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A Simple Errand (DM:renau1g, Judge: covaithe)

Jax advances behind Crag and prepares to throw his dagger at the first visible target.

[sblock=actions/stats]Move: walk to at least N4, and as far north as needed to find something to attack. Jax won't go further than Crag does in any case. Athletics, like Crag, crits for a 23.

Minor: look around for "imminent dangers" and/or traps if possible in this time frame. Perception 15.

Standard: Ranged basic with the dagger vs the closest enemy (if possible, the same one that Crag hit). First Strike applies since Jax is acting first, so the attack is +13 vs AC, 1d4+2d8+8 (+9 if target is medium size or larger). Range penalties may apply. Feel free to roll for me.

PC:Jax (Dekana) - L4W Wiki- Male Kobold Rogue 2
Passive Perception: 18, Passive Insight: 17
AC:17, Fort:15, Reflex:18, Will:13 -- Speed:6
HP:33/33, Bloodied:16, Surge Value:8, Surges left:5/9
Initiative +5
Action Points: 1, Second Wind

Conditions

Powers
Shifty
Clever Strike
Piercing Strike
Sly Lunge
Sneak in the Attack
Press the Advantage
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"I don't like the sound of that," Dorn says. He follows after Jax and Crag, climbing the rock and preparing to blast anything nearby.

// Climb (athletics 16), arriving somewhere behind Crag but not too exposed. Draw dagger. Lightning strike (against enemy Crag attacked if any, if not then Jax, if not then nearest) if possible (+6 vs Ref; 1d8+9 lightning damage, and another enemy takes 4 lightning - weird stuff on nat 1 or 20)
 

Crag climbs the rock in front of him with ease and squeezes through the space at the top. Dropping down on the other side, the warforged tries to determine where the enemy is, what they are doing, and who the best one is for Jax to target with his crossbow.

[sblock=Crag]
You can't reach an enemy with a charge, I've assumed a total defense here. [/sblock]

Jax advances behind Crag and prepares to throw his dagger at the first visible target.

[sblock=Jax]
The dagger is +13 to hit? Your sheet says +12 (incl CA)?

vs ac;dmg (1d20+13=26, 1d4+2d8+8=18) Doesn't matter it hits for 19.

Oh you notice no imminent dangers
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"I don't like the sound of that," Dorn says. He follows after Jax and Crag, climbing the rock and preparing to blast anything nearby.

[sblock=Dorn]
vs ref; lightinig (1d20+6=11, 1d8+9=10) miss [/sblock]

[sblock=Dorn/Jax/Crag]
As you drop down, you see a pair of male halflings in robes—one bald, the other with short-cropped silver hair— intently study a large, ironbound
double door at the far end of the chamber. Behind them a familiar face paces nervously. It's Ezren! He looks quite different now, a longsword hangs at his hip and he wears leather armor, appearing ready for battle. Quite different from the man who originally hired you those weeks ago.

The dwarf is with them also, "See boss, toldja they were coming. Remember the deal, I get the kobolds" he says to Ezren, although Jax's dagger is the reply from the heroes, drawing a fairly deep blow, although Dorn's lightning blast is less effective.

"Yes, yes, of course you can have your fun Dezroun, but be careful, it looks like it bites. Oh, thank you for your aid dear Jax, your delivery of my device enabled us to travel here with full expediency and complete our task, so you have my thanks. Now as for my friends here, you seem to have forgotten our deal, no matter though, I see you've saved me the trouble of hauling it. How has the leaking been? You cannot hold back the beast for much longer, it seeks entrance here and I shall aid him!" Ezren says, his voice growing louder as you are there.

Behind him, the robed halfling's continue to study the runes “Eureka! I finally have it!” The silver-haired halfling shrieks. He then mumbles an arcane phrase, and the silver seal warps and cracks.

"Don't you see? You are already too late" he cackles, drawing his blade and standing protectively in front of the short folks.

The dwarf spits blood out and takes aim at Jax, "You'll pay for that lizard" as a bolt flies out and catches the kobold on the arm, causing a minor wound.
[/sblock]

[sblock=Arcana or Religion DC 15]
The halflings were studying a mass of melted silver, engraved with Supernal hieroglyphics, that seals the two doors together. Traces of six similar seals, now broken, line the seam between the doors. [/sblock]

[sblock=Enemy Actions]
Halflings continue their ritual, succeeding. They draw rods.

Ezren draws blade (minor), moves forward and takes a total defense

Dwarf - fires at Jax - vs ac; dmg (1d20+10=21, 1d8+3=5) hits for 5 [/sblock]

[sblock=Terrain]
Ceiling: 10 feet high.

Illumination: The excavators’ lanterns shed bright light that fills the chamber.

Fallen Rocks: Rocks fill the 2-square-wide area directly in front of the stairs. A character must climb up the rocks (Athletics DC 5), squeeze through the
space they occupy, and then drop 8 feet to enter the main chamber. A creature gains cover while squeezing in squares filled with rocks.

