• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79


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The arcane arts bend to my will as well. Georg carefully moves forward and spreads his arms wide. Fire shoots out from his staff and blossoms into a gigantic shroud, engulfing the entire ship but only hurting the crew.

[sblock=OOC] Move: Shift to I10
Standard: Fire Shroud (enlarged) is a close burst 4 targeting only enemies
1d20+9=17 (vs S1 Fort)
1d20+9=16 (vs S2 Fort)
1d20+9=16 (vs S3 Fort) do I get +2 for flanking?
1d20+9=13 (vs S4 Fort)
1d20+9=23 (vs S5 Fort)
1d20+9=19 (vs S6 Fort)
1d20+9=21
(vs Captain's Fort)
1d8+4=6 fire damage and 5 ongoing fire damage (save ends)
[/sblock]

[sblock=ministats]
Triggers: Staff of Defense (if any defense hit by less than 4) and Shield (if AC/Ref hit by less than 4)
Status:
Init: +3 Speed: 5 Perception:14 Insight: 19
AC: 19 NAD:17/17/17
HP: 44/44 Surges: 10/10 Surge Value: 11 AP: 1
Languages: Common (Allarian), Dwarven
Str:8 Dex:13 Wis:15 Con:18 Int:18 Cha:10

Powers:
At Will: Winged Horde, Thunderwave, Cantrips
Encounter: Burning Hands, Fire Shroud, Second Wind, Shield, Staff of Defense
Daily: Flaming Sphere, Fireball, Staff of Fiery Might, Cloak of Resistance

Full Character Sheet
[/sblock]
 

"You fools! What do you expect to gain?" Raiyek shouts as he whirls, deflecting attacks and launching his own. "Palladys help us, there is no glory in betrayal," he mutters in prayer under his breath.
[sblock=OOC]I like the AOE's ... why not keep them going?

Standard: Strength from Valor, close burst 1 vs. Fort.
Sailor 4: 1d20+10=22
Sailor 5: 1d20+10=30, crit
Captain: 1d20+10=13
Damage: 1d10+4=8
, non-lethal. Crit damage (14+1d6=16) for Sailor 5.
For every target hit, Raiyek gains 5 temp hp. Assuming first two hit, but missed captain.

Minor: DC on captain.

Move: shift to I11.[/sblock]
[sblock=Raiyek stats]Raiyek Meliam - Male Elf Paladin (Palladys) 5
Passive Perception: 22, Passive Insight: 20; Low-light vision
AC:24, Fort:18, Reflex:19, Will:18 -- Speed:6
HP: 34/56+10 thp, Bloodied:28, Surge Value:15, Surges Left:11/11
Resist 1 all
Action Points: 1, Second Wind
Powers
Holy Strike
Ardent Strike
Divine Challenge
Lay on Hands (3/3)

Piercing Smite
Strength from Valor
Virtue
Channel Divinity
Elven Accuracy
Oath of Enmity

Paladin's Judgment
Arc of Vengeance

Woundstitch Powder
Cloak of Resistance

Group Awareness: All non-elf allies within 5 squares of Raiyek gain a +1 bonus to Perception.

http://l4w.wikia.com/wiki/L4W:PC:Raiyek_Meliam_(Lord_Sessadore)

[/sblock]
 
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Hadrak steps back and summons Eefaystos' power. He sends a wave of divine light that weakens three sailors while bolstering Incarnation and the Warden.

-''Who do you think the gods favor now? Superstitious nitwits or those who faithfully accomplish their duty?''

[sblock=Action]
Move: Shift to H7
Standard: Divine Glow, I7:K9
Divine Glow vs Sailor 1, 2 and 3. (1d20+11=23, 1d20+11=16, 1d20+11=28, 1d8+10=18) vs Reflex, dmg 18 radiant

**Hits 1 and 2. I'm gonna say that since you used a close blast 3, and you're targeting squares a 0 ft in height, that Sailor 3 at 15 ft, or 3 sqaures, is just out of range.**

Non-Lethal

The Warden and Incarnation get +2 to all attacks for their next turn

Hadrak gains +1 to defenses TENT

It's a new day right? Otherwise, scratch one surge and the AP.

**yup, two days since last fight**
[/sblock]

Stepping in the midsts of the sailors, there is a hisss as Incarnation calls forth his weaponry. Raising his rod high, the warlock glances around him. This is the price of your failure. He then speaks one syllable, whispers it really, but it resonates with power in the minds of those around him. Their fear suddenly finds form, the form of the flame and shadow-clad warforged before them. They knew now their mistake.

