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

[sblock=ooc] Would it be possible for Meepo to climb up on one of the giant's backs and then, jumping off Ingot's back, use his whip to attack the dwarf, forgoing doing whip damage in order to potentially wrap it around the dwarfs leg and pull him to the ground? I'd wager me falling and possibly having my whip fall out of my hands versus a small kobold pulling a dwarf off the wall. And I'd up the ante with me taking fall damage if I lose and the dwarf taking fall damage if I succeed.

I'm sure someone else will come up with a good idea for the dwarf, one that doesn't tie up two characters as I would need Ingot to use part of a move action to be adjacent to the wall. But this sounds really fun.[/sblock]

Meepo swishes his whip around his waist and snaps his fingers rather loudly. "Ok, you might not like this, Ingot, but I got a plan. Would you be dragonkind and move just slightly to your left for just one moment."
 
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[sblock=ooc]I'm game if renau1g lets us try it... I'll healing word crag and shoot acid at the dwarf before moving over.

Bah, just remembered it's hard to move dwarves with forced movement, too...[/sblock]
 

[sblock=ooc]I was thinking we could use ranged attacks to kill the dwarf. Jax is really built for melee with a partner though, so ranged basics with no sneak attack are about all I can do. But anyway, I think the guards are more of a threat at this point since they're shredding Crag.

If we want to push him off the wall, Dorn's bedeviling burst would do the trick even with the dwarf racial.[/sblock]
 

[sblock=ooc]I'd be happy to let Dorn get the dwarf off the wall... he'll have to get closer first though.

not sure if Crag really needs the help (though I'll heal him for sure), he can use his burst attack, and second wind if necessary which pushes his AC to insane levels. I'm a bit more worried about the missile guys just because they can probably pour on more damage (unless that Savage Strike is an at will!). I'd be happy to go after the gnomes instead of the dwarf, but Ingot can't actually get to them this round.

Also I think we should keep in mind, duhexenhase's plan is highly cinematic and cool. :)

Well, no need to agonize over it too much. Let's see what Kalidrev thinks. [/sblock]

Ingot nods quickly to Meepo, but then hesitates. "Crag!" it calls over to the other warforged. "Do you require assistance?"
 

[sblock=OOC] Crag most certainly does NOT require assistance! I've got them JUST where I want them!

Nerdytenor: I'm going to Second Wind (giving a multitude of yummy bonuses and allowing Crag to use 2 healing surges due to his new cloak), so please feel free to drop a Bomb of Death (tm) on top of these guards and on Crag (if he can't take a good hit for the team, what's he here for? :p ) One question for you though... If I attack and make them fall prone, will that give Dorn a penalty on his area of effect attack? I just want to know if I want to use an AP to attack immediately, or use an AP to READY his attack until just AFTER Dorn attacks. Lemme know what the best way to do this would be :)

Ryryguy/Duhexenhase: Cinematic scene, very cool! But unfortunately, pulling on the dwarf would require that you can move him at LEAST 2 squares (cause a dwarf can negate 1 square immediately), THEN you'd have to deal with the dwarf's auto-save vs falling prone AND the auto-save everyone gets when falling off of a ledge (to catch yourself). All in all, not a likely scenario. What I would do is a bit more unorthadox, but probably a bit less risky: Take the wall out from under the dwarf. If you destroy the wall, there's nowhere for the dwarf to stand :) With Ingot's massive weapon, he could probably put a nice hurt on that wall, and if Meepo gives Ingot a SECOND attack against the wall, all's the better! So use your guys's actions as you will, but don't worry about Crag, I've got his healing covered :) [/sblock]
 

[sblock=ooc]
Yeah yeah Crag..too bad they don't know its not a good idea to run up and surround you... ah well, c'est la vie.

Re: jumping off backs, etc. Ingot's approx. 6' (I wouldn't say giant well..maybe compared to the kobolds), Meepo has a 10' reach weapon so you need to high jump 4' to reach the dwarf. You can make it as being approx. 4' you can auto-jump 5'. Note that you will fall 10' so 1d6 damage and knocked prone.

