• 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] According to Init order, Dane goes before Georg. The enemies couldn't shift or make OAs until the end of Georg's turn. That's why Dane walked between them and Rerduv though there wouldn't be any OAs. No big deal this time since I'll trade 4 pod for 10 ;) [/sblock]

Back ta Hades wit yah!

Dane takes another big swing at the demon, hoping he doesn't burst into flames after he kills it. After his first miss, he swings again hoping to destroy it this time. He misses again, but he stays there to assist Rurdev in his attacks.

[sblock=Actions]
Brash Strike (1d20+15, 1d12+10=[5, 15], [10, 10])
Action Point: Brash Strike (1d20+15, 1d12+10=[2, 15], [4, 10])
Blast it!. Well Oni D2 is still marked.

[/sblock]
 

log in or register to remove this ad

[sblock=ooc]No need for the trade. That makes perfect sense. Rurdev uses the power when they attack on their turn. I'm leaving the flavor text, because Im tired and granting you the hp back.[/sblock]
 

As the first ogre falls, Incarnation's mark upon takes hold as fire courses around it and sears the demon next to it; faintly all call hear dark whispers as the warforged seems to gain strength. Picking himself up, with a wave he casts a dark pall over the nearer oni and then blasts it with fire. The creature spins away from the bolt, but Incarnation burns himself some to to pull the bolt back, but this too is dodged. The fires smolder the warforged as he reins in the spell.[sblock=OOC]7 fire damage to Devourer 1 who was adjacent to O1 when it died. Stand up and curse Haunt. Fiery Bolt (w/ +2 from Chains of Levistus) vs Haunt: Miss. Take 3hp to regain it; AP to try again. Fiery Bolt vs Haunt: Miss worse. Miss. 3 more hp to retain it.[/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: 49/53, Bloodied: 26, Surge: 13, Surges left: 11/11
+2 save vs. ongoing damage
Action Points: 0/1, 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]
 

Rurdev mentally commands hit mount, who kicks out at the oni with stone hooves, but the demon dodges away at the last second. The shifter is already moving though, bringing his axe down, which the creature is able to deflect away with it's dagger. "Fine, let's play," Rurdev says, unrelenting, he swings his axes trying to overwhelm the demon. "Okay Warden, you take care of him then."

[sblock=Actions]
Free: Command mount to attack Oni dev: horse hoof vs oni with CA (1d20+8=21, 1d6+5=6)Miss.
Minor: Off-hand strike vs oni dev: off hand strike vs devourer, quarry if needed (1d20+12=20, 1d10+7=10, 1d6=1)
Standard: Twin Strike: twin strike vs oni dev (1d20+12=15, 1d20+12=16, 1d10+4=6, 1d10+3=11)
save for neg to saves (1d20-5=2)[/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
Obsidian Steed

[/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 recovers from the Oni's attack and feels the energy of Hadrak's strike against it. He draws upon his reserves of strength again and slams his staff into the ground. A wave of thundering flame spreads towards the haunt. Georg shifts forward to surround the fiend. Surrender, if you understand the concept. His conjured creature reaches out a paw of glowing magma towards the nearest creature, but the Oni dances out of reach.

[sblock=OOC]
Minor: Second Wind to heal 11 and get Rune Scribed Soul (+1 hit +4 damage)
Standard: Thunderwave on Haunt 1d20+10=18 (vs Fort) for 1d6+10=12 damage (no push) and it can't shift until the end of its turn
Move: Shift 2 to C10 (from Magma Beast)
Instinctive Action: Beast slams Oni Dev 1d20+9=11 (miss Ref)
[/sblock]

[sblock=ministats]
Triggers: Shield (if AC/Ref hit by less than 4)
Status: slowed, 5 temp hp
Init: +3 Speed: 5 Perception:14 Insight: 19
AC: 19 NAD:17/17/17
HP: 41/44 Surges: 9/10 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]
 
Last edited:

Letting Georg's conjuration take care of one oni for the time being, Raiyek moves south to help against the night haunt. "By Palladys, you'll face me in honourable combat or feel Her wrath!"

