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Adv: The God Forge (judge renau1g)


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Seeing his target is now dead, Jarel-karn move back to the door and tries to attack the trooper who is facing Kama'zer.

[SBLOCK=OOC]Move: Walk to G7
Standard: Booming Blade vs AC on Trooper 2 (1d20+10=25) Hit I think. **Yes thats a hit** Booming Blade Damage (1d8+6=9, 1d6+3=6) 9 Ligthning Damage. Add 6 Thunder Damage if he move away from me willingly.

[SBLOCK=Immediat Interrupt on next enemy's round.]
If Trooper 2 Hit in melee an ally:
Immediat Interrupt: Dimensional Vortex (1d20+7=21)
- If that hit, Trooper2 is teleported (max 5 squares) next to Priest1 and Trooper2's attack is resolved on Priest1.
- If the Priest1 is out of range or death, he will be teleported next to Trooper 3.
- If both are out of range or death, I teleport the trooper 2 squares away of anyone.


If Trooper2 miss and Trooper 3 hit Aegis of Shielding and reduce damage by 8.[/SBLOCK][/sblock]

The warforged's axe hits the evil dwarf again but the metal warrior seems to have been hurt by that last onslaught and the blow is weak


[sblock=Action Details]
Standard Action:Crushing Surge on DST@I6(hits ac 26 for 11 damage, Soldier gains 8 THP)
Move Action:N/A
Minor Action:N/A
[/sblock]

----------------------------------

Initiative

Round 3

27* - Jams - E9 - 25/46 hp - Acted
22 - Callen - H11 - Acted
22 - Kama'zer - H7 - 27/51 hp - Acted
17 - Soldier - I7 -7/57 + 8 thp - Bloodied - Acted
16 - Jarel-Karn - G7 - 37/50 hp - Acted
16 - Mri'thas - K7 - Acted
16 - Enemies -
Duergar Trooper 2 - H6 - 45/84 -
Duergar Trooper 3 - I5/J6 - 19/84 - Marked, Bloodied
Duergar Priest 2 - H2 - 63/63
15 - Montroya - K10 -
9 - Ts'iri - C7 - Concealment -

*You do not have to wait for Jams to post, to make your post. Just pretend he's a really low level, poor quality, player.

Round 4

27* - Jams
22 - Callen
22 - Kama'zer
17 - Soldier - Acted
16 - Jarel-Karn - Acted
16 - Mri'thas

Stats
Duergar Priest
Resist Fire 5
R 16
Duergar Trooper
Resist 5 fire
AC 18 R 18


Map

[sblock=map]
2Temple08.png
[/sblock]

The walls are well carved and the ceilings have risen to 30 ft in height. The door near the duergar is 15 ft tall and open.

Lava hurts.

The Priest is wearing hide, a steel claw on a necklace, ash war paint, and has a warhammer.

The troopers wear chainmail and wield mauls.

The miners wear Leather, and wield picks.
 
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[sblock=Immediate Reaction] Use preserver's rebuke when Soldier is hit by the duergar warrior, so he would gain 7 temp hp which are then sucked up my the fire attack. Either way, he has 14/47 +8 temp hp. That gives me a +4 to attack the duergar warrior as well.[/sblock]

Montroya shudder's suddenly, taking the form of a black and white striped tiger humanoid. He strides forward, a roar escaping his lips, Holding fur covered arms out in front of him, something moves beneath the skin, pulsing and crawling towards his palms. The source of the bulges appear as a swarm of locusts emerge from his palms and surrounds the air around the duegar warriors.

[sblock=Actions]
Minor: Wildshape
Move: Move to J7.
Standard: Swarming locusts vs DT2 and DT3. Area of locusts is G4 and I6. Blast creates a zone that lasts until end of my next turn. Enemies in the zone grant CA. swarming locusts vs D2 D3 (1d20+6=26, 1d20+10=12, 1d8+4=5, 1d8+6=13) Crit DT2 for 12(no magic implement), mis DT3.[/sblock]

[sblock=Stats]
Montroya
Init: +8
Passive Insight: 21 Passive Perception: 21
AC: 20* Fort: 16* Ref: 18* Will: 18*
HP: 36/36 Bloodied: 18 Surges: 8/8(8)
AP: 1
Hand of Radiance
Vanguard's Lightning
Wild Shape
Memory of a thousand lifetimes
Preserver's Rebuke
Rebuke undead
Blades of Astral Fire
Offering of Justice
Swarming Locusts

Shroud of Warning
Silent Malediction
Barkskin Hide Armor
Rod of Divinity
* +1 to defenses against bloodied creatures
[/sblock]
 

[sblock=OOC]ScorpiusRisk, any chance you could use colons or semicolons for spacers in the party status stuff instead of dashes? When I saw this:
"Soldier - I7 -7/57 + 8 thp - Bloodied - Acted" I thought Soldier was at negative 7 hps.

