• 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

[sblock=ooc]After a little thought I've placed Raiyek on the wagon. That means there's one less horse involved. Oh well.

Also, I love Hadrak playing the violin. Everyone get's a +2 bonus the first time an enemy target their will defense.[/sblock]

You leave Meikai in good spirits. The Warden was recognized soon after you checked into the Inn. It seems that this town's farming supports the Academy's population and he had often come to and from here years earlier.

You get a good night's sleep, a decent meal, and a few stories (though these people seem to celebrate in a very reserved fashion), but then you're back on the road. About half an hour later Raiyek hears something odd over Hadrak's playing. Hadrak senses it too and soon the wagon comes to a halt. From behind two boulders, north of the road appear two large ogre's and two smaller humanoids wearing masks and wielding daggers.

[sblock=Raiyek]There's more enemies than are currently known. Something seems wrong. You hear a strange noise in the back of your mind.[/sblock]

[sblock=Hadrak]There's more enemies than are currently known. Those dagger wielders are disguised somehow.[/sblock]

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

Init!

21; Dane; J10; 60/60; Cover;
19; Raiyek; J11; 56/56; Cover
18; Georg; I6/J7; 44/44; Mounted
18; Incarnation; H10; 53/53; Superior Cover
18; Rurdev; I6/J7; 51/51; Mounted
17; Bad Guys
Dagger Master 1; E2
Dagger Master 2; R4
Ogre 1; B2/C3
Ogre 2; Q1/R2
Something Else
16; The Warden; P9/Q10; Mounted
12 Hadrak; I11; 52/52; Superior Cover

Map!

[sblock=Map]
OniAmbush02.png
[/sblock]

There's a hill toward the top of the map, as well as couple of large boulders off map.

The thick black lines on the sides of the wagon represent the top cover on the wagon. They block Line of Sight.

Moving in and out of the wagon cost an additional square of movement.
 

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[sblock=OOC]What, really? I grant +2 to the first attack that targets will? I am a BARD! Wee![/sblock]

Hadrak, sitting in the cart, is too small to see above the box. When he hears someone shout 'ogres!', Hadrak happily responds:

-''All righ, all right! By popular demand... OGRE COMBAT!''

He starts playing a fast uptempo battle them, unaware of teh approaching ogres.

[sblock=OOC]

[ame="http://www.youtube.com/watch?v=EZJJ7_MBjwQ"]YouTube- Mortal Kombat theme song on violin[/ame]

[/sblock]
 
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[sblock=ooc]You can shoot around the corner.

TO clarify the will bonus. Everyone's Will defense is +2 the first time their will is targeted this encounter.[/sblock]
 

[sblock=Mounts]I am a little confused by the wall of text from my steed. Since it has the mount keyword I can command it as a free action, but it can't take more than a minor, move, and standard.

Does this mean I can use a minor action to draw a weapon, and another minor to quarry a baddie. Then I can use a free action to move the mount next to a baddie, another free action to command it to attack, and then take my own standard action attack?[/sblock]
 



Dane looks confused at the sudden halt of the wagon. Then looking over his right shoulder he spots the ogres. He sniffs the air a bit and confirms that those are indeed ogres. He draws his axe an hops down from the wagon and makes his way toward the ogres shaking his weapon in his direction.

Git movin' ya stink rags! I'm tellin' ya once cause 'm a nice dwaf! Any ting else, n' my axe be doin' da talkin'


[sblock=Actions]

Minor: Draw axe

Move to L6.

Standard: Ready action to charge Ogre2 at P3 if there are any attacks against Dane's allies. (Dane counts himself as an ally =v)

Charge roll if needed: Charge vs AC (1d20+12, 1d12+7=[10, 12], [7, 7])

[/sblock]
 

Rurdev draws his blood fury axe and mentally commands his mount to move next to the dagger wielder. The shifter instincts kick in as he learns this creature's tendencies, as he moves the stone mount closer to it. Another mental command sends the mount kicking at the creature with it's heavy hoof, but the rocking mount keeps him from seeing if it connects. The shifter wills his weapon to crackle with lightning, the electricity causing his long hair to float wildly in the air. He then follows it up with two blows toward the creature. The first connects hard, but the second comes up short.