The paladin launches a fierce combination of attacks with his challenge, the last blow finally landing. His goddess grants him some strength in return, and he prepares for the inevitable counterattack.[sblock=OOC]Move: to E9.

Minor: DC night haunt.

Standard: Holy Strike vs. night haunt: 1d20+10=14 vs. AC, 1d10+7=14 radiant damage, miss.

AP: Strength from Valor vs. night haunt: 1d20+10=16 vs. Fort, 1d10+4=14 damage. On a hit, Raiyek gains 5 temp hp.
Burning Elven Accuracy: 1d20+10=24 vs. Fort.[/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: 0, 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]
 

((I am late in updating this thread. Bit of an unexpected change in my schedule. That's why I've been posting here and there in threads where I can make a quick comment, but not here.

This will be updated tomorrow. This should not continue to effect my post rate.))
 

Back ta Hades wit yah!

Dane takes another big swing at the demon, hoping he doesn't burst into flames after he kills it. After his first miss, he swings again hoping to destroy it this time. He misses again, but he stays there to assist Rurdev in his attacks.

[sblock=Actions]
Brash Strike (1d20+15, 1d12+10=[5, 15], [10, 10])
Action Point: Brash Strike (1d20+15, 1d12+10=[2, 15], [4, 10])
Blast it!. Well Oni D2 is still marked.

**yup**
[/sblock]

As the first ogre falls, Incarnation's mark upon takes hold as fire courses around it and sears the demon next to it; faintly all call hear dark whispers as the warforged seems to gain strength. Picking himself up, with a wave he casts a dark pall over the nearer oni and then blasts it with fire. The creature spins away from the bolt, but Incarnation burns himself some to to pull the bolt back, but this too is dodged. The fires smolder the warforged as he reins in the spell.

[sblock=OOC]7 fire damage to Devourer 1 who was adjacent to O1 when it died. Stand up and curse Haunt. Fiery Bolt (w/ +2 from Chains of Levistus) vs Haunt: Miss. Take 3hp to regain it; AP to try again. Fiery Bolt vs Haunt: Miss worse. Miss. 3 more hp to retain it.[/sblock]

Rurdev mentally commands hit mount, who kicks out at the oni with stone hooves, but the demon dodges away at the last second. The shifter is already moving though, bringing his axe down, which the creature is able to deflect away with it's dagger. "Fine, let's play," Rurdev says, unrelenting, he swings his axes trying to overwhelm the demon. "Okay Warden, you take care of him then."

[sblock=Actions]
Free: Command mount to attack Oni dev: horse hoof vs oni with CA (1d20+8=21, 1d6+5=6)Miss.
Minor: Off-hand strike vs oni dev: off hand strike vs devourer, quarry if needed (1d20+12=20, 1d10+7=10, 1d6=1)

**Miss**
Standard: Twin Strike: twin strike vs oni dev (1d20+12=15, 1d20+12=16, 1d10+4=6, 1d10+3=11)
save for neg to saves (1d20-5=2)

**Miss, Miss**[/sblock]

Hadrak is quite happy and comfy in his little box. It protects from the wind. He targets again the Oni haunt but the Haunt ducks underneath the gout of flame.

[sblock=Action]
Sacred Flame vs Oni haunt reflex (1d20+11=20, 1d6+10=15) if hit, +5 thp to Goerg, +1 to Hadrak's defenses TENT

**Miss**
[/sblock]

Georg recovers from the Oni's attack and feels the energy of Hadrak's strike against it. He draws upon his reserves of strength again and slams his staff into the ground. A wave of thundering flame spreads towards the haunt. Georg shifts forward to surround the fiend. Surrender, if you understand the concept. His conjured creature reaches out a paw of glowing magma towards the nearest creature, but the Oni dances out of reach.