Rubble: These squares are difficult terrain.[/sblock]

[sblock=Enemy Stats]
???
[/sblock]

[sblock=OOC]

*I've uploaded the whole map now that some of you are in the hallway, but Ingot and Meepo don't actually see what's going on until you get to row N

Initiatives:
Jax - 19: 28/33
Dorn - 18
Crag - 11
Enemies - 10
Ingot - 8 <- you're go
Meepo - 7

enemies; dorn; crag; ingot; jax; meepo (1d20+3=10, 1d20+10=20, 1d20+3=11, 1d20+2=8, 1d20+7=19, 1d20+4=7)[/sblock]
 
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"Ezren! You can't do this! If you release this power on the world, you will destroy the very balance of nature! If you are trying to kill yourself, do it BY yourself! Don't drag the rest of the world into your issues!"
 

Ingot clanks up over the rocks and surveys the scene. Noting Jax's fresh wound, it utters a prayer of protection. The holy symbol on its chest rotates and clicks into place, then a translucent image of a suit of armor settles on the kobold.

[sblock=Actions]Move: Ingot automatically makes the Athletics check (+5 bonus) so I didn't roll. I'm not clear on whether the rocks in row N count as difficult terrain or not... if so, Ingot will move to N4. If not, Ingot will move through Dorn and drop down to N4.
Standard: Armor of Faith on Jax. Jax gets +4 power bonus to AC until the end of the encounter.[/sblock]
[sblock=Ingot stat block]Ingot- Neuter Warforged Cleric 3
Passive Perception: 14, Passive Insight: 14
AC:19, Fort:15, Reflex:12, Will:17 -- Speed:5
HP:33/37, Bloodied:18, Surge Value:9, Surges left: 8/9
Initiative 0
Action Points: 1, Daily Item Uses: 1, Second Wind: Not Used
Powers: Sacred Flame, Righteous Brand,
Healing Word(x2)
Healing Strike, Split the Sky, Warforged Resolve, Channel Divinity (Divine Fortune/Turn Undead)
Avenging Flame, Armor of Faith
Acidic Fullblade, Acidic Fullblade
[/sblock]
 

[sblock=actions]
move: Through rubble to M5. Atheletics (1d20+2=17)
move: move to H5
minor: drop prone in H5

If I can get either cover or concealment in the rubble patch, great. If not, I at least get +2 ac against non-adj ranged attacks.
[/sblock]
Itching for another battle, Meepo disregarded the "hostage" gnome as he crawled his way through the fallen rocks. "Don't listen to him Jax. We'll get him good. We just need to use kobold sneakiness and training. Follow my lead." Snug against the wall, Meepo charged out into the room and down the hallway, taking a dive as he got near the rubble patch. He turned back to his allies, raised his right hand in an L shape, and then sweeped it over his head.

[sblock=status]
Meepo the Brave Male Kobold Warlord 1
Passive Perception: 16, Passive Insight: 11
AC: 17, FORT: 14, REFLEX 14, WILL 12 -- Speed: 6
HP: 26/27, Bloodied: 13, Surge Value: 6, Surges left 8/9
Initiative +4
Action Point: 0, Second Wind

Conditions

Powers
Shifty
Commander's Strike
Wolf Pack Tactics

Diabolic Strategem
Inspiring Word; used once

Fearless Rescue
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Though Dorn can't tell exactly what it is the halflings are doing, he is fairly certain it can't be anything good. He steps into position for a better shot. (Move to L5)

"Hey half-pints," he shouts. "Care to see some real magic?" A sphere of freezing-cold arcane power explodes in the midst of the halflings. (Ice Dragon's Teeth hits both halflings (same roll) Reflex 23 for 18 cold damage. First halfling hit also takes 7 damage from furious assault. (Should they have a second-chance power, the attack roll was 1d20+6)).

Immediately after the initial blast, Dorn reaches into the air and plucks three icy javelins from nowhere in particular. He hurls them forward, and they split off in three directions. Two of them head for the halflings, and one flies directly at Ezren. Ezren proves too much of a foe for Dorn, and the raw power of his adversary blasts the energy back through Dorn, sending his allies flying in all directions. At the end of the chamber, one of the halflings is knocked off his feet as he is skewered by one of the freezing spears. (Action Point: Ice Javelins. On a hit, also does 5 ongoing cold damage (save ends). On miss, half damage. Ezren ref 7 for 14 cold damage (CRIT MISS, so half damage (7) and everyone within 5 of Dorn pushed one). Halfling west ref 12 (miss i assume) for 14 cold damage (so 7 halved). Halfling east CRIT HIT 19 cold damage plus knocked prone and 5 ongoing cold (save ends). He also takes 2 necrotic damage from crit from dagger.)


[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer 3
Passive Perception 10, Passive Insight 10
AC 18, Fort 12, Reflex 15, Will 17 (base defenses)
HP 32/32 Bloodied 16 Surge Value 8, Surges 7/7
Speed 6, Initiative +8
Action Points: 0

Current Effects
Wild Soul: Fire (resist 5, ignore 5 enemy resistance)

Encounter Resources
Bedeviling Burst
USED Ice Dragon's Teeth
USED Furious Assault
Half-Orc Resilience
Second Wind
USED Use Action Point

Daily Resources
USED Ice Javelins
USED Deep Shroud
Deathstalker Dagger
Repulsion Leather Armor

1x potion of healing
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