Hadrak winces in pain as he gets blasted by the wizard despite the covering tree.
-''Hey, Dane, how about some pressure on that wizard? I bet you could tear him apart in no time.''
As the hobgoblin shifts away between Rurdev and the dwarf, Dane takes a swing at his marked target.
I git mi eye on ye boi!
[sblock=Immediate Interupt]
Activating Reckless properity.
C
ombat Challenge (1d20+13, 1d12+9=[3, 13], [12, 9]) AC 16 vs Hobo1 for 21 pod . . .
**Miss**
L4W
C
ane (Nebten) - L4W Wiki
[/sblock]
As the warrior hits, Incarnation's pact retaliates as flames erupt again.
I am protected. Best remember that. But the warrior's actions and movements bespoke of something off...
The warforged gestures with his rod, gathering fire and darkness into the implement. The drawing of warmth is so intense that ice forms around the barbarian's legs and arms. The shards dig heavily into the enemy, holding him fast. The warlock then strides away, shadows embracing their favorite son.
[sblock=Actions]Since Incarnation took damage, the barbarian takes
6 fire from Hellish Rebuke.
**Thank you for reminding me.**
Minor to use Insight to figure out what the warrior's motives are (included are a Arcana & Nature monster check):
Insight 19, Arcana 23, Nature 7.
[sblock=stonegod]There is some kind of illusion in place but you're not sure exactly what is behind it. You don't believe you're being attacked by a greataxe at all.
In fact, there's something far more tempered and skilled here. You do not fight a savage barbarian but someone far more masterful.[/sblock]
Then Chain's of Levistus:
Crit!,
39 cold and it takes 2d6 more if it moves (and Incarnation gains a +2 to hit it). He then moves (provoking OA) I10 gaining concealment.
**Not bloodied. He does take the OA.
29 vs AC, hit, 8 damage. **[/sblock]
-----------------------------------------
Initiative
Round 4
21; Rurdev; R18; 46/51;
18; George; G12; 32/40 +5 thp;
18; Hadrak; J11; 31/52; +1 to defenses TENT;
17; Raiyek; E12; 56/56;
9; Dane; R16; 32/60;
9; Enemies
Wizard; U12;
Hobgoblin 1; R18; 25/62 hp;
Marked,
Bloodied,
Quarry
Hobgoblin 2; O15; 38/62 hp;
Barbarian; C5; -79 hp; it takes 2d6 more if it moves (and Incarnation gains a +2 to hit it).
Wereserpent; F12; -9 hp;
Marked
7; Incarnation; I10; 28/53;
Stats
Barbarian
F 19 R 21
Wereserpent
R 18
Hobgoblin
AC 19 R 17
[sblock=Map]
[/sblock]
Flaming Sphere: Q14; Any creature starting adjacent to the sphere takes 7 fire damage
Boulders and trees block line of sight. They also can give cover. Athletics 15 to climb. Climbing a tree gives you cover. Being in top of a rock gives cover if you crouch or go prone.
The striped squares in the river are deep water. They require an Athletics 17 (as part of a move action) to swim across. Fail by 4 or less and you are pulled one square toward the bottom of the map and your move actions is ended. Fail by 5 or more, and in addition you also sink 1 square, loosing a healing surge. Make a DC 21 Endurance Check if you are bloodied. Fail on three times before a success and you will drown.
All water squares are considered difficult terrain and require two movement per square even with a successful Athletics check.
Boulders are large enough to be treated as a wall. You cannot move diagonally across a corner.