How's this?:
"Soldier : @I7 : 7/57 + 8 thp : Bloodied : Acted" or this...
"Soldier ; @I7 ; 7/57 + 8 thp ; Bloodied ; Acted"

Just a minor suggestion though. ;)[/sblock]Kama'zer gets her sight back and looks around at the group and their injuries. Soldier looks worst off, but a few of the others aren't great either. Activating the magic of her armor, she then shouts an encouragement at the others to bolster their spirits, "Stand strongly together and they shall fall before us!"

Feeling revitalized herself, she swings hard at the more injured trooper in front of Soldier. Slicing deeply into it with her psychic blade, she leaves it nearly finished.

OOC: Maybe someone can Magic Missle this trooper to finish him off before their turn? He should only have 6 hps left I think.[sblock=Actions/Stat block]Start= 27/51 hp

Minor= activate Exalted Armor daily power

Move= Using as Minor: Activate Stand Tough Daily power to heal each ally in burst 5 (should be everyone on our side) 11 hps + Exalted armor bonus healing (1d10+1=11) for total of 22 hps healed to everyone on our side without spending any Healing Surges!
Kama'zer 49/51
Jams 46/46
Soldier 36/47 +8 temp hps
Jarel-Karn 50/50

Standard= Basic melee attack vs. trooper 3 AC18 (1d20+13=19, 1d8+6=13)
Hits AC19 for 13 psychic damage to the trooper in front of Soldier!
(Actually hits AC21 with the CA granted by Montroya's locust zone!)

End= 49/51 hp
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 6
Conditions: none
Passive Perception: +14, Passive Insight: +14, Init: +11
AC: 21, Fort: 19, Reflex: 18, Will: 17 -- Speed: 5
HP: 49/51, Bloodied: 25, Surge Value: 12, Surges left: 9/9
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Attack +2 Githyanki Silver Longsword +13 vs AC 1d8+6 damage -- Crit = 8+2d8+6 dmg
:branged: Ranged Basic Attack Javelin +10 vs AC 1d6+4 damage Range 10/20 -- Hvy Thrown
Powers- Opening Shove, Wolf Pack Tactics,
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured
Lead the Attack, Stand the Fallen, Stand Tough
Githyanki Silver Longsword- Foe Banishing(Daily), Exalted Armor(Daily), Cloak of Resistance(Daily), Shield of Bashing(Daily), Luckbender Gloves(Encounter), Githyanki Silver Longsword- psychic damage(At-Will)
Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat[/sblock][/sblock]
 

[sblock=Immediate Reaction] Use preserver's rebuke when Soldier is hit by the duergar warrior, so he would gain 7 temp hp which are then sucked up my the fire attack. Either way, he has 14/47 +8 temp hp. That gives me a +4 to attack the duergar warrior as well.[/sblock]

Montroya shudder's suddenly, taking the form of a black and white striped tiger humanoid. He strides forward, a roar escaping his lips, Holding fur covered arms out in front of him, something moves beneath the skin, pulsing and crawling towards his palms. The source of the bulges appear as a swarm of locusts emerge from his palms and surrounds the air around the duegar warriors.

As the locusts rip into fresh wounds of one trooper, blood begins to cascade over his rough grey skin. Soon the locusts seem but a mist around as his size increases as well.

[sblock=Actions]
Minor: Wildshape
Move: Move to J7.
Standard: Swarming locusts vs DT2 and DT3. Area of locusts is G4 and I6. Blast creates a zone that lasts until end of my next turn. Enemies in the zone grant CA. swarming locusts vs D2 D3 (1d20+6=26, 1d20+10=12, 1d8+4=5, 1d8+6=13) Crit DT2 for 12(no magic implement), mis DT3.

**This bloodies the trooper, causing him to expand,**[/sblock]

[sblock=OOC]ScorpiusRisk, any chance you could use colons or semicolons for spacers in the party status stuff instead of dashes? When I saw this:
"Soldier - I7 -7/57 + 8 thp - Bloodied - Acted" I thought Soldier was at negative 7 hps.

How's this?:
"Soldier : @I7 : 7/57 + 8 thp : Bloodied : Acted" or this...
"Soldier ; @I7 ; 7/57 + 8 thp ; Bloodied ; Acted"

Just a minor suggestion though. ;)

**Okie dokie**[/sblock]

Kama'zer gets her sight back and looks around at the group and their injuries. Soldier looks worst off, but a few of the others aren't great either. Activating the magic of her armor, she then shouts an encouragement at the others to bolster their spirits, "Stand strongly together and they shall fall before us!"