[sblock=OOC]
Minor: Second Wind to heal 11 and get Rune Scribed Soul (+1 hit +4 damage)
Standard: Thunderwave on Haunt 1d20+10=18 (vs Fort) for 1d6+10=12 damage (no push) and it can't shift until the end of its turn
**Miss**
Move: Shift 2 to C10 (from Magma Beast)
Instinctive Action: Beast slams Oni Dev 1d20+9=11 (miss Ref)
[/sblock]

Letting Georg's conjuration take care of one oni for the time being, Raiyek moves south to help against the night haunt. "By Palladys, you'll face me in honourable combat or feel Her wrath!"

The paladin launches a fierce combination of attacks with his challenge, the last blow finally landing. His goddess grants him some strength in return, and he prepares for the inevitable counterattack.

[sblock=OOC]Move: to E9.

Minor: DC night haunt.

Standard: Holy Strike vs. night haunt: 1d20+10=14 vs. AC, 1d10+7=14 radiant damage, miss. **yup**

AP: Strength from Valor vs. night haunt: 1d20+10=16 vs. Fort, 1d10+4=14 damage. On a hit, Raiyek gains 5 temp hp.
Burning Elven Accuracy: 1d20+10=24 vs. Fort.

**Hit Huray!**[/sblock]

The Oni Night Haunt shifts its focus directly onto Raiyek, smiling with rotted teeth. "Very well Paladin. Let us test the goddess' reach." The words spill out on a foul odor.

Behind them the other oni continue their unrelenting assault. One digs into the Magma beast but its not done yet. The ogre and other Oni slam into Dane but he does a half spin, knocking both aside with axe and shield.

The Night Haunt tries to hurls Raiyek back with a mighty swing from his metal cudgel but he digs his heels in firmly absorbing the blow through his shield.

The Warden, smiling all the while at their success, turns his gaze toward the tower Ogre. His free hand flickers and harmless bolts of lighting jump around the foe for a moment forcing his attention. He then strikes out at the Oni with a crackling blade, burning his dirty flesh.

[sblock=ooc]Oni Devourer 1 does not recharge
attacks Magma Beast 30 vs AC, 9 damage
Shifts to E3

Oni Devourer 2 does not recharge
Attacks Dane 19 vs AC, Miss

Ogre 2 Recharges an ability
Attacks Dane 20 vs AC, does not hit

Oni Night Haunt attacks Raiyek 19 vs AC, Miss

THe Warden marks the Ogre with Warden's Wrath
Attacks Oni Devourer 2. 29 vs AC, 6 lightning damage.[/sblock]

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

Init!

Round 3

21; Dane; P3; 60/60; Acted
19; Raiyek; E9; 56/56 +5 thp; Acted
18; Georg; C10; 41/44; Mounted; Acted
Magma Beast; D2; 2/22
18; Incarnation; H10; 47/53; Superior Cover; Acted
18; Rurdev; Q5/R6; 47/51; Mounted, -5 to saves (save ends); Acted
17; Bad Guys; Acted
Oni Devourer 1; E3; 71/78
Oni Devourer 2; R4; 5/78; Quarry, Marked, Bloodied
Ogre 2; Q1/R2; 57/81;
Oni Night Haunt; D10; -76 hp; Divine Challenge
16; The Warden; P9/Q10; Acted
12 Hadrak; I11; 52/52; Superior Cover;

Stats

Oni Devourer
AC 23 R 19

Ogre
AC 16 R 13

Oni Night Haunt
AC 24 R 21

Map!

[sblock=Map]
OniAmbush05.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.
 

Incarnation waves aside Georg and Raiyek his free hand while continuing to spin the fiery ruin around him, barely missing the wagon. The fire burns all, be wary! The warning was given, but he could no longer contain the spell. The bolt slams into the haunt with explosive force, burning all around it![sblock=OOC]Delay until after Georg if he has to, then Fiery Bolt again: Ref 27 (Hit), 22 fire and 11 fire to all adjacent.[/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: 47/53, Bloodied: 26, Surge: 13, Surges left: 11/11
+2 save vs. ongoing damage
Action Points: 0/1, 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 - Incarnation[/sblock]
 

Into the Woods

Remove ads

Top