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

Brenwar frustrated at the mud pinning him in place utters a prayer to Palladys. Miraculously the mud dissolves leaving Brenwar covered, but free to move. With a grunt of effort he jumps forward and smashes his hammer into the surprised mud creature harrying his ally, mud splatters everywhere and now Brenwar isn't the only one covered in the foul substance. As the blow lands, a divine light settles on his companions giving them a bit of protection against these hellish enemies.
[sblock=Combat]
Minor Action: Divine Mettle vs. Immobilize (1d20+4=13)
Move Action: Shift to H11
Standard Action: Righteous Smite vs. Mud Monster 2 (1d20+10=30, CRIT=25)+Critical Damage (1d8=6)
Total Critical Damage = 31
Every ally within 5 squares gains 8 temporary hit points.

Ongoing Effect:


[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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Joy seemed to have completely focused on the battle at hand- she stepped around the tall stone block, back towards the nearest mud monster. While her lips didn't seem to be moving, everyone around her could hear a stirring martial tune echoing in the air- a song that seemed to come from everywhere and nowhere. She swung her curved blade in sweeping arc which clipped one of the mud monster's leg- not deeply enough to sever it, but enough that the creature stumbled, making it an easy target for a moment.

[sblock= OOC]
>Move: walk to I 12, via J12
>Standard: Attack Mud Lasher 3 with Demoralizing Strike, 1d20+11 vs. AC= 29 (hits for 9 damage and Mud 3 takes a -2 to all defenses until end of Joy's next turn); rolls Roll Lookup

[/sblock]
 

Finding herself surrounded by demons of mud, the girl in the silver mask claps her hands together and disappears in a shimmer of multicolored sparks, reappearing a moment later behind Joy. She points, and spiraling energies lance out again, scoring the demon Joy just struck, and bouncing like a pinball between the three mud demons, harming them all.

[sblock=actions]Thanks for the mask token, that helps a lot!

Move: spatial trip, teleport to J13
Standard: Chaos bolt vs. ML3: 14 vs. will for 18 damage will hit with Joy's debuff. That's even, so it bounces to #2 if it's still up, else #4: 28 vs. will for 12 damage. And one more rebound roll for #4, in case #2 was still up: 24 vs. will for 10 damage. Impaler 2 would be in range for yet another rebound, but I assume it needs line of effect to work, so I'll stop rolling now. :)
[/sblock]
 

Halleck grinned and boasted, "At this rate, this won't take long at all"


OOC:
DM: Can I get a pulse on the mud monsters? I'd like to know who's still standing before I act. Thanks, and sorry for the delay.



[sblock=Action Block, Mini-Stats]

Ignore while I consider my options...


[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: 8/8 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]
[/sblock]
 

OOC: Sure, here's the updated status list. also, I believe Porphyria still has to save against ongoing damage.



[sblock=status]
Brenwar: 5 damage, 15 THP, 4 HS spent,.
Halleck= 4 damage, 8 THP, 3 HS spent
Porphyria: 15 damage, 3 THP, 5 ongoing damage, 4 HS spent.
Joy: 13 damage, grants combat advantage, 8 THP, 3 HS spent
Impaler 1: 14 damage
Impaler 2:
Mud monster 1: Dead.
Mud monster 2: Dead.
Mud monster 3: 53 damage, -2 defenses until end of Joy’s next turn, Bloodied.
Mud monster 4: 37 damage, Bloodied
[/sblock]
 


Halleck side-stepped, dropping his shield while lunging at the mud creature, "Is this all you've got?"

The blow landed clean, and the troubadour was ready for the counter-attack.


[sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Minor:
Move: Shift G12 (+1 to AC/Ref)
Standard: Brash Assault

  • Target: Mud 3
  • Attack: 1d20+11=17 +2 CA=19
  • Damage: 1d8+6=10
  • 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: 8/8 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]
[/sblock]
 

The mud monsters finally give up, as not even their mutable bodies are a match against the power of your weapons and magic. Their remains stain the newly raised walls and your clothes; their only effective counterattack is another large iron spike directed against Joy, but even that is slowed by the tangible protection Brenwar has conjured around you.

You’re more worried about the room itself. New sections sink all around you, and the floor under your very feet tremble and shake.

[sblock=actions]
Brenwar saves against Immobilized using Divine Mettle, shifts and deals 31 damage to Mud Lasher 2. Everyone gets 8 THP
Joy moves, hits with Demoralizing Strike.
Porphyria shifts to current position, deals lots of damage with a lucky string of Chaos Bolts, killing #2 (I think) in the process
Halleck attacks #3 with Brash Assault. The counterattack doesn’t happen since he dealt just enough damage to kill his target.
Mud Lasher 4 moves away and throws a mud ball at Halleck, who dodges out of the way.
Impaler 1 recharges barbed spike, but does not use it and instead just shoots at Halleck. Bad roll, hits only AC 20 so fails.
Impaler 2 does the same against Joy, since she still grants CA. This one hits AC 25 for 12 damage, and causes Joy to grant combat advantage.

Battlefield changes. Darkened blocks are raised or lowered floor (high enough to block line of sight, lowered is 10 feet low), squares highlighted in white are trembling. I hope is clear what sections are up and what down; I can color code them if you find it confusing.
[/sblock]
[sblock=status]
Brenwar: 5 damage, 15 THP, +2 to saving throws (TENT?), Immobilized (Save ends). 4 HS spent,.
Halleck= 4 damage, 8 THP, 3 HS spent
Porphyria: 15 damage, ongoing 5 damage, 8 THP, 4 HS spent.
Joy: 17 damage, grants combat advantage, 3 HS spent
Impaler 1: 14 damage
Impaler 2:
Mud monster 1: Dead.
Mud monster 2: Dead
Mud monster 3: Dead
Mud monster 4: 37 damage, Bloodied
[/sblock]

[sblock=stats]
Mud Lasher: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage

Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock]

[sblock=map]
paladin2-4.jpg
[/sblock]
 

The Starling leans out from behind the pillar of ground that has launched itself into the air, and waves her dagger in a complex twisting motion. A wave of flashing, multi-hued mist coalesces around the two demons to the west, sparking and fizzing with energy. When the mist clears, the impaler appears disoriented for a moment, though its confusion quickly dissipates. She casts a worried glance at the floor next to her. "Guys? I don't like this floor much..." She looks around to see if there's any way to disable the effect.

[sblock=actions]Start of turn: 5 ongoing damage.
Standard: Mists of disarray, burst 1 on C12. (I'm assuming that the D10-F12 area is below the surface, not up, so I have line of sight.) Targets will; 25 vs. impaler 2, 13 vs. lasher 4, hits the impaler for 17 damage, plus another 1d6=1 damage because it's at full health, and pushes it one square because the attack roll was odd. Not sure if I can actually push it from here, but if I can, push it NW. Misses the mud lasher, unless it was granting CA for some reason that I didn't notice.
Move: none
Minor: Arcana check to see if I can figure out a way to stop the floor from going nuts: 16.
End of turn: save vs. ongoing damage: fail again
[/sblock]
 

OOC: With the stat block tracking damage done and not balance of health, it's hard to tell how injured everyone is. So just yell when you need healing.


Halleck side-stepped again, reposition himself, while throwing verbal barbs at the mud lasher. "Why are you running away? Are you really that afraid of us?"

[sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Minor:
Move: Shift H10 (+1 to AC/Ref)
Standard: Vicious Mockery vs Will

[sblock=ignore]

  • 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][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: 8/8 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]
[/sblock]
 

Into the Woods

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