[sblock=Actions]
Minor: Draw blood fury axe
Free: Command mount to move to Q5/R6(mounts move action)
Minor: Quarry dagger master @ R4
Free: Command mount to attack Dagger master(mounts standard action): mount attack dagger master (1d20+6=22, 1d6+5=11)
Standard: Twin strike vs dagger master: twin strike vs dagger master(lightning main hand), quarry (1d20+10=29, 1d10+3=11, 1d10+1=9, 1d6=5) I didn't put in the second attack roll for some reason: twin strike second attack, i'm dumb (1d20+10=16) So first one should hit, second should miss. 16 damage from twin strike.
[/sblock]


[sblock=Stats]
Rurdev - Male Shifter Ranger 5
Passive Perception: 20, Passive Insight: 15; Low-light vision
AC:21, Fort:18, Reflex:17, Will:16 -- Speed:5
HP: 51/51, Bloodied:25, Surge Value:12, Surges Left:7/8
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]

[sblock=Mount]
Obsidian Steed
Large natural animate (mount)


Initiative
as conjurer Senses Perception +9
HP 8+12; Bloodied 4
AC 17; Fortitude 17, Reflex 14, Will 14
Speed 8
Z2a.gif
Kick (Standard, at-will)
+6 vs Armor Class; 1d6+5 damage.
Charger (While mounted by a friendly rider of 5th level or higher)
x.gif
Mount
The obsidian steed grants its rider a +5 bonus to damage rolls on charge attacks.
Alignment Unaligned Languages --
Str 21 (+7) Dex 14 (+4) Wis 14 (+4)
Con 18 (+6) Int 2 (-2) Cha 10 (+2)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. [/sblock]
 

Georg looks at the opponents in the distance and seems to come to a decision. He lifts up his staff and shouts an arcane spell causing a line of fire to shoot towards the ground between an Ogre and the humanoids. From the ground where it strikes arises a beast of pure, molten magma. Georg then turns towards the other group near Rurdev and flicks his staff to bring a hail of insects on them, which seem to drip magma as the buzz around. He kicks the horse and pulls on the reigns to move it back from the conflagration, but as he concentrates on the beast his movements seem to slow. The beast seems to take an action of its own, lashing out at the nearest Ogre with a limb.

[sblock=mounted combat] Actually the rules for mounts used by adventurers are pretty restrictive on actions, unless conjured are an exception:
✦ Actions (Adventurers Only): An adventurer and his or her mount have one combined set of actions: a standard action, a move action, and a minor action. The player chooses how the two creatures use the actions on the adventurer’s turn. Most commonly, the mount takes a move action to walk or fly, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions thereafter.
[/sblock]

[sblock=OOC] Wow, got a big turn here. Check this out.
Minor: Summon Magma Beast in D2
Standard: Winged Horde in Q3 targeting 2 enemies
1d20+9=29 (vs Ref) CRIT
1d20+9=29 (vs Ref) Double CRIT
1d6+4=10
(+2 from destructive wizardry) psychic damage, and the target cannot take opportunity actions until the end of your next turn. Also due to Magma Beast they cannot shift until the end of their next turn.
Move: Horse walks to E10:F11
Intrinsic Action: Magma Beast attacks Orge 1d20+9=14 (vs Ref) for 1d10+6=15 (fire damage) and takes 5 ongoing fire and is slowed (save ends), Georg is also slowed TENT
[/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]


[sblock=magma beast]
Status:
AC: 19 NAD:17/17/17 Resist: fire 5 Speed 4 (8 while charging)
HP: 22/22 (When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value).
Standard Action: Melee 1; targets one creature; +9 vs Reflex; 1d10+6 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).
Intrinsic Nature: If you haven't given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn
Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn.
[/sblock]
 

Into the Woods

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