[sblock=OOC]Shift to J9. Minor to draw rod & dagger.
Tyrannical Threat w/ Divine Glow Bonus (S1–5; Captain): Will 24, 22, 15, 30, 20, 17 for 16 psychic damage (8 if missed) and all target are under Incarnation's warlock curse. Until the end of the encounter, anyone cursed by Incarnation that attacks him takes 2 psychic damage. Nonlethal. Note, it is burst 3, so it should reach S3.

**Hits all, bloodies 1 and 2**[/sblock]

Rurdev, seeing combat breaking out now, thanks to his inability to see, draws out his axe. The shifter activates the weapon's magic, which causes his blood to rush through him, as if the battle was already half over. He draws upon the rush and shifts, his muscles surge, and his teeth and fingernails lengthen. "You've started the wrong fight..."



[sblock=Actions]

Minor: Draw blood fury battleaxe
Minor: Activate encounter power of blood fury battle axe: Act as bloodied until end of next turn
Minor: Activate Longtooth Shifting: gain regen 2 while bloodied and +2 to damage until the end of the encounter.

Immediate Reaction: If hit by an attack use Yield Ground to shift to G12 and gain a +2 to all defenses as well as an additional +1 to AC and reflex(boots of fencing master)[/sblock]

The arcane arts bend to my will as well. Georg carefully moves forward and spreads his arms wide. Fire shoots out from his staff and blossoms into a gigantic shroud, engulfing the entire ship but only hurting the crew.

[sblock=OOC] Move: Shift to I10
Standard: Fire Shroud (enlarged) is a close burst 4 targeting only enemies
1d20+9=17 (vs S1 Fort)
1d20+9=16 (vs S2 Fort)
1d20+9=16 (vs S3 Fort) do I get +2 for flanking? **no**
1d20+9=13 (vs S4 Fort)
1d20+9=23 (vs S5 Fort)
1d20+9=19 (vs S6 Fort)
1d20+9=21
(vs Captain's Fort)
1d8+4=6 fire damage and 5 ongoing fire damage (save ends)

**Hits all but S4**
[/sblock]

"You fools! What do you expect to gain?" Raiyek shouts as he whirls, deflecting attacks and launching his own. "Palladys help us, there is no glory in betrayal," he mutters in prayer under his breath.

[sblock=OOC]I like the AOE's ... why not keep them going?

Standard: Strength from Valor, close burst 1 vs. Fort.
Sailor 4: 1d20+10=22
Sailor 5: 1d20+10=30, crit
Captain: 1d20+10=13
Damage: 1d10+4=8
, non-lethal. Crit damage (14+1d6=16) for Sailor 5.
For every target hit, Raiyek gains 5 temp hp. Assuming first two hit, but missed captain.

**correct**

Minor: DC on captain.

Move: shift to I11.[/sblock]

After the unrelenting assault most of the sailors are covered in burns and there own blood, yet they do not yield.

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

Initiative

Round 1

22; Enemies; Acted
Captain; J11; -22 hp; Cursed, 5 ongoing fire damage (save ends), Marked
Sailor 1; I7; 13/53 hp; Bloodied, Cursed, 5 ongoing fire damage (save ends)
Sailor 2; J7; 13/53 hp; Bloodied, Cursed, 5 ongoing fire damage (save ends)
Sailor 3; I9(Crows Nest); 31/53; Cursed, 5 ongoing fire damage (save ends)
Sailor 4; H12; 29/53; Cursed
Sailor 5; J12; 15/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
Sailor 6; I14; 31/53; Cursed, 5 ongoing fire damage (save ends)
21; Hadrak; H7; 52/52; +1 to all defenses TENT; Acted
19; Rurdev; G9; 51/51; Acted
18; Raiyek; I11; 34/56; Marked TECNT; Acted
11; Georg; H9; 44/44; Acted
9; Incarnation; J9; 39/53; Acted
6; Dane; H10; 60/60
5;
Warden; K9; +2 to all attacks next turn

Captain
F 17 W 17

Sailors
F 16 R 16 W 15

[sblock=Map]
ship03.png
[/sblock]

Main Mast is at I9. Provides cover. Square is inaccessible.

All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.

The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.

There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.

It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs.

The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.
 

Call off yer men, cap'tin. I hate ta row dis ship home. Back ta back fey!

Dane slides next to Raiyek in this already crowded boat. He draws his waraxe and takes a swing at the sailor in front of him, hopefully drawing his attention off of Raiyek.

[sblock=Actions]
Move: Shift to H11
Minor: Draw Axe
Standard: Basic attack against Sailor 4.
Basic Attack (1d20+11, 1d12+7=[3, 11], [6, 7]) AC: 14 for 13 pod. S4 is marked. [/sblock]
 

Call off yer men, cap'tin. I hate ta row dis ship home. Back ta back fey!

Dane slides next to Raiyek in this already crowded boat. He draws his waraxe and takes a swing at the sailor in front of him, hopefully drawing his attention off of Raiyek.

