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Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
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<blockquote data-quote="ScorpiusRisk" data-source="post: 5166027" data-attributes="member: 41601"><p>Incarnation looks passively as the barbarian retreats. <span style="color: darkred">He will return, but now is not the time to chase when others need us.</span> He turns briefly to the wizard. <span style="color: darkred">You must separate them, Georg. I will do what I can.</span></p><p></p><p>Calmly, Incarnation turns to the river and implacably strides in, the the steam from his flames shrouding him. The shroud is mixed with darkness at his left hand as he places his mark upon the serpent and then shoves at beast, attempting to separate it from the paladin. <span style="color: darkred">Push, elf. Push to survive.</span>[sblock=Actions]Even with a double run, Incarnation could not get close enough to follow up an attack; so that +4 is goin' to be wasted. Good combo to remember for later, though Mal (esp. if Georg shoves him with Thunderwave, which is considered a move).</p><p></p><p>Move to M12 in the water. Minor to curse serpent. Aid another for Raiyek's Athletics check: <a href="http://invisiblecastle.com/roller/view/2496637/" target="_blank">Success</a> so Raiyek gets a +2 to his next check. I'd get rid of the armor first. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />[/sblock]</p><p></p><p>-----------------------------------------</p><p></p><p>Initiative </p><p></p><p>Round 5</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2490606/" target="_blank">21</a>; Rurdev; R18; 46/51; </p><p><a href="http://invisiblecastle.com/roller/view/2490608/" target="_blank">18</a>; George; G12; 32/40 +5 thp;</p><p><a href="http://invisiblecastle.com/roller/view/2490610/" target="_blank">18</a>; Hadrak; J11; 44/52; +3 to defenses TENT; </p><p><a href="http://invisiblecastle.com/roller/view/2490604/" target="_blank">17</a>; Raiyek; M13; 56/56 + 5 thp; Underwater, 1 Failed Drowning Check; </p><p><a href="http://invisiblecastle.com/roller/view/2490607/" target="_blank">9</a>; Dane; P15; 10/60; ongoing 5 poison and slowed (save ends both), <span style="color: Red"><strong>Bloodied</strong></span>; </p><p><a href="http://invisiblecastle.com/roller/view/2490595/" target="_blank">9</a>; Enemies</p><p>Wizard; U6;</p><p>Hobgoblin 2; Q14; 24/62 hp; <span style="color: Red"><strong>Bloodied</strong></span>, 1 Failed Drowning Check</p><p><s>Barbarian; Off the map; 68/188 hp; <span style="color: Red"><strong>Bloodied</strong></span></s></p><p>Wereserpent; O12; -23 hp; <span style="color: SeaGreen">Marked</span>, Underwater, 1 Failed Drowning Check, <span style="color: DarkRed">Cursed</span></p><p><a href="http://invisiblecastle.com/roller/view/2490614/" target="_blank">7</a>; Incarnation; M12; 28/53 +2 thp; Concealment</p><p></p><p>Stats</p><p></p><p>Barbarian</p><p>F 19 R 21</p><p>Wereserpent</p><p>F 19 R 18</p><p>Hobgoblin</p><p>AC 19 R 17</p><p></p><p>[sblock=Map]<img src="http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/River10.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p></p><p>Flaming Sphere: R20; Any creature starting adjacent to the sphere takes 7 fire damage</p><p></p><p>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.</p><p></p><p>Square containing tree, are difficult terrain.</p><p></p><p>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.</p><p></p><p>All water squares are considered difficult terrain and require two movement per square even with a successful Athletics check.</p><p></p><p>Boulders are large enough to be treated as a wall. You cannot move diagonally across a corner.</p></blockquote><p></p>
[QUOTE="ScorpiusRisk, post: 5166027, member: 41601"] Incarnation looks passively as the barbarian retreats. [color=darkred]He will return, but now is not the time to chase when others need us.[/color] He turns briefly to the wizard. [color=darkred]You must separate them, Georg. I will do what I can.[/color] Calmly, Incarnation turns to the river and implacably strides in, the the steam from his flames shrouding him. The shroud is mixed with darkness at his left hand as he places his mark upon the serpent and then shoves at beast, attempting to separate it from the paladin. [color=darkred]Push, elf. Push to survive.[/color][sblock=Actions]Even with a double run, Incarnation could not get close enough to follow up an attack; so that +4 is goin' to be wasted. Good combo to remember for later, though Mal (esp. if Georg shoves him with Thunderwave, which is considered a move). Move to M12 in the water. Minor to curse serpent. Aid another for Raiyek's Athletics check: [url=http://invisiblecastle.com/roller/view/2496637/]Success[/url] so Raiyek gets a +2 to his next check. I'd get rid of the armor first. :)[/sblock] ----------------------------------------- Initiative Round 5 [url=http://invisiblecastle.com/roller/view/2490606/]21[/url]; Rurdev; R18; 46/51; [url=http://invisiblecastle.com/roller/view/2490608/]18[/url]; George; G12; 32/40 +5 thp; [url=http://invisiblecastle.com/roller/view/2490610/]18[/url]; Hadrak; J11; 44/52; +3 to defenses TENT; [url=http://invisiblecastle.com/roller/view/2490604/]17[/url]; Raiyek; M13; 56/56 + 5 thp; Underwater, 1 Failed Drowning Check; [url=http://invisiblecastle.com/roller/view/2490607/]9[/url]; Dane; P15; 10/60; ongoing 5 poison and slowed (save ends both), [COLOR="Red"][B]Bloodied[/B][/COLOR]; [url=http://invisiblecastle.com/roller/view/2490595/]9[/url]; Enemies Wizard; U6; Hobgoblin 2; Q14; 24/62 hp; [COLOR="Red"][B]Bloodied[/B][/COLOR], 1 Failed Drowning Check [s]Barbarian; Off the map; 68/188 hp; [COLOR="Red"][B]Bloodied[/B][/COLOR][/s] Wereserpent; O12; -23 hp; [COLOR="SeaGreen"]Marked[/COLOR], Underwater, 1 Failed Drowning Check, [COLOR="DarkRed"]Cursed[/COLOR] [url=http://invisiblecastle.com/roller/view/2490614/]7[/url]; Incarnation; M12; 28/53 +2 thp; Concealment Stats Barbarian F 19 R 21 Wereserpent F 19 R 18 Hobgoblin AC 19 R 17 [sblock=Map][IMG]http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/River10.png[/IMG][/sblock] Flaming Sphere: R20; 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. Square containing tree, are difficult terrain. 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. [/QUOTE]
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