Feeling revitalized herself, she swings hard at the more injured trooper in front of Soldier. Slicing deeply into it with her psychic blade, she leaves it nearly finished.

[sblock=Actions/Stat block]Start= 27/51 hp

Minor= activate Exalted Armor daily power

Move= Using as Minor: Activate Stand Tough Daily power to heal each ally in burst 5 (should be everyone on our side) 11 hps + Exalted armor bonus healing (1d10+1=11) for total of 22 hps healed to everyone on our side without spending any Healing Surges!

**Yeah. . . that works pretty good eh?**
Kama'zer 49/51
Jams 46/46
Soldier 36/47 +8 temp hps
Jarel-Karn 50/50

** I agree with these numbers. **

Standard= Basic melee attack vs. trooper 3 AC18 (1d20+13=19, 1d8+6=13)
Hits AC19 for 13 psychic damage to the trooper in front of Soldier!
(Actually hits AC21 with the CA granted by Montroya's locust zone!)

End= 49/51 hp[/sblock]

----------------------------------

Initiative

Round 3

27*; Jams; E9; 46/46 hp; Acted
22; Callen; H11; Acted
22; Kama'zer; H7; 49/51 hp; Acted
17; Soldier; I7; 36/57 + 8 thp; Acted
16; Jarel-Karn; G7; 50/50 hp; Acted
16; Mri'thas; K7; Acted
16; Enemies;
Duergar Trooper 2; G5/H6; 33/84; Bloodied
Duergar Trooper 3; I5/J6; 6/84; Marked, Bloodied
Duergar Priest 2; H2; 63/63
15; Montroya; K10; wildshape; Acted
9; Ts'iri; C7; Concealment;

*You do not have to wait for Jams to post, to make your post. Just pretend he's a really low level, poor quality, player.

Round 4

27* - Jams
22 - Callen
22 - Kama'zer - Acted
17 - Soldier - Acted
16 - Jarel-Karn - Acted
16 - Mri'thas

Stats
Duergar Priest
Resist Fire 5
R 16
Duergar Trooper
Resist 5 fire
AC 18 R 18


Map

[sblock=map]
2Temple09.png
[/sblock]

Zone of swarming locusts from G4/I6. Enemies in the zone grant CA

The walls are well carved and the ceilings have risen to 30 ft in height. The door near the duergar is 15 ft tall and open.

Lava hurts.

The Priest is wearing hide, a steel claw on a necklace, ash war paint, and has a warhammer.

The troopers wear chainmail and wield mauls.

The miners wear Leather, and wield picks.
 

Mri'Thas sprints to have eye contact with the foes (H9) and then, chants in his native tounge, picking a small cristal sphere from his spell pouch. The smal orb floats in front of him, and grows with the power of the spell. Its surface changes from glass into a shiny and shivering surface of white light.
With the final word of the spell, he sends the orb crashing with the giant dwarf on the entrance, but the duergar makes an odd movement, and the ball fly through, crashing harmlessly with the wall at the end of the room.
The githyanky curses under his breath.

Miss with Force orb.
 

Callen launches a magic missile at the trooper on the right but misses completely shattering the stone above the doorway over Soldier's head. "Sorry." he offers in apology.

[sblock=ooc]Actions:
Move:
Standard: mm vs. trooper3 ref (1d20+11=12, 2d4+7=10) = miss

[sblock=stat block]Callen Stewart - Male Human Wizard 6
Passive Perception: 15, Passive Insight: 20
AC:22, Fort:18, Reflex:22, Will:21 -- Speed:6
HP:45/45, Bloodied:22, Surge Value:11, Surges left:8/8
Initiative +3, Action Points: 1, Second Wind: not used
Powers: Magic Missile, Scorching Burst, Thunderwave,
Burning Hands, Fire Shroud,
Shield*,
Expeditious Retreat
Wizard's Escape, Fire Shield*
Summon Fire Warrior, Sleep*, Flaming Sphere
Fireball*, Phantasmal Assailant, Summon Abyssal Maw
Healing Word

Gloves of Piercing, Staff of Defense
* memorized[/sblock][/sblock]
 

Mri'Thas sprints to have eye contact with the foes (H9) and then, chants in his native tounge, picking a small cristal sphere from his spell pouch. The smal orb floats in front of him, and grows with the power of the spell. Its surface changes from glass into a shiny and shivering surface of white light.
With the final word of the spell, he sends the orb crashing with the giant dwarf on the entrance, but the duergar makes an odd movement, and the ball fly through, crashing harmlessly with the wall at the end of the room.
The githyanky curses under his breath.

