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A Season of Bones

Round 1:

Ja'Cart points to Thrast's group, that has yet to move, with a bony claw. "Your fate has been sealed by the rules of the sand this day braggarts!" Ja'Cart opens his insectoid mandibles as wide as they go and unleashes a ravenous bellow before he dashes. He uses his own teammate as traction for a spectacular leap that lets him cover the whole distance in a single move. All four of his clawed hands are splayed for the deadliest attack he knows.

In a tornado of claws extending far beyond his normal reach, the kreen eviscerates Thrast's entire team. Only the Guard in the front even saw it coming, and so was able to block part of the vicious barrage. Ja'Cart spins in place from his momentum, lashing out at Thrast and catching, the big man in the throat. He slowly glances over at his ruined crew even as the thri-kreen leaps into the air again.

The image of an earthy elemental appears and punches the first level of the construct, even as Ja'Cart is driving his own chinious fist into the ground as he lands. The very pyramid shakes as waves of energy radiate out from the master of the arena in all directions. The guard nearest to Thrast has the skin blown cleanly from all exposed portions of his body into the crowd behind him, and the guard that got lucky on the first attack is knocked off his feet by this one.

The only guard left standing can only silently work his mouth in horror as the head of his leader vanishes from his broad shoulders in a final blinding move from the warbeast, that leaves him standing on the 2nd tier of the pyramid holding Thrast's decapitated head like a bowling ball. Ja'Cart swivels his around 180 degrees to look at the raider he is now arms length from, blood streaming out of the severed neck of the crowd favorite as his former body only now begins to crumple to its knees.

"Thirsty? Try some Thrast."
Ja'Cart drops the head on the step at his clawed feet. [sblock=Actions]Free: Speak, Flurry of Blows vs Thrast for 8, Supreme Flurry vs Thrast for 8 (shifting to M,6), drop head.
Minor: none
Move: Athletics (Jump) (1d20+12=32) (N,8).
Standard:Masterful Spiral vs Ref (Thrast=24, C2=18, C3=27, C4=11, 3d8+5=26). AP used for Eternal Mountain vs Fort (C2=28, C3=15, C4=25, 2d8+5=15) [/sblock][sblock=Ja'Cart]Ja'Cart—Male Thri-Kreen Monk 3
Initiative: +5; Passive Perception: 12, Passive Insight: 12; low-light vision
HP: 34/34, Bloodied: 17, Surge: 8, Surges left: 8/8
AC: 19, Fort: 15, Reflex: 16, Will: 14
Speed: 6
Action Points: 0/1, Second Wind: Not Used, Milestones: 0

Stone Fist Flurry of Blows
Dragon's Tail
5 Storms
Telekinetic Grasp

Open the Gates of Battle
Thri-Kreen Claws
Eternal Mountain
Disrupting Advance
Masterful Spiral
Supreme Flurry

[/sblock][sblock=OOC]This is kind of complicated so here's the breakdown:

1. Jump 32 gives me up to 6 squares of forward movement, clearing 1.5 squares in height so no movement penalty for having to climb up the first tier. He lands in N,8.

2. Masterful Spiral is burst 2 and deals half dmg on a miss, which was 26 to C1/2/3 and 13 to C4. And increase melee reach by 1 for the rest of the encounter.

3. As his reach is now 2, he uses FoB on Thrast (C1) for 8.

4. Use AP for Eternal Mountain (burst 1) dealing 15 to C2/4 knocking them prone.

5. Use Supreme Flurry to shift to M,6 and use FoB on Thrast for 8 again.

Damage Totals:
Thrast 26+8+8=42 (dead)
C2 26+15=41 (dead)
C3 26 (Bloodied)
C4 13+15=28 (Bloodied, Prone)

or 137 damage in 1 round at 3rd level![/sblock]
 

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With Ja'Cart's stunning display of ferocity, the crowd erupts! They roar as the former champions' viscera splatter into the ranks of the spectators. The remaining members of Thrast's team lay down their weapons in horror.

Formerly among the crowd's favorites, Thrast's brother whimpers and rolls over onto his side, his arm and chest squirting blood into the sand.

The thri-kreen announcer manages a shout: "And former champion Thrast appears beheaded, and another of his teammates dead! This is a serious upset, everyone! Let's hear it for Ja'Cart!"

The crowd cheers in approval as Ja'Cart feels a wave of adulation from the masses.

[sblock=ooc WD]You can keep your attack roll from before. Please post your round's actions (including standing up!).[/sblock]

[sblock=Actions this turn]The remaining Champions yield. The dead ones do nothing.[/sblock]

[sblock=Map Information]
You all know your identifications.

