", knowing that the sentient plant is dangerous. He begins hacking away with abandon, a quartet of strikes in the blink of an eye, but all the thri-kreen manages to do is tear off a few leaves.

"Uh, oh. This may be how I lose my other arm" Tikchik deadpans.

[sblock=OOC]
I'd started this post before Someone posted his actions. It's tactical suicide, but I felt bad as I'd already rolled all the crappy rolls...

Immediate Interrupt - Disruptive Strike when it attacks Tikchik - disruptiv (1d20+15+2=22, 1d10+9=18) swing and a miss....


Move: To H7
Minor: Off-Hand Strike on Vine - Off-Hand Strike on vine (1d20+15+2=20, 1d10+9=16) miss... wow...
Standard: Twin Strike on Vine - Twin Strike on vine (1d20+15+2=24, 1d10+4=9)Twin Strike on vine (1d20+15+2=26, 1d10+4=12)

WTF!?!?!?!?!?!? :rant::rant::rant::rant::rant::rant:



[/sblock]


[sblock=ministats]Tikchik Tiktikchik Male Thri-Kreen Ranger 9
Initiative: +7, Passive Perception: 22, Passive Insight: 17, Senses: Low-light
AC:24, Fort:22, Reflex:19, Will:19
HP:10/70, Bloodied:35, Surge Value:17, Surges left:7/7
Action Points: 1
Powers:
Twin Strike
Throw and Stab

Thri-Kreen Claws
Off-Hand Strike
Disruptive Strike
Lashing Leaves
Invigorating Stride
Natural Terrain Understanding

Jaws of the Wolf
Snarling Wolf Stance
Attacks on the Run
Steadfast Amulet +2
Dwarven Drakescale
Casque of Tactics

Important Stuff:
+1d6 damage on quarry target

Conditions:

Full sheet: http://l4w.wikia.com/wiki/L4W:CS:Tikchik_Tiktikchik_(renau1g))[/sblock]
 
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Voda Vosa

First Post
Sheng blinks out of existence in the moment the wolf was going to bite him, leaving a cloud of noxious vapour behind. He materializes on the other side of the door. He then takes the posture of the spitting dragon, unleashing a fiery inferno of green flames from his mouth over the attacking vegetables. He then moves inside, next to the lever.
"Get inside! With all haste!"


[sblock=Actions]
Immediate interrupt: Slaad's gambit, avoiding the attack and teleporting to f10, dealing 27 dmg to the wolf
Standard: Burning spray: hit Ambush vine and shoot 1 for 19 fire damage
Move: Inside the corridor.
Spend HS! Up to 61 hp. [/sblock]
 
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Walking Dad

First Post
Riardon

"I will not leave her behind!" Riardon calls. Even as his next swing misses, his determination is an inspiration to all!

[sblock=OOC]
move: to 8G avoiding OAs
standard: Stand the Fallen vs Ambush Vine. Everyone can spend a HS

-----

When you spend an AP, you get a +2 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 22 Insight: 17 Low-light Vision
AC 30 Fortitude 26 Reflex 26 Will 23
Initiative: +6
Hit Points: 55 / 90 Bloodied: 45
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:22 Surges per day: 9 / 9
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 3/3, Battlefront Shift, Blink Away, Chilling Cloud, Warlords Favor, Steel Monsoon, Lion's Roar, Feystep Assault, Feystep, Rousing Words, Convey Ally, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Warlord's Recovery, Strength of Conviction, Dwarven Armor, Sunblade Burst

Condition:

[/sblock][/sblock]
 
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Iron Sky

Procedurally Generated
Phoenix staggers back to her feet, glaring at the foes with malice.

"I have a friend that looks more like you that you might want to meet," she says, summoning a hellish wolf from some burning plane with a gesture.

She detonates a blast of flame on the largest concentration of foes, leaving a scorched patch of earth and the smell of burning fur as her hellhound unleashes another.

OOC: Summary:
Phoenix is at 27/66hp, +2 defenses TsnT, enemies that hit Phoenix with melee attacks take 1d6+14 fire damage.
Hellhound is in J5, enemies that start their turns adjacent or move adjacent take 5 fire damage.
Fire zone in G6-K10, any creature that enters or ends its turn in the zone takes 5 fire damage.
Second fire zone in I6-K8, any creature that ends its turn in the zone takes 3 fire damage.
I8 little vine is dead.
Big Vine takes 67 fire damage, at the start of its turn it will take 5 more, if it ends in the zone(s) it takes 5/3 more.
K6-L7 Wolf takes 63 fire damage, at the start of its turn it will take 5 more, if it ends in the zone(s) it takes 5/3 more.


[sblock=Actions]Before Turn: Heal a surge to 16/66hp.
Move: Stand.
Minor: Summon Hell Hound in J5. Any creature that enters or starts its turn in a square adjacent to it takes 5 fire damage. Pheonix deals 1d6 extra damage with bursts and blasts and any enemy that attacks Phoenix in melee takes 1d6+14 fire damage.
AP: Standard: Ardent Rain(Burst 2 in 10 via Enlarge Spell, G6-K10):
*Attack 1 vs G10 little vine: 1d20+17+2(Riardon)=26 vs Reflex, miss.
*Attack 2 vs I8 little vine: 1d20+17+2(Riardon)=25 vs Reflex, miss.
*Attack 3 vs Big Vine: 1d20+17+2(Riardon)+1(bloodied)=30 vs Reflex, hit.
*Attack 4 K6-L7 Wolf: 1d20+17+2(Riardon)=34 vs Reflex, hit.
*Damage: 1d10+1d6(Hell Hound)+20-2(Enlarge Spell)=31 fire damage (+2 to Big Vine, bloodied) and the area becomes a zone: any creature that moves into or ends its turn in the zone takes 5 fire damage.
Standard: Second Wind, spend surge to 32hp, +2 defenses TsnT.
End of Turn: Hellhound Instinctive Action(Close Blast 3)
*Attack 2 vs I8 little vine: 1d20+17=33 vs Reflex, hit.
*Attack 3 vs Big Vine: 1d20+17+1(Bloodied)=31 vs Reflex, hit.
*Attack 4 K6-L7 Wolf: 1d20+17=30 vs Reflex, hit.
*Damage: 2d6+1d6(Hellhound)+20=32 fire damage(+2 to Big Vine, bloodied), leaves Pyromancer zone in area, dealing 3 fire damage to any creature that ends its turn in the zone. Phoenix takes 5 fire damage.

Immediate Actions: If an attack that hit Phoenix would miss if her AC/Reflex were 4 higher, she triggers Shield to make the attack miss.

[sblock=Phoenix's Statblock]Phoenix, Female Tiefling Mage/Master of Flame 11
Passive Perception: 22, Passive Insight: 22
AC: 24, Fort:21, Reflex: 24, Will:24, Resist Fire 10 -- Speed:6
HP:27/66, Bloodied:33, Surge Value:16, Surges left:7/9
Initiative +9(x2), Action Points: 0
MBA: +9 AC, 1d4+1 damage. RBA: Range 20, 11 force damage.

Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Fanning the Flames, Shield, Phoenix Step, Second Wind, Flaming Sphere, Summon Magma Beast, Summon Hell Hound, Fire Shield
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers

Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. *Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage and 12 ongoing fire damage on a crit. *11 fire damage to adjacent enemies on AP.[/sblock][/sblock]
 
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