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Adventure: A paladin in need (DM:Someone, judge: THB)

Brenwar calls upon Palladys as the battle is joined, invigorating himself for the coming challenge. He then declares a divine challenge versus the foul devil next to him, but slips in some mud as he tries to hit the creature, spoiling any chances of a meaningful hit.
[sblock=Combat]
Move Action: Virtue on Self (+15 THP)
Minor Action: Divine Challenge Mud Monster #4
Standard Action: Valorous Smite vs. Mud Monster 4 (1d20+10=11, 2d10+5=13)

Ongoing Effect:
Spent a surge so 3/- until SONT

[sblock=Stats]
Brenwar – Male Human Paladin 6
PC:Brenwar Holyshield (Rapida) - L4W Wiki

Initiative: +2, Speed: 5 Passive Perception: 16, Passive Insight: 21

AC: 25 Fort: 18, Reflex: 18, Will: 20, Resist: 1/all

HP: 54/59 (15 THP), Bloodied: 29 , Surge Value: 15, Surges Left: 9/13

Action Points: 0

Feats of Note:

Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.

Whenever Brenwar uses a power that allows an ally to spend a healing surge or regain hit points as if she had spent a healing surge, that ally can use his healing surge value (15 HP) to determine the number of hit points gained.

OA Basic Melee Attack: +10 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Lay on Hands (2/3 Remaining)

Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Deliverance of Faith, Swift Recovery, Heroic Effort, Second Wind

Daily Powers: Majestic Halo, Unyielding Faith, Magic Item Daily
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The silver-masked girl gasps in pain at the onslaught, swaying but not quite falling under the repeated blows. Joy's intervention gives her the opportunity to duck underneath another stroke from the mud lasher, whereupon she quickly backpedals away from it. She crosses her arms in front of her and shouts a word of command. Great gouts of roaring fire leap up from the floor, swirling and dancing in erratic, zigzag streaks that crisscross the area near the sorceress with blazing speed. Somehow, they girl's allies are left completely unharmed by this, but three of the mud demons take horrible burns. The flames draw back, swirling tightly around the girl like a pack of loyal but vicious hounds, ready to consume any foe that gets too close.

Meanwhile, the girl points her dagger at the mud demon that struck her, shouting another spell. Wild spiraling threads of color flare, searing the demon's fragile psyche before bouncing off in search of another target. They converge on a second demon, but before they get to it, the threads of color seem to tangle on each other and snarl into a tight ball, wrapping around and around each other with increasing speed until suddenly, with a flash, they explode. Everyone nearby save only the silver-masked sorceress herself is driven back by the blast.

[sblock=ooc]I can't quite make sense of the damage numbers. Porphyria did spend a surge here to get to full after the last battle. On the other hand, I count 39 damage in this post:
Mud Laser 1 closes on Joy, attacks with Drowning Slam, only hits Fort 10.
Mud Lasher 3 closes on Porphyria, uses Drowning Slam too, hits Fort 18. Damage is 12 and ongoing 5 (save ends)
Mud Lasher 2 and 4 use Mud Ball on Brenwar, hitting really pathetic numbers. They close in after that.
Impalers target Joy and Porphyria with Barbed Spike, hitting AC 31 (Joy) and 25 (Porphyria); damage is 13 and 7, respectively. They now grant CA until the end of the Impalers’ next round and allow one (each) of the adjacent mud lashers to attack with a MBA. The one against Porphyria hits AC 24 for 20 damage.
...but the status block has me at a total of 38 damage and 5 ongoing. Did I resist some of it? P currently resists 5 necrotic/poison/cold, but no damage types are specified, making me think it's untyped. Oh, I think I see; you added 6 damage from last fight but forgot to add 7 damage from barbed spike, yes? So the right number is 39 damage with 5 ongoing, I think. And from Joy's turn, P recovers 11+6=17 hp, and gets 7 temp hp to boot, making her not quite bloodied.