For enemy purposes:
T=Templar
A=Adept (Psionic)
R=Raider
C=Champion (Thrast's Crew)
C1=Thrast

With regards to climbing the pyramid, each different color counts as a level higher on the pyramid. Moving from one level to another counts as moving through difficult terrain. The red area is the peak.[/sblock]

[sblock=Battle Info]
T Defenses: AC 16 Fort 15 Ref 14 Will 11
A Defenses: AC 15 Fort 14 Ref 13 Will 12
R Defenses: AC 16 Fort 13 Ref 14 Will 13
C Defenses: AC 18 Fort 16 Ref 15 Will 14

T1 HP: 36/36
T2 HP: 36/36
T3 HP: 36/36
T4 HP: 36/36

Thrast (C1) HP: 0/37 Condition: Headless
C2 HP: 0/37 Condition: Dead
C3 HP: 11/37 Condition: Yields
C4 HP: 9/37 Condition: Yields

R1 HP: 39/39
R2 HP: 39/39
R3 HP: 39/39
R4 HP: 39/39

A1 HP: 12/29
A2 HP: 29/29
A3 HP: 29/29
A4 HP: 29/29

Daran HP: 40+8/40
Muzdum HP: 33/43 Condition: Prone
Jalaan HP: 29/39 Condition: Prone
Ja'Cart HP: 34/34[/sblock]

[sblock=Current Initiative Order]
Please post in initiative order whenever possible. If it's your turn and you don't chime in for a day or two, I may skip you.

-Raiders
-Templars
-Daran
-Muzdum
-Adepts
-Ja'Cart
-Champions
Jalaan
[/sblock]

[sblock=Current King of The Hill]None.[/sblock]
 

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Jalaan

Jalaan judges that the biggest trouble will be the conflict with the raiders and the templars team. Both are near the top and at full strength. Perhaps I can seed a conflict he thinks to himself as he sends his commands to one of the templars as he climbs up the first step.

[sblock=OOC]

Minor: Distract on T4. He gives combat advantage to the next attack.
Standard: Betrayel vs T4 (1d20+6=20) vs Will. On a hit, T4 slides to I5 and attacks R2
Move: to m12


[sblock=Mini stat block]
Jalaan
Perception: 16 Insight: 11 Low-light Vision
AC 17 Fortitude 13 Reflex 15 Will 16
Initiative: +1
Hit Points: 39 / 39 Bloodied: 19
Temporary Hit Points: 0
Resist: Fire 6
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:9 Surges per day: 8 / 8
At-Will Powers: Thought Projection, Dishearten, Mind Thrust, Betrayal
Encounter Powers: Infernal Wrath, Psychic Surge, Distract, Send Thoughts, 4/4 Power Points, Intellect Fortress
Daily Powers: Mental Trauma

Condition:

[/sblock][/sblock]
 

Jalaan waves a thread of betrayal through the mind of one of the templars, and that templar lashes out with his blade, striking a nearby raider. The raiders see themselves as attacked by the templars, and a raiders prepare to ambush the templars as they rush up the pyramid.

Jalaan's target continues to cleave into its nemesis, while the other templars rush up the pyramid. Two of the templars manage to claim the peak, but the raiders immediately attempt to cut them down.

With several quick slashes to the lightly armored legs of the templars, the raiders upset their balance and manage to push them categorically down the pyramid. One of the raiders throws a templar down the steps to Daran, snarling, "That one's fer you, half-breed!"

Another raiders knocks a templar down with a solid kick, and sends him tumbling to the next level below.

[sblock=Actions this turn]T4 makes MBA against R2.
T3 reaches the peak, accepting an opportunity attack as he goes,
T2 reaches the peak.
T1 charges R1.
Attack hits.

Raiders move.
R1 attacks T2.
Attack hits.
R2 attacks T2.
Attack hits.
R2 slides T2 off the peak.
R3 attacks T3.
Attack hits.
R3 slides T3 off the peak.
R1 attacks T4.
Attack hits.
R1 slides T4 away.
[/sblock]

[sblock=Map Information]
You all know your identifications.

