• 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

Hearing the trouble before seeing, the warforged peers around the wagon to see the incoming assailants. He clenches his fist around his released implement, sending a dark shadow over the approaching ogre. Soon afterwards, his dark sorcerery slams into the monster.[sblock=OOC]Minor to draw weapon/implement; minor to curse C2; EB vs C2 (Ref 27, 14 hp)[/sblock][sblock=Incarnation]Incarnation—Male Warforged Infernal Warlock 5
Initiative: +3, Passive Perception: 11, Passive Insight: 16
AC: 17, Fort: 18, Reflex: 16, Will: 16 — Speed: 6
HP: 53/53, Bloodied: 26, Surge: 13, Surges left: 11/11
+2 save vs. ongoing damage
Action Points: 1/1, Second Wind: Not Used, Milestones 0
Powers -
Eldritch Blast
Hellish Rebuke

Fiery Bolt
Chains of Levistus

Tyrannical Threat
Tyranny of Flames

Warforged Resilience
Beguiling Word

Shadowdance Leather Armor +1 (daily)
Spidersilk Mantle +1 (encounter)
Prison of Salzacas (encounter)

Full character sheet - http://l4w.wikia.com/wiki/L4W:PC:Incarnation_(stonegod)[/sblock]
 

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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 the approaching ogres.

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)
**Miss**
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.

**Correct**
[/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=[B]Mounted Combat[/B], READ THIS! ] 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.

This is from the Erratta, found here. I was not looking at this when I made previous statements about mounted combat. It is pretty different than the original text.
[/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
**all hit**
[/sblock]

Hearing the trouble before seeing, the warforged peers around the wagon to see the incoming assailants. He clenches his fist around his released implement, sending a dark shadow over the approaching ogre. Soon afterwards, his dark sorcerery slams into the monster.

[sblock=OOC]Minor to draw weapon/implement; minor to curse C2; EB vs C2 (Ref 27, 14 hp)[/sblock]

Raiyek, watches as his allies attack even after Dane gave fair warning. There was something about their murderous look in their eyes that spurred him out. He leaps out of the wagon and charges in, but in his haste he trips himself up.

One of the humans reaches down toward the magma beast, and digging in with its daggers takes a large bite out of its side, consuming it in part. You relaise that this can be no man and its veil is distorted. Soon you see that both men are orange skinned devils, with massive claws and huge mains of hair.

Waisting no time, the other Oni lunges at Rurdev while he is surprised, ripping a bit off his arm and consuming it as well. The ogre's follow up, and Dane takes the blow through his shield but Raiyek is thrown back.

Suddenly behind Georg a gust of wind takes shape. A scrawny, green, three eyed creature appears leaning on a small metal staff. It open its maw to reveal a row of jagged rotting teeth. The smell is enough to take Georg and Incarnation away from things for a moment.

Not seeing this new threat from his side of the wagon, the Warden charges forward to assist Rurdev and Dane. Seeing the tight space, he quickly dismounts and draws his sword.

"Damndable Oni! Begone from this land!"

[sblock=ooc]Autoing Raiyek
Move to D6.
Divine Challenge Ogre 1.
Charge. Miss

Dagger Master 1 attacks Magma Beast 24 vs AC, 11 damage
Reveals self to be Oni.

Dane Charges, hits.

Oni Devourer 2 attacks Rurdev. 33 vs AC, 5 damage and Rurdev takes -5 to saves (save ends)

Ogre 1 takes 5 fire damage
Attacks Raiyek. 25 vs AC, 9 damage. Raiyek is pushed to E5 and knocked Prone.
Shift to C3/D4
Saves

Ogre 2 attacks Dane. 20, Miss

Oni Night Haunt reveals itself at F12!
Hypnotic Breathe vs Georg, Georg's Mount, Incarnation and Hadrak (in that order)
19 vs Georg, Hits even with +2, 27 vs Georg's Mount, hits, 26 vs Incarnation hits even with +2, 19 vs Hadrak, Miss! Those who are hit are dazed (save ends) first failed save and you are unconscious (save ends)

The Warden moves his horse to O5/P6.
Draws Sword
Dismounts to Q4.[/sblock]

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

Init!