[sblock=Actions]
Move: Shift to H11
Minor: Draw Axe
Standard: Basic attack against Sailor 4.
Basic Attack (1d20+11, 1d12+7=[3, 11], [6, 7]) AC: 14 for 13 pod. S4 is marked.

**Miss**[/sblock]

The Warden draws his sword and it crackles with energy once again. "Very well then he says and calmly shifts in front of Incarnation. He swings toward one sailor, meeting his blade in a shower of sparks.

He's quickly countered. One Sailor on the bow moves to his left, still burning from Incarnation's attack. He strikes out and the Warden parries. The other slides behind quickly, and just manages to slip past the blocking blade. The wound is deep and the warden lets out a controlled grunt. Only the splay of blood reveals how painful the wound really was.

The captain moves closer to the mainmast, still dancing with Raiyek. He tries to rally his crew, giving out a shrill shriek. It was distraction enough and he too slips past the defenses of his foe. The elven Paladin barely finding his footing.

The rest of the crew quickly moves to finish Raiyek off, but, sensing his enemies more than seeing at this point, the Paladin manages to keep them all at bay. Sword and shield move with remarkable accuracy, deflecting two swords and two more bolts.

[sblock=ooc]The Warden shifts to J8.
Draws sword
Lightning Blade vs Sailor 2. Miss

The Captain takes 5 fire damage.
Recharges an attack
Captains Poise on Sailor 1, granting him an immediate saving throw. Fail
Shifts to K12
Attack vs Raiyek Critical Hit. 29 damage and Raiyek is marked TECNT. Raiyek is bloodied.
Captain does not save vs ongoing fire

Sailor 1 takes 5 fire damage
Shifts to I8
Attacks the Warden. 13 vs AC, Miss
Fails Save

Sailor 2 takes 5 fire damage
Shifts to K8
Attacks Warden Critical hit. 26 damage
Saves. Gains 5 thp

Sailor 3 takes 5 fire damage. Is now bloodied.
Fires on Raiyek 18 vs AC, Miss
Fails Save

Sailor 4 attacks Raiyek 21 vs AC, Miss

Sailor 5 takes 5 fire damage
Shifts to I12
Attacks Raiyek 18 vs AC, Miss
Fails Save

Sailor 6 takes 5 fire damage. Is now bloodied/
Fires at Raiyek. 19 vs AC, Miss
Fails Save
[/sblock]

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

Initiative

Round 2

22; Enemies; Acted
Captain; K12; -27 hp; Cursed, 5 ongoing fire damage (save ends), Marked
Sailor 1; I8; 8/53 hp; Bloodied, Cursed, 5 ongoing fire damage (save ends)
Sailor 2; K8; 8/53 hp +5 thp; Bloodied, Cursed
Sailor 3; I9(Crows Nest); 26/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
Sailor 4; H12; 29/53; Cursed
Sailor 5; I12; 10/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
Sailor 6; I14; 26/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
21; Hadrak; H7; 52/52; +1 to all defenses TENT;
19; Rurdev; G9; 51/51;
18; Raiyek; I11; 5/56; Marked TECNT, Bloodied;
11; Georg; H9; 44/44;
9; Incarnation; J9; 39/53;
6; Dane; H11; 60/60
5;
Warden; J8; -26 hp

Captain
Aura 5: Any crewman within the aura who succeeds on a saving throws gains +5 thp
F 17 W 17

Sailors
F 16 R 16 W 15

[sblock=Map]
ship04.png
[/sblock]

Main Mast is at I9. Provides cover. Square is inaccessible.

All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.

The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.

There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.

It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs.

The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.
 


Too good fer a dwaf eh? Miss ya once, shame on you . . .

Dane reacts to the sailor's attack on Raiyek while igniting a violent energy from his oversized axe head.

[sblock=Combat Challenge] Basic Attack with Reckless Axe (1d20+11, 1d12+9=[16, 11], [12, 9]). 27 vs AC for 22 pod. -2 to AC TENT.

I will post Dane's round 2's actions after more people have posted

**I totally failed to take note of the Mark on Sailor 4. In this case though it seems to have worked out in your favor. Sailor 4 is now bloodied and properly labelled as marked.**

http://l4w.wikia.com/wiki/PC:Dane_(Nebten)
[/sblock]