Anyway, actions:

On Joy's turn: shift to I12, granted by inspiring word
Start of turn: take 5 ongoing damage. Leaves me at 24/46 and 2 THP, if I count right.
Move: Shift to I11
Standard: Flame spiral. targets 3 creatures in close burst 2. Targets reflex. 16 vs Mud man 1, 23 and 16 vs. MMs 2 and 4 respectively; hits all of them for 20 fire damage. Effect: until start of my next turn, any enemy that starts in or enters a square adjacent to me takes 1d6+6 fire damage.
Action point: Chaos bolt at MM1: 22 vs will for 15 psychic damage, which includes +3 to hit from action surge. That's even, so it bounces to MM 4: Natural 1. That triggers my Unfettered Power class feature: I must push everyone within 5 squares of me by 1 square. Thus: Joy to J13, MM1 to I14. Halleck, Brenwar, and MM3 and 4 all go west one square. MM2 goes north a square.

End of turn: save vs. ongoing damage: fails
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Halleck smiled at the silver masked girl. "Well done, Silver. Now, strengthen your resolve, for we shall smite these foul foes."

The troubadour side stepped next to Joy and stabbed the bloodied Mud Monster. His attack glanced off the creature, but Halleck lured him in with a feigned-lowered-guard all the same. "To me, I dare you!"

OOC:
DM: Can I get an updated map and status block before I post. I am little confused now about where everything is / what's still alive.

Porphyria: You spend 1 healing surge and regain +5 HP from it. Also, you can slide 1 as a free action.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Minor: Magestic Word on Porphyria
Move: Shift I12 (+1 to AC/Ref)
Standard: Brash Assault

  • Target: Mud 1
  • Attack: 1d20+11=14 Miss
  • Damage: 1d8+6=0
  • Effect: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+5) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Warlord/Bard 6
Initiative: +3, Passive Perception: 18, Passive Insight: 20

Defenses:

AC: 23, Fort: 17, Reflex: 17, Will: 20 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 46/50, THP: 0/8 Bloodied: 25, Surge Value: 12, Surges left: 6/9
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +11 vs AC - Harmonic Spellblade Longsword 1d8+6
:ranged: Ranged Basic Attack: N/A

Properties:
Always On: Resist 2 on Ranged and Area attacks
On Shift: +1 to AC/REF
On Second Wind: If bloodied, you can spend 2 healing surges

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Diabolic Stratagem, Divine Challenge, Battlefront Shift, Boots of the Fencing Master Enc
Daily: Stirring Shout, Stand the Fallen, Heroic Effort, Canon of Avoidance, Dwarven Scale Healing, Harmonic Spellblade Boon,

Weapons:
Harmonic Spellblade Longsword +1

[/sblock][sblock=Halleck's Log]
Adventure Summary

Notes:
[/sblock]
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OOC: That's what probably happened to Porphyria. I've corrected the numbers, but they still may be off, specially healing surges.



[/sblock]
[sblock=updated status]
Brenwar: 5 damage, 15 THP, 4 HS spent,.
Halleck= 4 damage, 3 HS spent
Porphyria: 6 damage, 2 THP ongoing 5 damage, grants combat advantage, 4 HS spent, can shift 1 square; this includes Halleck's recent healing.
Joy: 13 damage, grants combat advantage 3 HS spent
Impaler 1: 14 damage
Impaler 2:
Mud monster 1: 42 damage, bloodied
Mud monster 2: 20 damage
Mud monster 3:
Mud monster 4: 20 Damage, Divine challenged
[/sblock]

[sblock=updated map]
paladin2-2andahalf.jpg
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OOC: Thanks. Updated my post. If the mud monster bites on my Brash Assault, I think Brenwar is the logical choice, assuming he can charge successfully from his current location. If not, I'll grant the MBA to Joy.
 

OOC: Thanks, the health and surge numbers look right to me... But the map doesn't match what's in my head. I thought P was in I11? Also, there's a bunch of crazy movement down at the end of P's post; natural 1's suck for a wild sorc. P wouldn't mind shifting to be adjacent to MM1, so that it starts its turn in her fire damage area. That's probably J12, since I think I12 is occupied now.
 