21; Dane; P3; 60/60; Acted
19; Raiyek; E5; 56/56; Prone; Acted
18; Georg; E10/F11; 44/44; Mounted, Slowed TEgNT, dazed (save ends); Acted
Magma Beast; D2; 11/22
Georg's Mount; dazed (save ends)
18; Incarnation; H10; 53/53; Superior Cover, dazed (save ends); ACted
18; Rurdev; Q5/R6; 47/51; Mounted, -5 to saves (save ends); Acted
17; Bad Guys; Acted
Oni Devourer 1; E2
Oni Devourer 2; R4; -26 hp; Quarry, Cannot shift or take OAs TEgNT
Ogre 1; C3/D4; -34 hp; Cursed, Marked
Ogre 2; Q1/R2; -24 hp; Cannot shift or take OAs TEgNT
Oni Night Haunt; F12
16; The Warden; P9/Q10; Acted
12 Hadrak; I11; 52/52; Superior Cover

Stats

Oni Devourer
AC 22 R 19

Ogre
AC 16 R 13

Map!

[sblock=Map]
OniAmbush03.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.
 

Georg throws up his staff just in time to deflect the smell of the vile Oni. He focuses his attention on the creature and throws a fan of fire in its direction. He tries to get off his dazed mount and calls out Raiyek, stay back you fool! Must you always charge in? The magma beast still unguided pummels the Ogre mercilessly.

[sblock=OOC] Immediate Reaction: Staff of Defense (+4 to Will vs attack)
Standard: Burning Hands 1d20+9=22 (vs Ref) for 2d6+6=14 fire damage
Staff of Fiery Might (reroll 1 die) 1d6=4
Move: Dismount Horse at D9
Intrinsic Action: Magma slam on Ogre 1d20+9=29 vs Ref CRIT for 1d10+6=16 fire damage and slowed + ongoing 5 fire (save ends)
Damage from implement on crit (forgot last round dangit!) 2d8=7 more
[/sblock]

[sblock=ministats]
Triggers: Shield (if AC/Ref hit by less than 4)
Status: slowed
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, Summon Magma Beast, 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:11/22 (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]
 
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Hearing that the surrounding battle noises do not match the expected enthusisasm for his rendition of Ogre Combat, Hadrak peeks above the box.

-''What the... actual Ogres!'' Hadrak exclaims. ''I am going to... oh wait. A wight. Begone!'' Hadrak says off-handedly, waving his hand at the oni haunt.

[sblock=Actions]
Standard: Turn undead
Turn undead (Lance of Faith) vs Night Haunt (1d20+11=28, 2d10+10=21, 1d8+10=12)

Hit for 21 radiant (+hopefully vulnerability), push to A17 and immbilized TENT

+1 to all defenses for Hadrak TENT.

I assume it's an undead. It seems to be. Hopefully Hadrak can tell an undead from the living. If it's a living thing, instead I would have used Lance of Faith (dmg 12 radiant) and given +2 to Incarnation's next attack against that creature.

If necessary, this is my religion check
Religion (1d20+10=19, 1d10+3=11, 1d6=1)

Uh, ignore the damage! My religion is +10, I typed that and must have accidently locked on a previous 1d20+10 check in memory.
[/sblock]
 

Rocks n' stones! By da forge wat shades are dess?

Dane moves himself inbetween the ogre and the oni and digs his armored feet into the ground. He then takes advantage of his defensive stance and unleashes a high wild swing against the devourer.

[sblock=OOC]
Move to R3.
Minor: Shielded Sides. Gain +2 power bonus to to AC and Reflex and do not grant combat advantage to creatures flanking Dane TENT.
Standard:
Brash Strike (1d20+15, 1d12+10=[13, 15], [3, 10]) AC: 28 for 13 pod vs Oni Devourer2. Dane marks it.

[/sblock]
 

[sblock=ooc]I knew that seemed too good to be true.[/sblock]


Rurdev astride his mount, shivers when the creature tears his flesh. As it pulls away, the ranger let's his blood take hold of his emotion once again. It fills him with vigor as he brings his axes down on the oni, the first tearing through it's bicep, the second nearly guts it.