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

Initiative

Round 2

22; Enemies; Acted
Captain; K12; -27 hp; Cursed, 5 ongoing fire damage (save ends), Marked
Sailor 1; I8; 8/53 hp; Bloodied, Cursed, 5 ongoing fire damage (save ends)
Sailor 2; K8; 8/53 hp +5 thp; Bloodied, Cursed
Sailor 3; I9(Crows Nest); 26/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
Sailor 4; H12; 7/53; Cursed, Bloodied, Marked
Sailor 5; I12; 10/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
Sailor 6; I14; 26/53; Cursed, 5 ongoing fire damage (save ends), Bloodied
21; Hadrak; H7; 52/52; +1 to all defenses TENT;
19; Rurdev; G9; 51/51;
18; Raiyek; I11; 5/56; Marked TECNT, Bloodied;
11; Georg; H9; 44/44;
9; Incarnation; J9; 39/53;
6; Dane; H11; 60/60
5; -2 to AC TENT
Warden; J8; -26 hp

Captain
Aura 5: Any crewman within the aura who succeeds on a saving throws gains +5 thp
F 17 W 17

Sailors
F 16 R 16 W 15

[sblock=Map]
ship04.png
[/sblock]

Main Mast is at I9. Provides cover. Square is inaccessible.

All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.

The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.

There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.

It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs.

The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.[/QUOTE]
 

During a break in the sailors' onslaught, Raiyek calls to Palladys to ease his wounds. Divine energy heals the most grievous injuries and the paladin manages to pant a challenge. "Very well, captain, if we must fight we will fight. Let us finish this as warriors." Amidst all the incoming attacks the elf somehow manages to launch a divinely empowered blow of his own at the man, catching him off-guard and giving another injury. Raiyek is, however, careful to be sure his strikes will only be incapacitating and won't prove lethal, not wanting to kill him.[sblock=OOC]I believe that with Raiyek's 10 thp (2 hits with Strength From Valor) and resist 1 all he should be at 16/56, right? Still bloodied, but in a bit better shape :)

Minor: Lay on Hands on self. Burn a surge, heal 15. No longer bloodied.
Standard: Piercing Smite vs. Captain: 1d20+10=27 vs. Ref, 2d10+4=14 nonlethal damage. Captain and Sailors 4 and 5 are marked TENT.
Minor: DC on captain.

Dane, feel free to overwrite one of those marks or go elsewhere, whatever you like. The Sailors seem to need 15's to hit Raiyek, so I'm not too concerned about them (though 4 and 5 are close to being done).[/sblock][sblock=Raiyek stats]Raiyek Meliam - Male Elf Paladin (Palladys) 5
Passive Perception: 22, Passive Insight: 20; Low-light vision
AC:24, Fort:18, Reflex:19, Will:18 -- Speed:6
HP: 31/56, Bloodied:28, Surge Value:15, Surges Left:10/11
Resist 1 all
Action Points: 1, Second Wind
Powers
Holy Strike
Ardent Strike
Divine Challenge
Lay on Hands (2/3)

Piercing Smite
Strength from Valor
Virtue
Channel Divinity
Elven Accuracy
Oath of Enmity

Paladin's Judgment
Arc of Vengeance

Woundstitch Powder
Cloak of Resistance

Group Awareness: All non-elf allies within 5 squares of Raiyek gain a +1 bonus to Perception.

http://l4w.wikia.com/wiki/L4W:PC:Raiyek_Meliam_(Lord_Sessadore)

[/sblock]
 

Seeing the Warden flanked, Rurdev steps to his foe after drawing his second axe. The shifter, even through is shifting rage, strikes with the flats of his weapon, seeking to incapacitate, not kill. The first knocks into the sailor's shoulder, keeping his off balance, while the second axe slams into his temple, knocking him out cold.

Calling out to Hadrak, the shifter says, "Feel free to take out the one in the crow's nest while I work my way around."

[sblock=Actions]
Minor: Draw other battleaxe
Move: Shift to H8
Standard: Twin strike vs sailor one: twin strike shifted flanking vs sailor 1 (1d20+12=29, 1d20+12=26, 1d10+4=7, 1d10+3=13)nonlethal of course[/sblock]

[sblock=Immediate Actions]
If hit by an attack by 5 or less use disrupting strike(interrupt): +10; 1d10+5, and -6 to attack roll. If hit by 6 or more use yield ground(reaction) to shift to J7 and gain +2 to defenses.[/sblock]

[sblock=Stats; boots of fencing master active]
Rurdev - Male Shifter Ranger 5
Passive Perception: 20, Passive Insight: 15; Low-light vision
AC:22, Fort:18, Reflex:18, Will:16 -- Speed:5
HP: 51/51, Bloodied:25, Surge Value:12, Surges Left:8/8
Resist 10 Force
Action Points: 1, Second Wind
Powers
Twin Strike
Marauder's rush
Disruptive Strike
Off-Hand Strike
Yield Ground
Longtooth Shifting
Blood Fury Battleaxe
Jaws of the Wolf
Snarling Wolf Stance
Brooch of Shielding
Lightning Battleaxe
[/sblock]
 

Into the Woods

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