OOC: I didn't mention it in the updated post since I wrote it in the "actions" block of the post to come which I didn't copy, but I think you got your token wrong; yours is the girl originally at G13 (at least the layer taken from last combat's map called "Porphiria" in the photoshop file contains that token). Since you can't move through H12 since Joy shifted there first, I placed her at G11 as the best compromise; if you want to change positions you have some hours before I play the NPCs and finish the post's details.
 
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OOC: Whoops! How embarrassing. :( No, the current situation is fine with me, then. Maybe we could use a more obvious picture for P's token? Something like this would be nice, if possible.
 

Under the shock of the repeated assault, Halleck's encouragement and Joy's contagious emotions Porphyria can't control her powers very well. She explodes in a kaleidoscope of fire and wild magic that splatters one of the already weakened mud monsters against the wall and damages the rest of them, cooking part of their mutable forms into hard clay. They however tend to ignore the girl, covering instead Brenwar in hardening mud before one of the tall monsters appears behind the wall and orders them, using some foul and horrid language, to attack the silver masked girl. They pay dearly as she's still burning from the recent magical display.

The other devil throws one of his spikes at Joy, pining her clothes against the wall, but then the wall that so abruptly appeared before disappears under the ground. The floor that was trembling shoots upwards, blocking your view of the tall devils, and new sections start shaking too.

[sblock=actions]
Brenwar uses Virtue (+15 THP and resistance 3), Challenges Mud Lasher 4, fails at attacking the mud monster.

Joy shifts, crits with Energyzing Strike (22 damage) , heals Porphyria.

Porphyria shifts to current position, deals hefty damage with Flame Spiral, then Chaos bolts MM1 to death. Notice your icon has now a mask.

Halleck heals Porphyria, and uses Brash assault Against Mud lasher 4, since # 1 is already dead. The attack granted by brash assault fails, and Brenwar easily hits with Virtuous Strike, which can be used as a MBA, for 7 damage and making it vulnerable to radiant damage.

Mud Lasher 2 moves to H7 and throws a mud ball at Brenwar, failing again.

Mud Lasher 3 moves to D11 and throws another mud ball at Brenwar, hits Ref 18 this time, Brenwar is Slowed

Mud Lasher 4 does the same, hitting Ref 23, so Brenwar is Immobilized (Save ends). The monster's mechanics are not very clear if Immobilized overrides Slowed or they stack (so you must save against each condition separatedly) but this time at least I'll go with the first option.

Impaler 1 doesn’t recharge Barbed Spike, so it moves and shoots Joy, hitting Ac 27 for 10 damage, and Joy grans CA until the end of the Impaler’s next round.
Impaler 2 recharges barbed spike, but doesn’t use it. Instead moves to current position and uses his get them encounter power, enabling mud lashers 2 and 3 to charge Porphyria; one of them fails, the other one hits for 11 HP. #3 gets an AoO from Halleck, which hits for 13.

EDIT: she’s burning, too. They suffer 8 and 12 damage respectively. Not the best move from the mud lashers; that’s what happens when you play the bad guys half asleep.

Battlefield changes. Thick black lines (now gone) are stone walls, darkened blocks are raised floor (high enough to block line of sight), squares highlighted in white are trembling.
[/sblock]
[sblock=status]
Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent.

Halleck: 4 damage, 3 HS spent

Porphyria: 15 damage, ongoing 5 damage, grants combat advantage, 4 HS spent.

Joy: 13 damage, grants combat advantage, 3 HS spent

Impaler 1: 14 damage

Impaler 2:

Mud monster 1: Dead.

Mud monster 2: 28 damage

Mud monster 3: 25 damage

Mud monster 4: 27 damage, vulnerable radiant 3
[/sblock]
[sblock=map]
paladin2-3.jpg
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Into the Woods

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