[sblock=Actions]
Minor: Activate Blood Fury axe: Act as bloodied until end of next turn
Minor: Activate Longtooth shifting: Gain regen 2 while bloodied and +2 damage until end of encounter.
Standard: Twin strike oni: twin strike shifted w/CA quarry vs oni (1d20+12=24, 1d20+12=27, 1d10+4=8, 1d10+3=6, 1d6=4)
Save: save vs -5 to saves (1d20-5=3)
SR, if you look at invisible castle, you'll see I rolled for disruptive strike, I thought Dane would provoke for moving, but he doesn't, so I'm can't use it. I would like to use it though if it attacks Dane on it's turn: disrupting strike vs oni w/CA (1d20+12=31, 1d10+5=10)
[/sblock]

[sblock=Stats; Shifted; -5 to saves(save ends]
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: 46/51, 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]
 

The stench hit Incarnation like a wall. Even unable to breathe, the sheer vileness of it distracted him. If he could curl the lips on his faceplate, he would.

Turning to the new demon, Incarnation pulled back his hand as if calling something. Fire began flickering along the night haunt, then building, and suddenly a torrent of flame poured from demon into the waiting Incarnation where it was absorbed harmlessly. Ice shards now covered it head to toe, and where they were not lacerating, they were painful. But the fire was not enough as the oni's curse snuffed the warlock's consciousness. The flames along his platting flicker and fade.[sblock=OOC]The good news: Chains of Levistus vs Haunt: Crit! for 30 cold and 2d6 more if it moves (or is forced to move) before ENT Incarnation.

Bad news: Unconscious. Does one save now end both, or are they still separate saves?[/sblock][sblock=Incarnation (dazed, unconscious)]Incarnation—Male Warforged Infernal Warlock 5
Initiative: +3, Passive Perception: 11, Passive Insight: 16
AC: 17, Fort: 18, Reflex: 16, Will: 16 — Speed: 6
HP: 53/53, Bloodied: 26, Surge: 13, Surges left: 11/11
+2 save vs. ongoing damage
Action Points: 1/1, Second Wind: Not Used, Milestones 0
Powers -
Eldritch Blast
Hellish Rebuke

Fiery Bolt
Chains of Levistus

Tyrannical Threat
Tyranny of Flames

Warforged Resilience
Beguiling Word

Shadowdance Leather Armor +1 (daily)
Spidersilk Mantle +1 (encounter)
Prison of Salzacas (encounter)

Full character sheet - PC:Incarnation (stonegod) - L4W Wiki[/sblock]
 
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Raiyek grits his teeth and gets back to his feet. Seeing the predicament of his less melee oriented friends back at the wagon, he prays to Palladys for Incarnation. "Bring him back to us, My Lady. His fate isn't finished yet."

The paladin then turns to the ogre in front of him. Despite the size of his adversary, he isn't fazed at all. "You picked the wrong caravan to assault, Oni," he declares with venom in his voice as he plunges his divinely empowered sword into the brute's gut.
[sblock=OOC]Sorry for missing the first round there ... SR did pretty much what I was planning to do though, so that's good. Raiyek should only take 8 damage from the ogre as well, from resist 1 all.

Move: stand.
Minor: use Channel Divinity: Divine Mettle to give Incarnation a free save with +2 bonus. Roll well, it's not nap time yet! :)
Standard: Piercing Smite vs. Ogre 1: 1d20+10=26 vs. Ref hits, 2d10+4=20 damage.[/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: 48/56, 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]
 

A golden glow suffuses the warforged but soon it turns red, a dull, fiery red, the red of heat and anger and strife. The red flares up, and once again Incarnation's flame-filled eyes peer out at the oni before him. As you can see, we cannot be defeated.[sblock=OOC]Saves vs. Unconsciousness.[/sblock]
 

Georg throws up his staff just in time to deflect the smell of the vile Oni. He focuses his attention on the creature and throws a fan of fire in its direction, causing burns to mar its flesh. He tries to get off his dazed mount and calls out Raiyek, stay back you fool! Must you always charge in? The magma beast still unguided pummels the Ogre mercilessly.