For enemy purposes:
T=Templar
A=Adept (Psionic)
R=Raider
C=Champion (Thrast's Crew)
C1=Thrast

With regards to climbing the pyramid, each different color counts as a level higher on the pyramid. Moving from one level to another counts as moving through difficult terrain. The red area is the peak.[/sblock]

[sblock=Battle Info]
T Defenses: AC 16 Fort 15 Ref 14 Will 11
A Defenses: AC 15 Fort 14 Ref 13 Will 12
R Defenses: AC 16 Fort 13 Ref 14 Will 13
C Defenses: AC 18 Fort 16 Ref 15 Will 14

T1 HP: 36/36
T2 HP: 15/36 Condition: Bloodied
T3 HP: 19/36
T4 HP: 29/36

Thrast (C1) HP: 0/37 Condition: Headless
C2 HP: 0/37 Condition: Dead
C3 HP: 11/37 Condition: Yields
C4 HP: 9/37 Condition: Yields

R1 HP: 28/39
R2 HP: 23/39
R3 HP: 39/39
R4 HP: 39/39

A1 HP: 12/29
A2 HP: 29/29
A3 HP: 29/29
A4 HP: 29/29

Daran HP: 40+8/40
Muzdum HP: 33/43
Jalaan HP: 29/39
Ja'Cart HP: 34/34[/sblock]

[sblock=Current Initiative Order]
Please post in initiative order whenever possible. If it's your turn and you don't chime in for a day or two, I may skip you.

-Raiders
-Templars
Daran
Muzdum
Adepts
Ja'Cart
Champions
Jalaan
[/sblock]

[sblock=Current King of The Hill]None.[/sblock]
 

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[sblock=Rules ?]Concussive Spike changes to a Burst @ Augment 1; is it still a Burst @ Augment 2? I.e., do the augmenting changes cascade if not replaced by the later version? Don't have the DS book here and the Compendium is unclear.[/sblock]
 

[sblock=OOC]I'll assume the burst propagates; if not, I'll unagument blast so it hits T3 & A3 (i.e, knock T3 prone and push A3).[/sblock]Daran bows sardonically to the raider, Much appreciated! He then slams his axe into the stone, but it vibrates only weakly, much to the Battlemind's dismay. Huffing, he slams into the surface again. The second time is the charm as the whole pyramid starts to rumble! The templar is flung to his feet, while the rest of the competitors are forced back! Daran steps up casually and shrugs with a wink. Don't know my own strength![sblock=Actions]Standard to Concussive Spike (Unaugmented) vs T3: Miss.

AP to use it again, this time augmented 2 (assuming burst): Hit (Fort 16), 14hp. T3 bloodied and knocked prone. He then pushes all enemies in burst 3 4 squares: A3 to C14, A2 to H14, A4 to K14, R3 to J4, R2 to K3, R1 to I2, T2 to G2, T1 to H2, and R4 to J2. Then move H8.

If possible, use minor to Bluff to seem like that push was an "accident": Bluff 26[/sblock][sblock=MiniDaran]Daran—Male Half-Elf Ardent|Battlemind 3
Initiative: +3; Passive Perception: 10, Passive Insight: 12; low-light vision
HP: 40+8/40, Bloodied: 20, Surge: 10, Surges left: 11/11
AC: 17, Fort: 32, Reflex: 35, Will: 30
Speed: 5
Action Points: 0/1, Second Wind: Not Used, Milestones: 0
Power Points: 2/4

Concussive Spike
Demoralizing Strike
Unnerving Shove
Battlemind's Demand
Mind Spike

Wild Surge
Brash Strike

Implanted Suggestion
Psionic Vigor
Ardent Surge
Wild Focus
[/sblock]
 
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Seeing all his enemies now are pushed away, with only one templar at reach, Muzdum trots to the top of the pyramid (G8) and slices the prone knight. The hit barely connects, but it's enought to finish off the man. "Too bad ye had to die lad"

Using Pass forward utility to not provoke from T3 while moving to G8
Grappling strike vs T3: 17(15+2 for being prone) vs AC for 12
 

[sblock=Battle Info]
T Defenses: AC 16 Fort 15 Ref 14 Will 11
A Defenses: AC 15 Fort 14 Ref 13 Will 12
R Defenses: AC 16 Fort 13 Ref 14 Will 13

T1 HP: 36/36
T2 HP: 15/36 Condition: Bloodied
T3 HP: 0
T4 HP: 14/36 Condition: Bloodied

Thrast (C1) HP: 0
C2 HP: 0
C3 HP: Yield
C4 HP: Yield

R1 HP: 18/39 Condition: Bloodied
R2 HP: 0
R3 HP: 39/39
R4 HP: 39/39

A1 HP: 12/29
A2 HP: 29/29
A3 HP: 29/29
A4 HP: 29/29

Daran HP: 40+8/40
Muzdum HP: 33/43
Jalaan HP: 29/39
Ja'Cart HP: 34/34[/sblock]

[sblock=Current Initiative Order]
Please post in initiative order whenever possible. If it's your turn and you don't chime in for a day or two, I may skip you.

-Raiders
-Templars
-Daran*
-Muzdum
-Adepts
-Ja'Cart
Jalaan
[/sblock]

[sblock=Current King of The Hill]Daran[/sblock]
 

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