Attacking the wall - Not sure where the stats are for normal stone walls, but Wall of Stone power (druid 16) has 100 hp so I'd go with around 70 or so for this wall as its not in great shape

Finally - if enemies are prone, they only get a bonus to defenses against ranged attacks, so bursts are not affected (i.e. Ice Dragon's Teeth)
[/sblock]
 


Taking his beating in stride, the stone skinned warden looks around at the guards around him before giving them a wicked grin. Calling upon his patron spirit of earth, Crag summons a horde of halfling shaped piles of stone. Jumping out at the warforged's enemies, the summoned horde attempts to grab onto one or more of the guard's legs before sinking halfway back into the ground.

With the guards distracted by the horde, Crag takes a moment to reach into his innermost reserves of energy, repairing his massively dented and torn chassis. Crag's cloak shimmers for a moment as he synchronizes with his newly purchased magical item, further knitting together the torn strands of wood and metal that make up the warden's form.



[sblock=Actions]
- Font of Live Save vs ongoing damage. (1d20+2=21)

- AP Standard: Roots of Stone vs G23 (1d20+10=CRIT), 45 (1d20+10=20), 60 (1d20+10=19, and then 93 (1d20+10=14); Damage: 1d8+5=6 (forgot to include Meepo's +1 bonus to AP attacks in the actual roll, but displayed in totals above). G23 takes 17 damage (including crit damage). Anyone else that is hit by the attack takes 6 damage. The attack creates a zone in a close burst 1 centered on Crag. Any of the guards that leave the zone take 5 damage. Any of the guards who are hit by this attack and leaves the zone also fall prone.

- Minor: Warforged Resolve; This give Crag 9 Temp HP and heals him for 4 (bringing him up to 25 hp)

- Standard: Second Wind; Crag's cloak lets him spend 2 healing surges, since he is bloodied. This heals Crag for 28 HP (2 x HS of 14), bringing him up to 53/56 HP. Second wind grants Crag a +2 bonus to all defenses, and his EarthStrength class feature adds an additional +5 bonus to his AC. These bonuses last until the beginning of his next turn.

- Free: Mark all 4 guards.

[/sblock]

[sblock=Crag's Stats] Crag - Warforged Warden 3
Passive Perception 16, Passive Insight 11
AC 28, Fort 20, Ref 16, Will 16
HP 53/56 + 9 Temp HP, Bloodied 28, Surge Value 14, Surges 12/14
Speed 6, Initiative +1
Action Points: 0/1, Second Wind

Warden's Fury
Warden's Grasp
Strength of Stone
Earth Shield Strike
Roots of Stone
Earthgrasp Strike
Warforged Resolve
Form of the Winter's Herald (Form of the Winter's Herald Attack)

[/sblock]
 

[sblock=Crag]Crag should get an extra 2d8+3 damage against guard 23. From my action a few posts ago:
[sblock=Get your bonus damage]Until the start of Jax's next turn, the next ally who hits Guard 23 and has combat advantage against it deals 2d8+3 extra damage.[/sblock]
I had to look it up to be sure, but you still get the use of combat advantage even with a burst attack. The CA comes from flanking.

(It might be noted that Crag is in initiative before Jax, but since we're all basically acting in one "block" of initiative, it doesn't matter. Crag would be able to delay until after Jax and still get the bonus.)[/sblock]
 

Dorn's mouth falls open at Crag's heroic display of resilience in the face of so many adversaries, though his reaction cannot be seen through the shadowy veil of his shroud.

The half-orc (along with his shroud) moves across the battlefield. I hope his defenses can take a little more punishment, Dorn thinks.

"Crag! Incoming!"

A blast of cold erupts right in front of Crag's feet, sending shards of freezing arcane power everywhere. Unable to fully control his own power, a blast of force erupts from Dorn, pushing anything and everyone in its wake.

// Move to M9. Sustain Shroud. Ice Dragon's Teeth (no bonuses or penalties applied) centered on Crag. Cold damage is 14. Attacks versus Reflex - CRIT MISS vs Guard93, 15 vs Guard60; 18 vs Guard45; 14 vs Guard23; 18 vs Crag. Any hit targets are slowed until the end of Dorn's next turn.

// Because Dorn got a critical miss, every creature within five squares of Dorn is pushed one square. Looks like Ingot, Meepo, Jax, Guard45, and (perhaps) the Dwarf are affected.

[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: 1

Current Effects
Wild Soul: Fire (resist 5, ignore 5 enemy resistance)
Deep Shroud (squares within one of Dorn heavily obscured)

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

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

1x potion of healing
[/sblock]
 
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