[sblock=OOC] Immediate Reaction: Staff of Defense (+4 to Will vs attack)
Standard: Burning Hands 1d20+9=22 (vs Ref) for 2d6+6=14 fire damage

**Hit**
Staff of Fiery Might (reroll 1 die) 1d6=4
Move: Dismount Horse at D9
Intrinsic Action: Magma slam on Ogre 1d20+9=29 vs Ref CRIT for 1d10+6=16 fire damage and slowed + ongoing 5 fire (save ends)
Damage from implement on crit (forgot last round dangit!) 2d8=7 more

**Hit, bloodied
Mount Saves**
[/sblock]

Hearing that the surrounding battle noises do not match the expected enthusisasm for his rendition of Ogre Combat, Hadrak peeks above the box.

-''What the... actual Ogres!'' Hadrak exclaims. ''I am going to... oh wait. A wight. Begone!'' Hadrak says off-handedly, waving his hand at the oni haunt. "Oh wait. . ." the dwarf remarks before frying the oni with radiant light.

[sblock=Actions]
Standard: Turn undead
Turn undead (Lance of Faith) vs Night Haunt (1d20+11=28, 2d10+10=21, 1d8+10=12)

Hit for 21 radiant (+hopefully vulnerability), push to A17 and immbilized TENT

+1 to all defenses for Hadrak TENT.

I assume it's an undead. It seems to be. Hopefully Hadrak can tell an undead from the living. If it's a living thing, instead I would have used Lance of Faith (dmg 12 radiant) and given +2 to Incarnation's next attack against that creature.

If necessary, this is my religion check
Religion (1d20+10=19, 1d10+3=11, 1d6=1)

Uh, ignore the damage! My religion is +10, I typed that and must have accidentally locked on a previous 1d20+10 check in memory.

**Ahem. Its creepy. Its ghoulsih. And chances are good that Hadrak's never seen one before, but it is not undead, nor vulnerable to radiant. I'm gonna say that Religion check is good enough for Hadrak to figure it out at the last moment. This allows us to keep the text the DM finds hilarious, while granting you your lance of faith.**
[/sblock]

Rocks n' stones! By da forge wat shades are dess?

Dane moves himself inbetween the ogre and the oni and digs his armored feet into the ground. Both swing down at him as he moves into position. The oni hits, but Dane quickly shakes it off. He then takes advantage of his defensive stance and unleashes a high wild swing against the devourer, spilling his blood across the field.

[sblock=OOC]
Move to R3.

**Provokes OAs from each enemy.
Ogre: Miss
Devourer: 29 vs AC, 4 damage and Dane is slowed (save ends). **

Minor: Shielded Sides. Gain +2 power bonus to to AC and Reflex and do not grant combat advantage to creatures flanking Dane TENT.
Standard:
Brash Strike (1d20+15, 1d12+10=[13, 15], [3, 10]) AC: 28 for 13 pod vs Oni Devourer2. Dane marks it.

**Hit. Bloodied.
Dane Saves vs slowed**
[/sblock]

Rurdev astride his mount, shivers when the creature tears his flesh. As it pulls away, the ranger let's his blood take hold of his emotion once again. It fills him with vigor as he brings his axes down on the oni, the first tearing through it's bicep, the second nearly guts it.

[sblock=Actions]
Minor: Activate Blood Fury axe: Act as bloodied until end of next turn
Minor: Activate Longtooth shifting: Gain regen 2 while bloodied and +2 damage until end of encounter.
Standard: Twin strike oni: twin strike shifted w/CA quarry vs oni (1d20+12=24, 1d20+12=27, 1d10+4=8, 1d10+3=6, 1d6=4)
Save: save vs -5 to saves (1d20-5=3)
SR, if you look at invisible castle, you'll see I rolled for disruptive strike, I thought Dane would provoke for moving, but he doesn't, so I'm can't use it. I would like to use it though if it attacks Dane on it's turn: disrupting strike vs oni w/CA (1d20+12=31, 1d10+5=10)

**Sure he does? Doesn't he? I think he does anyway. Well Dane's gonna get attacked anyway, so you'll get to use it either way.