[sblock=ooc]Miss with Force orb.[/sblock]

Callen launches a magic missile at the trooper on the right but misses completely shattering the stone above the doorway over Soldier's head. "Sorry." he offers in apology.

[sblock=ooc]Actions:
Move:
Standard: mm vs. trooper3 ref (1d20+11=12, 2d4+7=10) = miss
[/sblock]

Tsi'iri moves into position as well, keeping herself oddly out of the minds eye of the enemy. She summons up the energies of her pact and lets them loose but is unable to hit as well.

The shock troopers look of frustration as the entire party seems to heal is apparent. They both below out deep rages and one swings wildly at Kama'zer, clearly missing his target and almost hitting his ally.

The other keeps his focus on Jarel-karn, the magical link being two strong to ignore. The maul comes down and seems to break through his magical shielding by brute force, hitting the genasi hard.

The priest aims his hellfire at Kama'zer as well but he seems to be running out of impressive abilities.

[sblock=ooc] Autoing Ts'iri
Move to J9, keeping concealment.
Curse Trooper 3.
Eldritch Blast vs Trooper 3. Miss

Jams does nothing. Oh why did he forget his crossbow!?!

Trooper 2 attacks Kama'zer. Fail

Trooper 3 attacks Jarel. 24 vs AC, 20 damage.

Priest vs Kama'zer. 28 vs Reflex, 5 fire damage.[/sblock]

----------------------------------

Initiative

Round 4

27*; Jams; E9; 46/46 hp; Acted
22; Callen; H11; Acted
22; Kama'zer; H7; 44/51 hp; Acted
17; Soldier; I7; 36/57 + 8 thp; Acted
16; Jarel-Karn; G7; 30/50 hp; Acted
16; Mri'thas; H9; Acted
16; Enemies; Acted
Duergar Trooper 2; G5/H6; 33/84; Bloodied
Duergar Trooper 3; I5/J6; 6/84; Marked, Bloodied, Cursed
Duergar Priest 2; H2; 63/63
15; Montroya; K10; wildshape;
9; Ts'iri; I10; Concealment;

*You do not have to wait for Jams to post, to make your post. Just pretend he's a really low level, poor quality, player.

Round 5

27* - Jams
22 - Callen
22 - Kama'zer -
17 - Soldier -
16 - Jarel-Karn -
16 - Mri'thas

Stats
Duergar Priest
Resist Fire 5
R 16
Duergar Trooper
Resist 5 fire
AC 18 R 18


Map

[sblock=map]
2Temple10.png
[/sblock]

Zone of swarming locusts from G4/I6. Enemies in the zone grant CA

The walls are well carved and the ceilings have risen to 30 ft in height. The door near the duergar is 15 ft tall and open.

Lava hurts.

The Priest is wearing hide, a steel claw on a necklace, ash war paint, and has a warhammer.

The troopers wear chainmail and wield mauls.

The miners wear Leather, and wield picks.
 
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Soldier twirls his axe impressively and then it descends to cut into the expanded dark dwarf warrior with ease

[sblock=Action Details]
Standard Action:Steel serpent strike on DT2(hits AC 27 for 20 damage, the duergar trooper cant shift and is slowed until TENT and DT2 is marked by Soldier)
Move Action:N/A
Minor Action:N/A
[/sblock]
 
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Callen launches a magic missile at the trooper on the right but misses again. He is feeling completely useless at the moment, but at least his companions have things well in hand.

[sblock=ooc]Actions:
Move:
Standard: mm vs 3 ref (1d20+11=14, 2d4+7=13) = miss

[sblock=stat block]Callen Stewart - Male Human Wizard 6
Passive Perception: 15, Passive Insight: 20
AC:22, Fort:18, Reflex:22, Will:21 -- Speed:6
HP:45/45, Bloodied:22, Surge Value:11, Surges left:8/8
Initiative +3, Action Points: 1, Second Wind: not used
Powers: Magic Missile, Scorching Burst, Thunderwave,
Burning Hands, Fire Shroud,
Shield*,
Expeditious Retreat
Wizard's Escape, Fire Shield*
Summon Fire Warrior, Sleep*, Flaming Sphere
Fireball*, Phantasmal Assailant, Summon Abyssal Maw
Healing Word

Gloves of Piercing, Staff of Defense
* memorized[/sblock][/sblock]
 

Into the Woods

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