Rurdev, I think you're mount still works the way described as before, because it's not a traditional mount, its a magic item.
[/sblock]

The stench hit Incarnation like a wall. Even unable to breathe, the sheer vileness of it distracted him. If he could curl the lips on his faceplate, he would.

Turning to the new demon, Incarnation pulled back his hand as if calling something. Fire began flickering along the night haunt, then building, and suddenly a torrent of flame poured from demon into the waiting Incarnation where it was absorbed harmlessly. Ice shards now covered it head to toe, and where they were not lacerating, they were painful. But the fire was not enough as the oni's curse snuffed the warlock's consciousness. The flames along his platting flicker and fade.

[sblock=OOC]The good news: Chains of Levistus vs Haunt: Crit! for 30 cold and 2d6 more if it moves (or is forced to move) before ENT Incarnation.

Bad news: Unconscious. Does one save now end both, or are they still separate saves?

**I think one, replaces the other**[/sblock]

Raiyek grits his teeth and gets back to his feet. Seeing the predicament of his less melee oriented friends back at the wagon, he prays to Palladys for Incarnation. "Bring him back to us, My Lady. His fate isn't finished yet."

The paladin then turns to the ogre in front of him. Despite the size of his adversary, he isn't fazed at all. "You picked the wrong caravan to assault, Oni," he declares with venom in his voice as he plunges his divinely empowered sword into the brute's gut.

[sblock=OOC]Sorry for missing the first round there ... SR did pretty much what I was planning to do though, so that's good. Raiyek should only take 8 damage from the ogre as well, from resist 1 all.

Move: stand.
Minor: use Channel Divinity: Divine Mettle to give Incarnation a free save with +2 bonus. Roll well, it's not nap time yet! :)
Standard: Piercing Smite vs. Ogre 1: 1d20+10=26 vs. Ref hits, 2d10+4=20 damage.[/sblock]

A golden glow suffuses the warforged but soon it turns red, a dull, fiery red, the red of heat and anger and strife. The red flares up, and once again Incarnation's flame-filled eyes peer out at the oni before him. As you can see, we cannot be defeated.

[sblock=OOC]Saves vs. Unconsciousness.[/sblock]

The Oni Night Haunts eyes shoot toward Incarnation as he rises, then one looks to the North where the others came from. They don't seem to notice the power of the group, as the ogres and devourers continue to bash and slash at anything in their path.

Their aim is off and their will blind. None strike true, one falls from his burns and another gives Rurdev opportunity for a deep strike.

The Night Haunt charges Georg shrugging off the pain from Incarnation's spell and knocking closer to the fray.

The Warden seems to revel in how well the party is doing. His blade crackles with electricity as he misses. He merely chuckles.

[sblock=ooc]Oni Devourer 1 Fails to recharge
Attacks Magma Beast Miss

Oni Devourer 2 Recharges
Attacks Dane Miss

Rurdev uses disruptive strike for 10 damage.

Ogre 1 takes 5 fire damage and dies.

Ogre 2 Does not recharge
Attacks Dane. Miss

Oni Night Haunt Moves to D10
Takes 6 damage from Chains of Levistus
Attacks Georg. 24 vs AC, hits, 14 damage and Georg is pushed to D8.

The Warden attacks the Devourer 2. Miss[/sblock]

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

Init!

Round 2

21; Dane; P3; 60/60; Acted
19; Raiyek; E5; 56/56; Acted
18; Georg; D8; 30/44; Mounted; Acted
Magma Beast; D2; 11/22
18; Incarnation; H10; 53/53; Superior Cover; Acted
18; Rurdev; Q5/R6; 47/51; Mounted, -5 to saves (save ends); Acted
17; Bad Guys; Acted
Oni Devourer 1; E2; 78/78
Oni Devourer 2; R4; 11/78; Quarry, Marked, Bloodied
Ogre 2; Q1/R2; 57/81;
Oni Night Haunt; D10; -62 hp
16; The Warden; P9/Q10; Acted
12 Hadrak; I11; 52/52; Superior Cover; +1 to all defenses TENT

Stats

Oni Devourer
AC 22 R 19

Ogre
AC 16 R 13

Oni Night Haunt
AC 24 R 21

Map!

[sblock=Map]
OniAmbush04.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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Into the Woods

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